book chapter

Silhouette di mercenari. Lo stile di Team Fortress

E. Modena

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Federica Cavaletti

La grille comme interface entre le corps et l’espace, du classicisme hollywoodien à la réalité virtuelle

Barbara Grespi

Immersi nelle immagini. Idee per un lemmario visuale contemporaneo

A. Pinotti

The Architectural Relevance of Virtual Reality

Fabrizia Bandi

Riflesso di immersione

Andrea Pinotti

Avatars: Shifting Identities in a Genealogical Perspective

Andrea Pinotti

What Is It Like to Be a Hawk? Inter-specific Empathy in the Age of Immersive Virtual Environments

Andrea Pinotti

Images qui se nient elles-mêmes. Vers une an-iconologie

Andrea Pinotti

book chapter

Silhouette di mercenari. Lo stile di Team Fortress

E. Modena

Team Fortress has defined a unique style of gameplay and artwork and has been the declared inspiration for successful games from other companies such as Overwatch (2016) - Blizzard's team-based first-person shooter - to the point of recently being cited as "A true modern classic". The cartoony style, the characterisation of the characters, their sarcasm, the possibility of playing in teams and the tight-knit community of players still make it an enjoyable, young and attractive title. 

book chapter

Silhouette di mercenari. Lo stile di Team Fortress

E. Modena

Team Fortress has defined a unique style of gameplay and artwork and has been the declared inspiration for successful games from other companies such as Overwatch (2016) - Blizzard's team-based first-person shooter - to the point of recently being cited as "A true modern classic". The cartoony style, the characterisation of the characters, their sarcasm, the possibility of playing in teams and the tight-knit community of players still make it an enjoyable, young and attractive title. 

Book/magazine/Issue

Videogiochi, visioni e virtuosismi di un'azienda rivoluzionaria

publisher

Biblion

place of publication

Milano

year of publication

2021

Citation

E. Modena, "Silhouette di mercenari. Lo stile di Team Fortress" in L. Papale, F. Toniolo, ed., Videogiochi, visioni e virtuosismi di un'azienda rivoluzionaria, (Milano, Biblion 2021), pp. 71-79.