Barry Atkins
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Gritty realism
Reading Half-Life

This chapter seeks not so much to support the more hyperbolic claims for Half Life's radicalism as a groundbreaking text, but to look at the mechanics of its storytelling processes to interrogate the ways in which it works as a supposedly interactive form of text that makes the most of this point of intersection. Half-Life is offered as an example of ‘first-person’ game-fictions through which some of the more extreme claims for the future of game-fictions — that they represent something through which it is increasingly possible to see the elision of the distinction between simulation and real — can be evaluated in a critical manner.

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More than a game

The computer game as fictional form

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