Thursday, January 30, 2020

The many hardships of society Essay Example for Free

The many hardships of society Essay Victor does not show love and domestic affection to the creature after he has given it life he just abandons it without some one to look after it and care for it as Victors family has done. Unable to endure the aspect of the being I had created I rushed out of the room and continued along time traversing my bedchamber. Victor does not show any love for the creature he has created. He is unable to endure this gives the reader the image that the creature has become so ugly. Even though he has collected the body parts from beautiful people the creature is still hideous. This shows a complete lack of love and domestic affection that has been shown to Victor in abundance by his parents. Victors parents show that there is a strong family bond between them and their son. I was there playing their idol, and something better than their child, the innocent and helpless creature bestowed on them by heaven. In this paragraph Victor describes himself as their plaything their idol. Him and his parents are inseparable and they looked up to Victor although he is a small child. They wanted him to be safe and happy. Victor is also described as small and innocent helpless creature. Victor does not show the same affection for the creature. I beheld the wretch- the miserable monster whom I created. Victor describes the creature as a wretch, this shows that Victor as a young child was shown love and affection but he is now incapable of showing the same love that was shown to him by his parent to the creature the baby that he has created. These adjectives describe the monster as physically ugly this is one of the reasons why victor rejects him, because he wanted to make a beautiful creature. Victor is also described as helpless and innocent and that he cannot fend for himself and he needs an older figure to be responsible for his actions and to keep him safe. Victor abandons the creature as soon as he realizes that he has made a mistake in trying to play god. But what has he abandoned he has abandoned a young inexperience, defenseless, innocent helpless creature. So again we see Victor being shown great love and domestic affection by his family. But when he grows up he is unable to show the same love and domestic affection towards the creature. Victor is brought up in a protective bubble when he is younger. I was so guided by a silken cord that all seemed but one train of enjoyment for me. Using the word silken cord refers to the umbilical cord that gives the entire growing child what it needs to survive. This is directly linked to Victor parents and the fact that they are providing him with so much love and domestic affection that he does not have to do anything he does not have to fend for himself. This Silken cord of tender love and affection is not there when the creature is brought to life. He has to learn to find his own way because he is an outcast of society so he would find it hard to fit in. He is on his own because victor has not got the mental strength to own up and shows this creation to the rest of the world. He also does not want to show any affection or love to this creature because he finds it physically repulsive. Victor is shown the way by his Parents they are always making decisions for him even as a young adult. When I was seventeen my parents resolved that I should become a student at he university of Inglostadt. He still has a protective bubble around him even though he is seventeen. This shows that his parents are still making choices for him that can provide him happiness or sorrow in the years to come. The creature is deprived of this from victor this is shown, as he does not know about the dangers of fire. The creature is attracted to the warmth of the fire and it is like the tender warm love that he is not receiving. I thrust my hand into the live embers but draw it quickly out again crying in pain. The creature has had no guidance from victor or anybody of higher intelligence than himself. This is why he burns his hand on the fire. If victor was about to do that either his Mother or Father would have stopped him from burning himself because they want to protecting him so he does not get harmed mentally or Physically. The creature then goes off in search of another family or someone who can nurture him properly. He finds a village he is curious to see this type pf village with cottages, which he has never seen before. Shortly after entering the village he is confronted by a mob throwing stones and various items at him. The creature is amazed at how polite and loving the people he is observing are. There gentle manners and beauty of these cottagers greatly endured me. He means that he is amazed that even though they are so poor they are still happy and show great love and affection for each other and he wants to become apart of that family. He observes the family and notices a new addition to the family called safie she is from a distant country. This gives the creature hope that maybe he may be able to be accepted into the family as safie is an outsider and she has been accepted. The creature then finds out how ugly he is and starts to doubt his reasons for being in the world. I had admired the perfect form of my cottagers- their grace, beauty, and delicate complexions; but how was I terrified when I viewed myself in a transparent pool! At first I stared back, unable to believe that indeed I who was reflected in the mirror; and when I became fully convinced that I was in reality the monster that I am. He realizes that he is a monster and that he would never fit in if he wanted to have a family that loved him and nurtured him. He starts to realize that this is the end for his hopes of a normal life. The creature tries to be accepted into the family by speaking to the blind man, the blind man is oblivious to any faults the creature may have. Agatha fainted, and safie unable to attend his friend rushed out of the cottage. Felix darted forward and with a supernatural force tore me from his father, to whose knees I clung; in a transport of fury, he dashed me to the ground with a stick . I could have torn him limb form limb, as a lion rends the antelope. He now realizes that all hope is lost of ever finding a family that will love him and show him domestic affection and so wallows in self pity. He then burns down the delaceys house at it is a symbol of a nice warm family that he is not apart of so he destroys it. Show preview only The above preview is unformatted text This student written piece of work is one of many that can be found in our GCSE Mary Shelley section.

Tuesday, January 21, 2020

how to listen to a driver :: essays research papers

I.  Ã‚  Ã‚  Ã‚  Ã‚  WHAT IS A BUSINESS? Describe how businesses and nonprofit organizations add to a country’s standard of living and quality of life. A.  Ã‚  Ã‚  Ã‚  Ã‚  BASIC CONCEPTS 1.  Ã‚  Ã‚  Ã‚  Ã‚  A BUSINESS is any activity that seeks profit by providing goods and services to others. 2.  Ã‚  Ã‚  Ã‚  Ã‚  PROFIT is the amount a business earns above and beyond what it spends. CONCEPT CHECK 3.  Ã‚  Ã‚  Ã‚  Ã‚  Businesses also provide people with the opportunity to become wealthy. B.  Ã‚  Ã‚  Ã‚  Ã‚  BUSINESSES CAN PROVIDE WEALTH AND A HIGH QUALITY OF LIFE FOR ALMOST EVERYONE. 1.  Ã‚  Ã‚  Ã‚  Ã‚  ENTREPRENEURS are people who organize, operate, and assume the risk of starting a business. 2.  Ã‚  Ã‚  Ã‚  Ã‚  Businesses are a part of an economic system that helps to create a higher standard of living and quality of life for everyone. 3.  Ã‚  Ã‚  Ã‚  Ã‚  The QUALITY OF LIFE of a country refers to the general well-being of a society C.  Ã‚  Ã‚  Ã‚  Ã‚  NONPROFIT ORGANIZATIONS USE BUSINESS PRINCIPLES. 1.  Ã‚  Ã‚  Ã‚  Ã‚  Nonprofit organizations such as government agencies, public schools, charities, and social causes help make a country more responsive to all the needs of citizens. 2.  Ã‚  Ã‚  Ã‚  Ã‚  A NONPROFIT ORGANIZATION is an organization whose goals don’t include making a profit for its owners. 3.  Ã‚  Ã‚  Ã‚  Ã‚  You need the SAME SKILLS to work in nonprofit organizations that you need in business, including information management, leadership, marketing, financial management. 4.  Ã‚  Ã‚  Ã‚  Ã‚  Businesses, nonprofit organizations, and volunteer groups often strive to accomplish the same objectives. I.  Ã‚  Ã‚  Ã‚  Ã‚   II.  Ã‚  Ã‚  Ã‚  Ã‚  ENTREPRENEURSHIP VERSUS WORKING FOR OTHERS. Explain the importance of entrepreneurship to the wealth of an economy and show the relationship of profit to risk assumption A.  Ã‚  Ã‚  Ã‚  Ã‚  There are TWO WAYS TO SUCCEED IN BUSINESS: 1.  Ã‚  Ã‚  Ã‚  Ã‚  One way is to rise up through the ranks of a large company. 2.  Ã‚  Ã‚  Ã‚  Ã‚  The more risky path is to start your own business. B.  Ã‚  Ã‚  Ã‚  Ã‚  OPPORTUNITIES FOR ENTREPRENEURS. 1.  Ã‚  Ã‚  Ã‚  Ã‚  Millions of people have taken the entrepreneurial risk and succeeded. 2.  Ã‚  Ã‚  Ã‚  Ã‚  Entrepreneurs have come from all over the world to prosper in America. a.  Ã‚  Ã‚  Ã‚  Ã‚  The number of Hispanic-owned businesses in the United States grew by 76% in the 1990s. b.  Ã‚  Ã‚  Ã‚  Ã‚  Increases have also been made by Asians, Pacific Islanders, American Indians, and Alaskan Natives. 3.  Ã‚  Ã‚  Ã‚  Ã‚  The number of women business owners has also dramatically increased. C.  Ã‚  Ã‚  Ã‚  Ã‚  MATCHING RISK WITH PROFIT 1.  Ã‚  Ã‚  Ã‚  Ã‚  Not all businesses make a profit; profit is revenue minus expenses. 2.  Ã‚  Ã‚  Ã‚  Ã‚  REVENUE is the money a business earns by selling goods and services. 3.  Ã‚  Ã‚  Ã‚  Ã‚  A LOSS occurs when a business’s costs and expenses are more than its revenue, the money a business earns by selling its products. 4.  Ã‚  Ã‚  Ã‚  Ã‚  RISK is the chance you take of losing time and money on a business that may not prove profitable. CONCEPT CHECK 5.  Ã‚  Ã‚  Ã‚  Ã‚  Rewards and risk are related.

Monday, January 13, 2020

Video Games as Art

Video Games as Art Dylan Armitage December 10th, 2012 100883983 Video Games Are Art Are video games art? Up until the early 21st century, the dominant ideology surrounding this topic is resounding â€Å"No†. Art critics, such as Roger Ebert that state â€Å"video games cannot be art. † (Roger Ebert's Journal), and philosophers continually dismiss the idea. This ideology is no longer an accepted truth. I will argue that video games are a form of art.Video Games have gone from simple games and concepts such as Pong (1975) to modern day, epic titles like Uncharted 3 (2011), and with that they have evolved from simple forms of entertainment to as sophisticated a form of art as any. Video games evoke great emotion from the players, much like the audience of any other form of art. Video games also should be considered a form of art because of the vast amount of tools and media that are combined to create the games that we play today.The list of games that can be considered ar t increases each year and it spans over many generations, consoles, and genres. Art is defined as â€Å"The expression or application of human creative skill and imagination,†. According to this definition, if things such as paintings, film and music are considered to be art, then video games clearly fall into the category as well. Video games today are as creative as anything. Video games allow for so much creative freedom to create any setting, any character and have the ability to interact with all of those and create a new world.Games take creativity and allow you to immerse yourself within it. In games like the series of Mass Effect (2007-2012), you are able to put a certain amount of creative input into the game yourself. You dictate many facets of the game. You can customize your character, whether it be gender, race or just the general way your character looks. Secondly, your decisions affect the world of the game. You can dictate what your character says and through that change the course of events and how other characters in the game think of you. It is essentially a new world.The game includes it's own lore, deals with issues that we deal with today but in a new world and in a more lighthearted fashion that definitely makes the player think. These issues include those of race barriers and the fear of technology taking over. When it comes to actual labour going into a game, it is very similar to that of a film. They include things such as motion capture. Which is essentially capturing the real life movements of someone and that translates to a sort of acting. The second element of that acting is contributed to the voice-over acting for characters.This gives freedom of imagination to match any human with any voice you wish. The list then goes on for ages to include animators, set designers, sound designers and much more. The credits to people at the end of the games are much like that of movies and it all contributes to a fantastically entertai ning piece of art. Many people view games as simply a form of entertainment. While they are indeed entertaining, they should be considered forms of art for many different reasons. Art evokes emotion, whether it be from a beautiful orchestral medley or a gorgeous landscape painting. Video games do the same.In the modern day gaming industry, games are more than just getting from beginning to end and win the game, they involve the player in many ways. In The Walking Dead: The Game (2012), you are put in control of Lee Everett, a former university professor who is on his way to prison. The game is very unorthodox in many ways, it is much less about having action-packed gameplay or incredibly realistic graphics. It is focused on engrossing the player in the story and with the characters. It involves some point and click battles, which is necessary for the setting it takes place in, but it is heavily focused on choice.Everything you do in the game has an effect. Whether it be from not giv ing someone a portion of rations or choosing to side with someone in an argument. The game world adapts to the choices you make and it all relies on the player. With such involvement the player finds themselves greatly committed emotionally to all facets of the game. The involvement tests a lot of boundaries with human emotion. â€Å"It explores the depths of human tolerance, dissecting what it means to survive in the worst possible scenario, and what it means to keep someone you love alive in the same situation. (Joystiq) Through this, it evokes incredible emotion from the player. Video games can even mix elements of many other artistic media. Taking that into account, video games can do everything that all other artistic media can, but it can be packaged into one outlet. You get the wonderful story and script of a wonderfully written book but with you as the main character, effecting the world how you see fit. The stories of video games have become increasingly more complex and c ompelling. They even draw interest of film and novel writers and elements from other artistic works.The Walking Dead: The Game from Telltale Games is a great example of this. The video game draws from The Walking Dead television series on AMC and the television series draws from a graphic novel with the same name. This franchise is a great example of how different artistic media can draw from each other. All instances of the series are written by Robert Kirkman, the creator of the graphic novel series. The mainstream success of all these series are a testament to how the art that is The Walking Dead can be conveyed with great success whether it be the novels, the show or the game.Another great example of a writer of film getting interested in video games is John Milius, writer of Apocalypse Now (1979) and Red Dawn (1984) being a story consultant to the video game closely related to his screenplays, Homefront (2011). You get the epic landscapes and imagery of film but with the freedo m to explore and interact with it. In the game Far Cry 3 (2012) you play as Jason Brody and you are on an island called Rook Island which is inspired by a real tropical island. You are abducted along with your friends and you escape, determined to rescue all of them.The game is open-world, which gives the freedom to do almost anything within the limit of the game world. You don't even have to follow the games' story, which has received critical acclaim. You can explore the absolutely stunning scenery of the island, you can go hunt the local wildlife, you can go climbing or even sky-diving. The setting is very appealing and draws you in like any film would but also allows you to interact and do whatever you wish with the world given to you. There are also games that allow you to interact with the world without even starting to play the real game.Call of Duty: Black Ops (2010) has an interactive section at the main menu of the game. If you were to mash certain buttons enough, you were able to walk around the room that the main menu is taking place in. You can even walk over to an arcade machine and play a game inside of the game. The same can be seen in the newest instalment, Call of Duty: Black Ops 2 (2012) a similar section can be seen where you can interact with the world to play multiple games from the original Atari gaming console. You also the get the beautiful noise of the in-game sound effects and soundtrack.The audio of video games has evolved from simple, silly sounding noises and no dialogue to complete orchestral scores throughout the game and Hollywood famous actors voicing in-game characters. Actors that have made the transition to video games include Sam Worthington of in Call of Duty: Black Ops 1 and 2, Seth Green in the Mass Effect series and Burt Reynolds in Saints Row: The Third (2011). The sound of a video game has come from the game Pong that only has three noises, the sound of the ball hitting the paddle, the sound of the ball hitting the s idelines and then the sound of a point being scored.This can not be attributed to be art as far as audio goes. In contrast, the soundtrack for Journey (2012) has been nominated for a Grammy. Gaming soundtracks have evolved to the point of having individual tracks for certain situations or scenes that involve an entire orchestra, much like a film. The soundtrack for Journey is among the company of other artistic wonders in film as well as sound such as The Dark Knight Rises (2012), Hugo (2011), and The Girl With The Dragon Tattoo (2011).All of these media combine to form the art that is video games. Now that the ground for all the aspects of a video game being art have been established, which games fall into that category and reinforce that ideal? Many games fall under all the criteria but some stand out when it comes to the different aspects. The creativity of video games is very evident throughout almost all video games but it is much more evident in the games of Mass Effect and De ad Space 2 (2011).Mass Effect creates this vast world that includes multiple races, new planets and interesting lore that embody great creativity in video games. Creativity is also given to the players who are able to customize the character and how the character acts which dictates events and action within the story world. Dead Space 2 creates a vast world as well with great lore and the thought of where humanity would go as far as a space society. The game also talks about the issue of religion governing the state. This comes up in many ways including the game's main conflict.The game also draw on the very interesting and creative aspect of not knowing if certain things are really happening, much like the game Eternal Darkness: Sanity's Requiem (2002). The sanity of the character is never really certain and you are constantly doubting yourself as well as what is occurring. When it comes to emotional engagement, two games stand out. The Walking Dead: The Game and Heavy Rain (2010). The Walking Dead: The Game engages the player in an extravagant world with interactive environments and characters.It engages you with the characters and deals with realistic issues regarding the time and place while developing an emotional connection to the story and characters. By the time the game is complete, you are torn through all the choices you've made and with the emotionally testing relationship between Lee, the character you play as, and Clementine, the little girl you take care of throughout the game. The other game that engages the player emotionally in a great way is Heavy Rain. The game puts the the player in the shoes of Ethan and tests what the player is willing to go to to save his son.You have the ability to push the character through the trials that reveal where his son is being held but with more information being revealed the closer to death Ethan becomes. As far as including all the artistic media, many games stand out. When it comes to the great writing of novels and screenplays, games such as The Walking Dead: The Game and Homefront use the talents of credited author and screenwriters to convey a great story through rich dialogue. The interactivity of games and beautiful set pieces is shown through games such as Far Cry 3 and Red Dead Redemption (2010).In these worlds, great freedom is introduced which allows you to do really anything you desire through the many different characters, wildlife and locations the game introduces. Great strides in audio are introduced through games such as Mass Effect that include voice-actors such as Seth Green of Family Guy and Yvonne Strahovski of Dexter and the beautiful sounding and Grammy nominated soundtrack of Journey. In conclusion, the dominant ideology that video games are not art is a thing of the past.Through the emotional engagement of games today, video games evoke as much emotion as any other work of art. Through it's creativity and ability to create any universe as you see fit, much like other media. Video games also combine many different forms of media to create a brand new artistic form that is video games. They use great set pieces, beautiful audio through orchestra or voice over. Video games have evolved greatly from small beginnings and the list of examples is increasing very quickly. Through all these reasons and examples, video games are art.Clarke, Andy, Videogames and Art. Chicago: Intellect Books, 2007. Conditt, Jessica â€Å"The Walking Dead Episode 5 review: All the time in the world† Joystiq. 26 Nov 2012, 8 Dec 2012 Ebert, Roger â€Å"Video Games cannot be Art. † Roger Ebert's Journal. 16 Apr 2010, 8 Dec 2012 ;http://blogs. suntimes. com/ebert/2010/04/video_games_can_never_be_art. html; Helgeson, Matt â€Å"The Great Debate: Are Games Art? † Game Informer. 1 May. 2012, 8 Dec 2012 ;http://www. gameinformer. om/b/features/archive/2012/05/01/the-great-debate-are-games-art. aspx; Melissinos, Chris, The Art of Video Games: From Pac-ma n to Mass Effect. New York: Welcome Books, 2012. Tavinor, Grant 2005. â€Å"Videogames and Interactive Fiction,†Ã‚  Philosophy and Literature  April 2005, vol. 29, no. 1. Tavinor, Grant 2009. The Art of Videogames. Oxford: Wiley-Blackwell. Young, Robert â€Å"Gaming's first Grammy nomination† Neoseeker. 5 Dec 2012, 8 Dec 2012

Sunday, January 5, 2020

Tale Of Two Cities Redemption Analysis - 948 Words

The definition of redemption is the action of saving or being saved from sin, error, or evil. With this definition alone there are three different instances where the word redemption could be used as an action. That gives an author different ways to express redemption through characters in their story. Making people see that redemption is an overwhelming task. In the novel, A Tale of Two Cities, Charles Dickens uses the characters Sydney Carton, Doctor Manette, and Marquis St. Evremonde to show examples of ways to earn and fail to earn redemption. To begin with, Sydney Carton earns redemption. No doubt in anyone’s mind about that. But the main reason lies deeper within the pages than you would think. All the characters in the book know†¦show more content†¦Only his daughter had the power of charming this back brooding from his mind. She was the golden thread that united him to a Past beyond his misery, and to a Present beyond his misery: and the sound of her voice, the light of her face, the touch of her hand, had a strong beneficial influence with him almost always. (ATOTC, b2, c4) Lucie was the one to break this insane mindset, therefore he felt indebted to her. She, his only known living relative, was the center of his world. He loved her so much, he ends up saving Darnay from going to prison. Darnay is Lucie’s soulmate and losing him would totally change her way of thinking and character. Letting that happen to her would just have killed Manette so even though Darnay is the nephew of his enemy Evremonde, he saves him. Overall, Manette earns redemption mainly by being insane and overcoming it with the help of Lucie. On the other hand, the character Marquis St. Evremonde doesn’t even try to earn redemption in the eyes of the other characters. â€Å"Said the nephew, gloomily, â€Å"that I believe our name to be more detested than any name in France.† â€Å"Lets hope so,† said the uncle. â€Å"Detestation of the high is the involuntary homage of the low.† (ATOTC, b2, c9) This evidence proves that Evremonde thinks of himself as better than all the people already. He doesn’t even care that no one likes him at all, he just thinks about the money. When he rapedShow MoreRelatedChris Abanis Graceland1177 Words   |  5 PagesContemporary Perspectives Graceland Analysis â€Å"Elvis had read a newspaper editorial that stated, rather proudly, that Nigeria had a higher percentage of millionaires...than nearly any other country in the world, and most of them lived and conducted their business in Lagos. 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