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Rhetorical Analysis #6 – Weekly Writing for Rhetoric of Gaming F2017

Rhetorical Analysis #6

Earlier in the semester, I did a rhetorical analysis of the Battlefield 1 trailer. I thought it would be interesting to do an analysis of the actual game.

Battlefield 1 is a high-intensity game, meant to be extremely realistic. The graphics are so good, it makes you feel like you’re actually within the game. Since the graphics are so realistic, there are times when playing gets a little unnerving. Because you can have an array of weapons, like knives, axes, etc., when you attack someone with these weapons, it looks like you’re actually attacking them. In the same way, if you get attacked, the screen spins around and simulates an actual attack. The music that plays in the background is also very ominous, fueling feelings of uneasiness and panic. Battlefield 1 seeks to simulate the same emotions that you would feel when watching an action movie, except now you’re playing a part in that movie. In the future, I think games such as this can develop, using virtual reality technology, to simulate emotions similar to those felt in actual combat situations. Games like that, then, could be used to potentially emotionally prepare soldiers for combat situations.

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