This first full-length study examines Bloodborne's themes of dangerous knowledge and fatal pride and its aesthetics in the context other works on game studies, horror and the Gothic. The book's three parts focus on lore and narrative, the game's nightmarish world, and its mechanics.
This first full-length study examines Bloodborne's themes of dangerous knowledge and fatal pride and its aesthetics in the context other works on game studies, horror and the Gothic. The book's three parts focus on lore and narrative, the game's nightmarish world, and its mechanics.
Madelon Hoedt is a senior lecturer at the department of drama, theatre and performance at the University of Huddersfield in the United Kingdom and previously lectured in game studies at the University of South Wales. She has published extensively on interactive expressions of horror and the Gothic in performance and (digital) games. Series editor Matthew Wilhelm Kapell teaches American studies, anthropology, and writing at Pace University in New York.
Inhaltsangabe
Table of Contents Introduction Part I. Lore 1. Hunters 2. Healers 3. Kin Part II. World 4. City 5. Environs 6. Nightmare Part III. Mechanics 7. Insight 8. Echoes 9. Dreams Conclusion Chapter Notes Bibliography Index
Table of Contents Introduction Part I. Lore 1. Hunters 2. Healers 3. Kin Part II. World 4. City 5. Environs 6. Nightmare Part III. Mechanics 7. Insight 8. Echoes 9. Dreams Conclusion Chapter Notes Bibliography Index
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