Showing posts with label videogames. Show all posts
Showing posts with label videogames. Show all posts

Sunday, February 05, 2023

A list of things I enjoyed in 2022, two months into 2023, that existed before 2022.

Akira by Katsuhiro Ōtomo
Call Me by Your Name, directed by Luca Guadagnino / Visions of Gideon by Sufjan Stevens
How To Write One Song by Jeff Tweedy
Kimi wa Tennenshoku
by Eiichi Ohtaki
The Legend of Zelda: Breath of the Wild by Nintendo  
Moonlighter
by Digital Sun
Pocahontas
by Neil Young
Riddles by Ed Schrader's Music Beat
Teenage Wildlife by David Bowie
Thrills by LCD Soundsystem

A list of things I enjoyed in 2022, two months into 2023.

Action Button Reviews "Boku No natsuyasumi" by Action Button/Tim Rogers
A Life Well Wasted - Episode 8, "Memory" by Robert Ashley
Colin Stetson at Union Chapel, May 2nd 2022
DESASTRES by Marco Fusinato 
Diaspora Problems by Soul Glo
Documenta 15
Elden Ring by From Software
Everything, Everywhere, All at Once, directed by Daniels
Heaven Come Crashing by Rachinka Nayar
Kae Tempest at All Points East, August 22nd 2022 / The Line Is a Curve by Kae Tempest
Moonage Daydream, directed by Brett Morgen
New Body Rhumba by LCD Soundsystem
The Real Work by Party Dozen
Snowglobes by Black Country, New Road
William Kentridge at Royal Academy
White Science by John FM
Worldbuilding at Julia Stoschek Foundation

Sunday, January 04, 2015

Recently Historic

Study for Rage Against The Machine, 2015.



Opening this Thursday at Gaffa in the Sydney CBD is Recently Historic: Australian Electronic Arts in Western Sydney #2, featuring recent work by myself and a whole bunch of people I used to go to university with. While a description like that may read like a reclaiming of one's glory days, the broader context ties into research by the show's curator, Monica Brooks, into the Bachelor of Electronic Arts at the University of Western Sydney. Now for what it's worth, I studied a Bachelor of Fine Arts, but that's a whole other story.

Thursday, May 14, 2009

Thoughts on James.

I was very sad about the passing of JG Ballard last month. Being someone who likes to observe contemporary entertainment culture a little too closely for their own good, Ballard's work was always on my radar; if for no other reason than the spread of its influence is so omnious throughout literary and popular culture. This said, of all his work I've only ever read Crash, and even then I only read it whilst researching my installation Medium Level Animated Violence from 2006. The work presented recorded footage from the videogame Burnout 3: Takedown, which has the objective of driving cars really fast and then crashing into things as best as possible. I took footage from the game, and edited all the driving bits out. As such, it seemed that reading a novel about a chap who enjoyed such things with real cars would be a good point of reference. So to the point is Ballard's writing that the key quote that I would center the catalogue essay [and by proxy the work] appeared within the first fifty pages:
"Sitting in the darkness on the floor cushions we watched the silent impacts flicker on the wall above our heads. The repeated sequences of crashing cars first calmed and then aroused me. Crusing alone on the motorway under the yellow glare of the sodium lights, I thought of myself at the controls of these imapcting vehicles."
- JG Ballard, Crash.
Despite the fact that he was talking about a couple of guys sitting on the floor watching Super 8 films, the allegory between this simuacral experience and playing videogames is not difficult to make. Sure, one can make an argument about the user holding a controller that allows them take make active decisions about the paths they take within a virtual landscape, but the fact remains that throughout this experience you are stationary, and your choices are illusionary - entirely dependent on the size of the playing field bequested to you by programmers.


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"The future would be boring," says Jim Rossingol, quoting Ballard, in his column on Offworld, "Our modern age sits at the point at which the march of rationalism and reason has peaked, divorcing us from our early extremism and our innate primitivism, and giving us a bland culture of calm consumer choices and deadened emotions."

So we strap on Wii Remotes and play tennis, because we're never actually going to take up the real thing. We stand in arcades and stare at small monitors that emulate sniper rifles, dreaming of pink pixels like the guy Jake Gyllenhall plays in the film based on the book by the guy who never actually got to shoot anyone either (at least in the film anyway). And it's all harmless fun, because its entertainment.

It's quite the paradoxical situation. Whilst its perceivable that this sort of similacral living would only be conducive to more boredom, Rossingol via Ballard posits that if we're going to engage in this sort of thing it should be more realistic, more visceral:

That is not to say that videogames need to be more sensationalist, more vulgar, or more crass, but that they need not fear being more transgressive, or more expressive... They need not to shy away from their darker depictions of our fantasies, or become embarrassed when people point out how they dwell on violence and excitement. This, the safe excursion to the gladiatorial arena, is what games do best.
- Jim Rossingol, Ragdoll Metaphysics: JG Ballard, Boredom, And The Violent Promise Of Videogames.
The conclusion reached is an obvious one for armchair psychiatrists; that we should follow our obsessions, the things that fascinate and bewilder us. In his writing, Ballard made no short work of putting his obsessions to paper, taking a good long stare at the world and what his quirks said about it. If you draw a line from this, it can almost be used as an excuse to commit any act of creativity. Which, in a currently phase of feeling trapped within linear strands of thinking, is a very timely thing to be reminded of.

With the passing of James Graham Ballard, we lose another cultural antagonist. For a few seconds, the world is a little more boring because of it.


Thursday, April 30, 2009

Getting off the gear.

Chain Factor is my current excuse for taking too long to get anything done. I've dallied in things like this before, but I'm pretty sure this one is special. I'm told you can get it on your iPhone for free if you so desire.

You don't have anything better to do, right?

Thursday, October 30, 2008

Spongebob is dying.

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Over the last month a new installation of mine has been residing in the Vitrine space at Platform in Melbourne. The work, Spongebob is dying, explores a hypothetical reality where Spongebob Squarepants lies forgotten, ailing and on life-support in a run-down hospital ward. He is occasionally visitor a lone fan, who spends his time talking with Spongebob about adventures that have long passed in the recesses of time.

If for some reason you happen to be in Melbourne this afternoon between 3pm and 7pm, you can come and observe me visiting Spongebob in the final day of the installation. At a further point I'll go into more about the work, but for the immediate you can read the following description for more information:

***

Daniel Green
Spongebob is dying.
2008
Performance-based installation

Platform - Vitrine
October 1st - October 30th, 2008

After a long and illustrious career, Spongebob Squarepants lies forgotten and ailing in palliative care. Th e only person willing to hear the tales of his adventures long gone is a fan who keeps vigil by his bedside. Through a television, the pairrevisit various heroics and escapades from Spongebob’s days on Bikini Bottom. His life-support system depends precariously on battery power and as the batteries fade the video begins to glitch. Despite all eff orts to sustain him by his
off sider, once the batteries lose power Spongebob is lost.

Spongebob is dying is a performance-based installation exploring the dialogue between ourselves, the things we use to entertain us, and the unintended plot developments that can result. Spongebob is dying will be performed on the 1st, 10th, 28th, 29th and 30th of October from 3pm.

Daniel Green is a Sydney based artist, performer, curator and terrible musician. He has Bachelor of Fine Arts (Honours) from the University of Western Sydney.

Wednesday, May 07, 2008

"An elegant weapon for a more civilized age..."

If you were to believe the myth, apparently when Nintendo unveiled their motion-sensing, remote-shaped controller for their Wii console in 2005, the world's collected fanboys all simultaneously muttered the word "lightsaber". Since the console's release in 2006, the nerds have been left wanting for a game to deliver on such a promise. Rest assured my friends, the end is sight.

Lucasarts, the game production house owned by George Lucas himself, is preparing for the release of The Force Unleashed, a Star Wars videogame coming out some time this year on any format that possibly stands to make money. The game apparently takes place during episodes III and IV, attempting to fill in part of the 20 year gap between Anakin Skywalker's emergence as a walking iron lung, and Luke Skywalker's teen angst somewhere on Tatooine.

But who cares? If you want to get your Mace Windu on, the Wii version has got you covered. The "duel mode" promises as much lightning-wielding, force-choking action as you can waggle out of your wiimote. There's video of it here, and be damned if it doesn't make the ten year old inside you burst with glee.

Of course if you can't wait til September and you have a macbook with an intel chip, there is always this. But keep in mind I take no responsibility for what happens to your $3000 laptop if you use it.

Friday, March 28, 2008

The inveitable post about 50 Cent in relation to what's wrong with the world today.

In the strange world that is entertainment, it’s not unusual for successful properties to be given unnecessary sequels or spin-offs of possibly dubious merit. Sometimes the original doesn’t even need to be any good for this to happen, it only need be bankable. This in itself could spawn quite the rant, but we'll save that for another day.

Thus we arrive at the newest videogame to feature to feature one Curtis James Jackson III, known to his friends as 50 Cent. For those unaware, 50’s last attempt at capturing the minds of Mario fans [and yes, I’m aware it never reached a Nintendo system, before you say it], 50 Cent: Bulletproof, was notorious for a lot of things, notably being banned in Australia [and later released in an edited form] and not being very good to begin with. This didn’t seem to matter, as the game has somehow enjoyed enough sales to justify a sequel, 50 Cent: Blood in the Sand.

Sounds epic doesn’t it? Like the eternal struggle between the east and west coast will finally be resolved… on a beach. Perhaps playing volleyball in a number of different outfits? Perhaps not, for you see intrepid reader the titular sand is Middle Eastern sand, of course. Aaron Blean, producer of Blood on the Sand, explains:

50 and G-Unit are putting on a sold-out performance somewhere in a fictional Middle Eastern setting. This is where the 'blood on the sand' comes in. They put on the performance; the people are pleased, but the concert promoter stiffs them and doesn't give 50 and G-Unit their payment… So, of course, 50 isn't going to leave until he gets paid, so he hassles the concert promoter, [saying] if he doesn't come up with the money now, there will be consequences. And instead, the promoter offers him a very valuable gift – something that's valuable to this particular country – a diamond encrusted skull...

So 50 gets the skull, and as he's about to leave this war-torn country, when they're ambushed and the skull is taken. They escape the ambush, but they're without the skull. So 50's motivated to get what belongs to him. So basically, throughout the game, he's trying to track these people down and find out who they are and why he was ambushed.

Of course he is. Now, I could proceed to describe how this particular entrant into cultural history is not going to do anyone any good, let alone the people who actually bother to play the game itself, but that much seems to be evident without needing anyone to point it out. But before anyone out there decides to jump to any conclusions accusing this potentially fine product of capitalising on sensitive political themes, rest assured, as the writer of the game “from Hollywood” is “one of the few Muslim writers in Hollywood”. I don’t know what mentioning that has to do with anything, but hey, now I can sleep at night.

It really annoys me that there are developers who are really trying to push the medium in interesting ways, and really try and make statements for right of decent [and heck, inoffensive] storytelling; putting forward that perhaps games aren’t just for kids mindless idiots, and this sort of thing slips through. Yet above else, the fictional setting, the crystal skull isn’t what annoys me most. I just want to see Fiddy actually put on a show in the middle east, fictitious nation or not. Going gun crazy afterwards, that’d just be a bonus.

Thursday, July 26, 2007

Videogames... really.

Most nerds who were alive during the eighties would be aware of the notion of audio cassette tapes being used for the purposes of data storage. An odd concept perhaps, but at the time we all just went along with it. Fisher Price even developed a video camera, the PXL-2000 (more commonly known as Pixelvision), that recorded video to such cassettes and was famously used by video artist / filmmaker Sadie Benning in the production of her works. What I wasn't aware of was the application of VHS tapes for similar purposes. Stranger still, toy maker Hasbro sunk $20 million (US) into the development and production of a videogame system code-named NEMO (which stood for Never Ever [or Even, depending on who you ask] Mention Outside) that ran off specially designed VHS tapes. The system apparently worked by encoding multiple audio and video tracks on to the tape that could be accessed in any order necessary. Interesting perhaps, but possibly limited in what could actually be achieved by the format. The inherent nature of the system also meant that the games were extremely costly to produce, with productions costing millions, which was unheard of at the time.

The combination of this, it's potential $299 (US) price tag, and the dominant Nintendo Entertainment System, which retailed at $100 (US) and was infinitely cheaper to produce titles for, seemed to be enough to sink the system before its release in 1989. There's an article from Gamespy here about why the NEMO was a terrible idea and why we're better off without it if you're keen. Or you can go back to playing Night Trap; the choice is yours really.