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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Format: | Article |
Language: | English |
Published: |
University of Glasgow
2019-03-01
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Series: | Press Start |
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Online Access: | https://press-start.gla.ac.uk/index.php/press-start/article/view/120 |