1. In some ways, this year’s Mad Max: Fury Road idles at a beguiling crossroads in the forward progression of cinema. With director George Miller’s affinity for practical effects shot on location in the deserts of Namibia and the physical, painstakingly choreographed stunt work, Fury Road could easily be considered old school, yet it’s also … Continue reading Fast and Furiosa: Notes on Mad Max: Fury Road & Videogames
Hey, hello folks! I’d like to recognize Kill Screen for curating a (now passed) meditation on cinema and videogames for their Film Week which includes my essay, “Let’s Go Home, Ellie.” Definitely check out the other articles from an array of very talented writers! Cheers. Read my republished essay on Kill Screen.
Perhaps the most affecting AAA title in recent memory, with a tightly wound narrative calcified by solid performances from Ashley Johnson and Troy Baker, Naughty Dog’s 2013 effort The Last of Us evinces a cinematic quality often ascribed to games, but rarely interrogated thoroughly. Moreover, I’ll propose now that the game’s plot, organized around seasonal … Continue reading Let’s Go Home, Ellie
Hello folks! I’m pleased to announce that my piece for Haywire Magazine, “Slouching Towards Los Santos” has been included in an anthology by Five out of Ten. Check out my published work alongside nine other insightful voices in Flux Capacitor: The Best of Haywire. All proceeds directly support its writers! Cheers.
Foreword: I originally wrote this scholarly annotation and reflection in the spring of 2014, but never published it anywhere. For additional reading, I suggest Lindsey Joyce’s great annotation of the same piece on her blog The Joycean. — The short piece “Game Design as Narrative Architecture” by Henry Jenkins seeks middle ground on the conflict … Continue reading Here and There: Notes on Henry Jenkins’ “Game Design as Narrative Architecture”
There’s a brief exchange from Kentucky Route Zero that succinctly condenses the otherworldly atmosphere of Fragile Dreams. A fellow companion asks, “Do you believe in ghosts?” to which your protagonist elegiacally returns, “I do believe a place can be haunted.” Fragile Dreams suggests a re-interpretation of survival horror in similar terms, foregrounding what it means … Continue reading The Lonely Walk of Fragile Dreams: Farewell Ruins of the Moon
The mild financial and critical success of DEATH or Glory fuels Suda’s subsequent vanity project, the inexplicable arthouse wrestling game Tokyo Takedown! Driven by the developer’s neurotic passion for masked wrestling, the game offers a throwback to his first foray into videogames in 1993, Super Fire Pro Wrestling III: Final Bout. Irresponsible fund allocations result … Continue reading Suda 51, A Career: 2015-2051