Elaine Fiandra
 

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PERSONAL STYLES AND INNER MEANINGS: APPLYING AUTEUR THEORY TO VIDEO GAMES

An attempt at analysing games through an Auteur-oriented framework. The paper starts from early film criticism to then make a parallel with Bogost's proceduration theories and finally try to build a auteur-oriented analytical framework that could be applied to games.


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A DYSTOPIA OF GRINDING: HOW CART LIFE AND DIARY OF A SPACEPORT JANITOR SUBVERT VIDEO GAME’S LOVE OF CAPITALISM

A look at video game economy and their commentary, or lack thereof, on capitalistic systems. This paper zooms in on two specific games, Cart Life and Diary of A Spaceport Janitor, to examine how games can effectively critique capitalistic systems through compelling mechanics.


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KISS ME, TOUCH ME, MAKE ME BLUSH: CONVEYING SEX THROUGH GAMEPLAY IN LUXURIA SUPERBIA

A case study on the Tale of Tales game Luxuria Superbia. This paper aims to show how part of the indie scene is trying to subvert the problematic tropes of sexual representation found in games by authors like Krzywinska and Gallagher.


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ROBOPON: SUN VERSION

An analysis of the collectable monster game Robopon, often pinned as a “Pokemon: Clone”. This piece aims to highlight how even the smallest design choices can completely alter the “feel” of a game, by directing comparing and contrasting the mechanics of Robopon and Pokemon.


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LEVEL DESIGN: KID ICARUS

Critical notes on the level design of the NES game Kid Icarus.


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ON DARKEST DUNGEON

A blog article in which I discuss the design of Darkest Dungeon and the reasons why I couldn't enjoy it despite the fact I loved many elements of it.


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REVIEW: THE EVIL WITHIN

A review of The Evil Within, where I read the game as the natural conclusion of Shinji Mikami's authorial path.


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DINNER DATE: SUBVERTING THE TROPES OF MAINSTREAM VIDEOGAME INTERACTION

An academic essay in which I analyse the indie game Dinner Date.