Aya of the Beholder

The ways in which virtual environments are constructed and perceived is rarely a direct one-to-one experience. Using the foundational example of Squaresoft’s Parasite Eve (1997), I examine the ways in which real-world locations and approximations of such are represented within videogame worlds. I e...

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Bibliographic Details
Main Author: Chris Alton
Format: Article
Language:English
Published: University of Glasgow 2019-03-01
Series:Press Start
Subjects:
Online Access:https://press-start.gla.ac.uk/index.php/press-start/article/view/120