Human experience is now, more than ever, saturated with the mediation of various forms of visual interfaces ranging from advertising posters to television programmes, massconsumed Hollywood films and, of course, computer games. There is, as Nicholas Mirzoeff describes in his introductory chapter to the Visual Culture Reader, a prevalent tendency “to picture or visualise experience”(6). The study of visual culture entails then an awareness of the fact that “visual culture is concerned with visual events in which information, meaning or pleasure is sought by the consumer in an interface with visual technology”(3). There is, hence, a need to investigate how visual content is framed and presented via the technical apparatus in question. Given the level of graphics realism which the latest computer games are capable of, it is important to question the ways in which the emphasis and employment of digital graphics interfaces re-define our experience and understanding of visual narrative as it is re-mediated in computer games. With the greater degree of autonomy that recent 3D computer games begin to offer in terms of camera movement and perspective, the gamer is often invited to take an active role in the framing and composition of the game mise-en-scene. This process of visualisation is also an act of narrativisation, as both framing and composition of onscreen figures and objects that take place in real-time. The visualisation of the game, as it unfolds in real-time and in a virtual 3D space (rendered by advanced graphics platforms), not only generates an immersive gaming experience but also fosters the construction of a distinct visual narrative. Game narrative is then, a visual narrative that is composed of certain cinematic techniques akin though not equated with a continuous filming. This ‘filming’without cutting and editing departs from rules of conventional cinema as a result of the simulation of three-dimensional space. Playing the game resembles watching a film, but the crucial difference lies in the levels of interactivity that the game