Evoland I and II are games by the indie developer Shiro Games and were released in 2013 and 2015. Evoland was inspired by older games in series like Final Fantasy and Zelda, and, it somewhat takes the player through a bit of video game history in its premise. The gameplay, despite the shifts in playstyles that took place, flowed well, according to a reviewer. Evoland II definitely builds on the premise of capturing the feeling of how older games played, and has more mechanics in it than the first game. However, it could be said that there are too many mechanics that contradict and break flow.
For this topic, the topic taker should look into reviews on both games to see if these games set out to capture a truly nostalgic feeling while adding their own twist to the genres the games were influenced by or if something about the older styles of gamplay simply don't mesh in the modern era of gaming.
The topic taker can consider the following avenues of research for adding foundation to this analysis:
– Consider the history of the video game industry and the limits of technology that affected game mechanics and graphics and whether the current technology is too good to correctly capture how older games played.
– Figure out what the developer intended for their games, if possible, and if they achieved that intention.
– See if there are any other games similar to Evoland that mixes up different kinds of genre and gameplay and see if they are successful or if they fall into the same problems as Evoland.
– If the topic taker has played Evoland and Evoland II, they are free to add in their personal experience with how the games felt as it relates to this topic.
Here are links that might help the topic taker start their research:
Matrix: Resurrections released in 2021 and returned viewers to the world that was built on in the previous trilogy. The first movie, The Matrix (1999) has been confirmed by the Wachowskis to be a trans allegory on some level, and the meaning of the first trilogy is still debated. The topic taker should examine if the themes of the most recent film add something to the trilogy's discourse. Along with that, the topic taker should examine if any allegories are made within Matrix: Resurrections. Specifically, the topic taker should aim to answer the following question after their theme and allegory analysis:
Does Matrix: Resurrections provide any meaning to where society finds itself with technology and the rise of AI?
The topic taker is free to go into the history of the Matrix as a whole, including how it was produced to see if there are any similarities to how Resurrections was produced and if the new film took this history and the discourse surrounding the original trilogy into consideration. The topic taker can, of course, include any research on this topic that they wish. For example, if following the trans allegory of the original Matrix helps establish something that Resurrections is conveying, please include that in your analysis!
Link to an interview excerpt by Lilly about The Matrix's trans allegory: (link)
Although many stories have just one main character, many others have an ensemble of main characters, usually in sets of three to five. Although one character in these ensembles may be presented as more central to the story than the others, technically, all the characters in the ensemble could be considered main characters. For instance, a lot of classic superhero programs, especially on television, feature a team of five superheroes, often with one or two of that number being female. The children's musical comedy "Fraggle Rock" also has five main characters (three male and two female), while "The Office" and its permutations have four (three male and one female). If there are three main characters, they're often all of the same gender (e.g., Alvin and the Chipmunks), but an arrangement of two males and one female (as in the "Harry Potter" and "Twilight" series) also seems to be popular. Why are these particular configurations of main characters so common? Are there any stories that invert the usual gendered expectations about the makeup of the groups (two females to one male, for example)? Moreover, why does any story need more than one main character in the first place?
Fahrenheit 451 focuses on the burning of books. In this fictional world, the owners of books and their homes are burnt and book ownership is seen as the root of unhappiness within society. During the period of the Enlightenment, books were a driver of change as new works like Thomas Paine's Common Sense shaped ideas like liberty for the American public and led to American independence. More people read than did anything else during this period of change and political foundation for Western democracy. How is the act of reading linked to revolution in books like Fahrenheit 451 and what does this tell us about the importance of reading for the modern era?
It's not just reading, of course; it's sharing of information. Books are a great way to do that, especially when prying eyes might be listening and subtlety is key. During times of famous revolutions in history, the Internet wasn't a thing; when Fahrenheit 451 was written, the Internet wasn't a thing. Today, in countries where tyrannical governments keep firm control of their citizens, the Internet is restricted just as much as books were in Fahrenheit 451.
In countries where the Internet is mostly un-regulated, everyone is making their best effort to sway public opinion in every direction - it may not lead to all-out revolution, but I'm sure one could make an argument for the influence this freedom of information sharing has had on major political events in the past 20 years or so. – noahspud12 months ago
Animated series such as Hazbin Hotel and Disney's Little Demon have gained popularity over the last year. Some fans are attracted to elements like the musical structure of Hazbin, while others are drawn to sharply drawn and multifaceted characters, as well as irreverent humor and a safe way to explore the darker side of the afterlife.
Yet, just as many other media consumers find this "demonic" animation offensive. For some, it goes against the tenets of their personal faith, particular Abrahamic religions, to consume these shows. Others find the demonic characters and landscape inappropriate for the kids at which some animation is aimed, or inappropriate for a mixed audience. Still others question why this material is so easily greenlit and produced while other material, such as films like Sound of Freedom, faced backlash and "cancelling" attempts due to graphic, yet realistic content at least somewhat based on true events.
Analyze and discuss this "demonic" animation. Beyond its target and niche audiences, does it have any merit and if yes, for whom or in what way? Should there be a "heavenly" counterpart, and if yes, what would that look like (if not, why wouldn't it work)? If demonic animation should be "replaced" because it's inappropriate in any way, are there shows or other forms of media that would attract audiences the same way?
It seems like Mario and Luigi have been around since time immemorial. What began as an eight-bit video game with the goal of rescuing a princess from a dragon in the '80s and '90s, has become a veritable empire of games. From the 3-D Nintendo 64 edition of the original, which expanded Mario's worlds and took the U.S. by storm circa 1996, to the nostalgic yet evergreen Mario Kart, to the newest addition Princess Peach Showtime, Mario has reached a broader audience than perhaps any other game franchise.
Discuss the popularity of the Mario-verse and why its creators have been so successful in marketing not only the original games, but also games in completely different genres (racing, fashion and dress-up, and so on). You might choose to discuss characters and how their universes and personalities have expanded over time. Finally, you could speculate on where the Mario-verse might go next, and what worlds and ideas Gen Z and Alpha might find most appealing.
Depictions of the ideology of Karl Marx and Fredrick Engels are lacking in the world of video games. Many critics of Marxism have at best a child-like understanding of the term often reducing it to a string of buzzwords and malformed propagandist talking points.
As a result most games that feature any sort of Marxism, Socialism, or Communism, end up regurgitating the same played-out tropes. "No food, no freedom, all leaders are dictators"
One game that avoids the typical negative stereotypes of Marxism is "Victoria 3." In this grand strategy video game, players can explore and implement socialist policies inspired by Karl Marx and Friedrich Engels. By prioritizing workers' rights, collective ownership, and economic planning, the game allows for a nuanced exploration of Marxist principles, demonstrating their potential benefits while navigating the associated challenges. How does "Victoria 3" provide a balanced and respectful depiction of Marxist ideology compared to other video games?
Saltburn (2023) was one of the biggest viral films on Tiktok for it's numerous shocking scenes, excellent cinematography and catchy soundtrack. But one element of criticism it received was that many couldn't follow the theme of the film. While it drew elements from "The Talented Mr. Ripley" and many other film classics it's message seemed muttled to many critics. The writer can target the films core thesis, which is that the rich, should rightly fear their economic lessers because they're scoundrels. The writer can draw from historical rage against the rich along with the contemporary resentment of the wealthy and widespread calls of "Eat The Rich" along with the general antipathy of classes as economic disparity grows more every day.
Online spaces are known for the communities they attract. One unfortunate element in the modern digital era is the rise of the hater. "Hatedom" in the common parlance is the community of haters a creator attracts.
This perversion of the fandom space into a space of toxic hatred has contributed to numerous creators abandoning their respective fields online as it becomes more trouble than it's worth for them.
Some examples for the writer are Vivziepop, creator of "Helluva Boss" and "Hazbin Hotel" Hasan Piker, political analyst and streamer, and DarkSydephil, video game let's player. All of these people have large communities of people who hate them. This aspect of para-sociality has led to a culture of harassment of these creators. What can be done to address the problems this trend creates?
Interesting topic! I'm sure there have always been people complaining about media as long as there has been media, but the internet has definitely allowed people to spread their opinions further more easily, and establish groups of haters. I'm not entirely sure that what can be done to address these problems is quite in the scope of a single article (or at least, that's not where I'd take this topic personally), but there's definitely plenty of stuff to make this an interesting discussion. – AnnieEM6 months ago
Any Alice Munro fans out there? It is due time to honour her memory with an article on her mastery of the short story genre. Your article could focus on one aspect of her story telling. For example:
Her narrative techniques. The Nobel Prize committee characterised her writing thus: "A brief short story can often cover decades, summarising a life, as she moves deftly between different periods. No wonder Alice Munro is often able to say more in 30 pages than an ordinary novelist is capable of in 300. She is a virtuoso of the elliptical and … the master of the contemporary short story." What techniques does she use to create scope, depth and complexity in a short space of 30 pages?
Her characters. To quote the Nobel Prize presentation speech again, "Munro writes about what are usually called ordinary people, but her intelligence, compassion and astonishing power of perception enable her to give their lives a remarkable dignity – indeed redemption – since she shows how much of the extraordinary can fit into that jam-packed emptiness called The Ordinary." In particular, Munro writes about women and family relationships. What kinds of female characters end up in her stories? What do they have in common? What about her characters that leaves an impression on the reader?
Her favourite themes. Are there certain major themes that emerge across the large number of her stories? What are they? Did her treatment of the themes change over the decades of her career and did they reflect changes and transformations of Canadian society?
You could do a thematic or character study across the corpus of her works, or offer a literary analysis of one or two particular stories.
Unfortunately, her knowledge of the abuse her daughter suffered at the hands of her step-father may recontexualize some of her works that may be important to consider. A link to an article about the abuse: https://www.npr.org/2024/07/08/nx-s1-5032827/alice-munro-daughter-abuse-stepfather – Siothrún6 months ago
In this topic, we'll delve into the fascinating intersection of BTS's influence and the world of video games. We'll examine how BTS's presence has shaped the gaming landscape and its diverse audience by posing thought-provoking questions. We'll investigate BTS's collaborations in video games, such as their roles in mobile games like "BTS World" and "BTS Universe Story," as well as the phenomenon of their virtual concerts within gaming platforms. Furthermore, we'll analyze how BTS's involvement has contributed to the promotion of gaming culture among their fanbase, and explore the broader implications of their engagement with video games on entertainment and digital media consumption trends. Through a nuanced exploration of partnerships, endorsements, and interactive experiences, we'll uncover how BTS's presence in the gaming world has not only expanded their influence but also revolutionized the way fans interact with both their music and gaming content.
You're on a BTS kick aren't you? – Sunni Rashad7 months ago
Yes, and I am writing one about them myself ;) – Beatrix Kondo7 months ago
This reads like the summary of an article that is already written, conclusion already drawn. The topics are written for other writers to explore, so they would work better by posing clear questions. – Lydia Gore-Jones6 months ago
I reformulated the topic. – Beatrix Kondo6 months ago
Namjoon's Book Club has become a notable aspect of BTS's public image, showcasing the group's interest in literature and intellectual pursuits beyond music. This topic explores the significance of the books read by BTS members, particularly leader RM (Kim Namjoon), and their influence on the group's creative process, worldview, and public persona. It delves into how BTS's promotion of reading has inspired fans to engage with literature, fostering a community of readers among the fandom. Analyzing the titles recommended by BTS and their themes, this topic examines how literature has played a role in shaping the group's identity and connecting with fans on a deeper level. Additionally, it discusses the broader implications of BTS's advocacy for literacy and education, both within the fandom and in society at large. Through Namjoon's Book Club, BTS not only expands their artistic horizons but also encourages a culture of intellectual curiosity and lifelong learning among their audience.
Since its release in August 2020, "Dynamite" not only marked a significant moment in BTS's career but also played a crucial role in shaping how the group was perceived by the general public. This topic investigates how the song and its strategic release during a time of global uncertainty were key elements in changing BTS's perception. Exploring how "Dynamite" incorporated elements of retro disco-pop and upbeat lyrics, this topic analyzes how the song captured the spirit of the moment, offering a message of joy and hope amid the COVID-19 pandemic. Additionally, it examines how BTS's decision to record the song entirely in English was a strategic move to reach a broader audience and solidify their position in the global music market. By considering the commercial and critical success of "Dynamite" and its impact on BTS's perception as versatile and innovative artists, this topic offers an in-depth analysis of how the song and its historical context influenced the narrative surrounding the group.
To provide a complete picture of the musical scene at the time, it's essential to understand the broader context in which "Dynamite" was released. The COVID-19 pandemic had a profound impact on the music industry, halting live performances, delaying album releases, and forcing artists to find new ways to connect with their audiences. Many musicians turned to virtual concerts, live streams, and social media to maintain their presence and engagement with fans.
Amid this backdrop, several notable trends and releases emerged in the music world:
The Rise of Virtual Performances; The Surge of Feel-Good Music: "Blinding Lights" by The Weeknd, "Rain on Me" by Lady Gaga and Ariana Grande, and "Levitating" by Dua Lipa provided much-needed escapism.
The Popularity of Retro and Disco Influences: Retro sounds, particularly disco and funk, made a comeback. Alongside "Dynamite," tracks like "Say So" by Doja Cat and "Physical" by Dua Lipa embraced nostalgic vibes, resonating with listeners seeking comfort in familiar sounds.
Collaborations and Crossovers: The pandemic also saw an increase in musical collaborations.
This topic invites writers to explore the journey of K-Pop from its early roots in the 1990s to its current status as a global phenomenon. The topic covers the rise of influential groups and artists, the blend of musical genres and cultural elements that define K-Pop, and the significant role of social media in its international success. It delves into fan culture, industry challenges, and the future of K-Pop, encouraging a comprehensive analysis of how Korean pop music has captivated audiences worldwide and transformed the music industry.
This topic aligns well with the Hallyu agenda that South Korea has been promoting since the 1990s. However, the term "conquered" might benefit from a more nuanced perspective supported by data. Considering the request for additional sources and perspectives, the expansion of this topic could delve deeper into the socioeconomic factors driving K-Pop's global expansion. It could examine how government support, technological advancements, and strategic marketing have contributed to K-Pop's rise. Additionally, exploring the cultural impact and reception of K-Pop in different regions could provide valuable insights into its global influence. By incorporating diverse viewpoints and empirical evidence, writers can offer a comprehensive analysis of K-Pop's evolution and its significance in contemporary popular culture.
Expansion:
Government Support: Explore how the South Korean government actively supported the K-Pop industry through initiatives such as the Cultural Industry Promotion Law and the establishment of the Korea Creative Content Agency (KOCCA). Analyze the impact of government funding and policies on the development and internationalization of K-Pop.
Technological Advancements: Investigate the role of technology, particularly digital platforms and streaming services, in facilitating K-Pop's global reach. Discuss how platforms like YouTube, Spotify, and social media have enabled K-Pop artists to connect with diverse audiences worldwide and build dedicated fan bases.
Strategic Marketing: Examine the innovative marketing strategies employed by K-Pop agencies to promote their artists internationally. Highlight case studies of successful marketing campaigns, such as BTS' strategic use of social media and collaborations with global brands, to illustrate how K-Pop acts have effectively penetrated international markets.
(…)
(...) Cultural Impact: Discuss the cultural influence of K-Pop beyond music, including its impact on fashion, beauty trends, and language learning. Explore how K-Pop's vibrant visuals, choreography, and storytelling have resonated with global audiences and contributed to the spread of Korean culture worldwide. Regional Reception: Analyze the reception of K-Pop in different regions, considering factors such as cultural proximity, language barriers, and existing music preferences. Compare and contrast the reception of K-Pop in key markets like the United States, Europe, Latin America, and Southeast Asia to understand the diverse ways in which K-Pop has been embraced and interpreted globally. By incorporating these additional perspectives and sources, writers can offer a more comprehensive analysis of K-Pop's global expansion and its multifaceted impact on popular culture. – Beatrix Kondo7 months ago
I like this topic; but I think you could provide less conclusive remarks and leave more space for the potential writer - topics are for others to explore after all. – Lydia Gore-Jones6 months ago
Since the genesis of the genre rap beef has been endemic. From the Bridge is Over to Not like us the evolution of rap beef has witnessed numerous escalations. From the legendary tragic clash between Tupac and Biggie to the slanderous and venomous beef of Jay Z and Nas, and even more recently, the heated rivalry between Kendrick Lamar and Drake. These conflicts have not only been characterized by intense verbal attacks and lyrical jabs, but have also seen an escalation in the level of slander and even physical violence. Many beefs have ended with the death or deaths of the participants. While the participating musicians have used their music as a forum to air their complaints, they have also engaged in a verbal sparring match that frequently goes beyond simple amusement. What changes have occurred in rap beef? Have fans grown too accustomed to the increasing demise of artists? Beef has captured fans' attention while also illuminating the nuanced relationships within the hip-hop scene. When creative rivalry blends with personal rivalries to produce a spectacle that transcends the music itself, where is the line drawn?
In certain writing circles, SubStack and Ghost are popular ways of getting writers' work into a email newsletter format. These sites promise that the writer's rights remain with them, and, supposedly, revenue can be made through these sites. Ghost in particular sells itself as being a place where a writer can build up their brand. Furthermore, places like Royal Road and Wattpad are places where writers can post their work as web novels, which then might be picked up by a publisher. These places may accept donations on the writer's profile so that they can make money from their craft.
The topic taker should research the following things for this topic:
Does writing a web novel or posting writing on a subscription service affect the writer's process?
Is this way of allowing writing to be placed out into the world good or bad–for example, does creating a web novel cause the writer to burn out?
Are places like these sites using writer's aspirations for free revenue on their behalf? In other words, are these sites promising something like notoriety or a path to publishing that they cannot keep?
Finally, does writing for sites like these mean that the publishing industry might be going through a change, or, are sites like these a new way of gatekeeping making money off of writing/getting work published?
The topic taker can also talk about problems within traditional publishing and the toll it may take on a writer and their psychology or process of writing if they wish as well.
Add some descriptions to the links for the writers. – Sunni Rashad7 months ago
The first link is to Royal Road, a place that posts up web novels, and typically markets lit-RPGs. Writers can take donations for their writing, but, they have to get noticed first. The second link is to Substack, a subscription based service that writers can use to build a email newsletter platform. They claim that you can make decent money off of this system. The third link is to a site debunking the Substack claim of making money from their platform on their writing. This site claims that Substack pays a certain amount of writers enough money to live on to make Substack look profitable. The fourth link is to Ghost, which claims to help writers build a base/brand for their writing, though, like Substack, you can monetize subscriptions and possibly make money from with enough of an audience willing to pay. – Siothrún7 months ago
A study of this new way of getting one's works out to the public would be very interesting indeed. Just the question on the writing process could be explored with depth. Two major shifts I can perceive, compared with traditional publishing. Firstly, the writer is self-publishing, not dependent on being accepted by a publisher. This seems to be the democratisation of publishing. Secondly, the writing process now incorporates instant feedback from readers, at each stage or instalment of the writing, unlike in the past, when authors only get to know critics and public opinions after their works have been launched by a publisher, after the time lapse from the actual writing process. Would this constant feedback from public opinion beneficial to the author? Should the author obey their own artistic vision or popular demands? – Lydia Gore-Jones6 months ago
Knuckles the Echidna, a prominent character in the Sonic the Hedgehog franchise, has often been associated with the African American/ Black racial identity due to his distinctive design and personality traits. Not to mention his various theme songs in the games. For this article the writer should delve into the nuanced discussion surrounding Knuckles' racial representation within the Sonic universe.
They can explore the cultural significance of Knuckles being portrayed as a strong, independent character with traits that some interpret as reflecting aspects of Black identity.
Consider the implications of racial representation in gaming, including themes of diversity, stereotypes, and the importance of authentic representation. Reflect on how Knuckles' character resonates with audiences and contributes to broader conversations about race and representation in popular culture.
James Gray continues to prove himself as one of the unseen heroes of modern cinema with each and every film he releases. His dedication to form, his deep sympathy for each of his characters, and his ability to muster the most sensitive performances out of his actors are just a few reasons why he's one of the best American directors we have. He also tackles similar themes throughout most if not all of his films such as family, loyalty, regret, love, and time. There is one rumination, however, that James Gray explores better than most other filmmakers have ever dared to try: the contents of the American Dream. What it is, where it's coming from, where it's going. In this article, the writer could examine many of James Gray's films, specifically his New York stories which include "Little Odessa", "The Yards", "We Own The Night", "Two Lovers", "The Immigrant", and "Armageddon Time" as a means to uncover how James Gray explores the idea of the American Dream, how New York City plays such a key part in that story and idea, and what it means to all of the different types of people that golden idea has affected (including himself).
Paul Verhoeven's sci-fi action film "Starship Troopers" has long been celebrated for its satirical take on militarism and fascism. However, some critics have proposed an intriguing reinterpretation of the film in the context of the post-9/11 era.
The writer could examine how the film's themes of propaganda, military intervention, and the dehumanization of the enemy resonate with the post-9/11 political climate in the Western world.
Analyze specific scenes and narrative elements that parallel events and attitudes surrounding the 9/11 attacks and the subsequent "War on Terror." Consider the implications of viewing "Starship Troopers" through this new lens, including its commentary on nationalism, surveillance, and the erosion of civil liberties in the wake of a national tragedy.
I don't know, 9/11 is kind of a taboo theme, at least in my opinion. Why would you mix something good with terorism. – Predrag7 months ago
Because this is an analysis website where we look into things that might be considered taboo. – Sunni Rashad7 months ago
Tenchu was a franchise of ninja games first released on the Sony PlayStation in 1998. The franchise went on to publish 9 games but the cultural legacy of them seems to have been almost completely forgotten. The final release was in 2008. Why is that? The writer can write about how the franchise first grew and what decisions or shifts in culture led to it falling into irrelevance.