It’ll soon have been a year since I got my Oculus Rift and joined the small but growing ranks of people who don’t care how stupid they look wearing VR goggles. Even after all that time, and hours spent exploring a virtual reality that thankfully doesn’t look anything like The Lawnmower Man, the tech still can leave me awestruck, and the latest instance of this is when I finally checked out Google Earth VR (which doesn’t officially work with Oculus Rift, but hey, the internet isn’t just full of porn and cat videos, it’s also where you’re likely to find a solution for each and every one of your tech problems.)
One of the first things I did: I went home.
Okay, no: first thing I did was be a virtual tourist, as one does.
Cristian Mungiu’s Bacalaureat (2016) (or Graduation, as it is called in English-speaking countries) is firmly rooted in realism, but manages to turn some of its characters paranoid. Somewhere around the movie’s middle mark, I turned slightly paranoid, too. It’s entirely possible that this paranoia might be intentional, and that it might refer to the fact that this is a Romanian production, with its subtle hints to the Ceausescu regime which had the whole country in its grip until 1989, but it doesn’t have to be. We could also just witness a system that works with favoritism and secret handshakes, but the thing is: the favoritism in the movie, while not legitimate, does not increase the elite’s power, but helps single individuals overcome their problems. It’s a film about morals without wagging its finger at you. Continue reading →
This hasn’t happened to me in a while: the night before I was about to finish Night in the Woods, a Kickstarted game by indie developer Infinite Fall, I was lying in bed, already sad because I was going to have to say goodbye to a bunch of characters I’d grown to love. Irascible punk crocodile Bea, manic fox Gregg, and his boyfriend Angus, the laconic bear that’s really the heart of the group. And, yes, Mae the cat, though she makes it oh so difficult to love her.
Remember that film that followed a boy growing up in an economically precarious environment, that took us from the boy’s childhood through adolescence to early adulthood? The film about a boy whose father was (largely) absent and whose mother struggled with her situation, with getting older and feeling that she hadn’t done a good job of being a parent? That was told in relatively plot-free, naturalistic episodes that mostly began and ended in medias res? The film that most critics loved and that was nominated for most major awards?
Why does Mark Renton return to Edinburgh 20 years later? I don’t know which reasons Irvine Welsh’s novels give, but Danny Boyle’s T2 Trainspotting lets us take our pick. I like that ambiguity – it keeps you guessing about the characters and about the story. Renton says he is here because his wife is going to divorce him. Could be, but we never see her. There is also the money he wants to give back to Sick Boy out of guilt. Sick Boy, still very blond, now runs his dead auntie’s run-down Leith pub and calls himself Simon. I have another theory: Renton simply remembers the best of times and the worst of times he had with Simon, Spud, Diane and maybe even Begbie, as depicted in the original Trainspotting (1996). Everything else since then wasn’t half as intense as those times 20 years ago, even if it almost killed him. Continue reading →
One of the things that video games can do magnificently is create worlds. These posts are an occasional exploration of games that I love because of where they take me.
One thing that video games struggle with more often than not is giving their worlds a palpable sense of history. Sure, fantasy and sci-fi games are in love with convoluted lore, but that’s different from creating a world that feels old. We regularly play games where we traverse spaces that are ancient, from the titular tombs of Tomb Raider to the old temples of Star Wars: Knights of the Old Republic, but as impressive as these places are, more often than not they feel like movie sets, created for the purpose of acting as a cool backdrop to the game’s action. The signs of age, the water stains and crumbling pillars and fading tapestries, seem too consciously placed to be entirely convincing. Age seems a mere veneer, because in a virtual world there is no such thing as age. The ancient architecture was designed a couple of months or years ago at most and is being recreated for your enjoyment in every moment of the present. There is no such thing as an old polygon or texture.
Old man Logan is weary and drunk and asleep in his car. He runs a one-car limousine service in New Mexico near the border, and some thugs are trying to steal his tyres. He gets out and shields his car with his body, using his precious faculties of self-healing for something as trivial as a limo. His suit is rumpled and dirty. He is one of the last mutants, and he lives in an abandoned factory in the desert and cares for a demented Professor Xavier who hides in a collapsed water tower nearby. Professor X is on heavy medication that makes him go woozy, but if he doesn’t take his pills, his brain, a weapon of mass destruction, will hurtle out of control eventually, and everyone around him gets paralyzed and can’t breathe. The professor is 90 years old. Logan is something like 220 years old. His wounds don’t heal as fast as they used to, and his scars don’t heal at all anymore. One of his blades doesn’t come out all the way, and he actually has to pull it out to the hilt with his other hand so that he can’t help but to cut himself in the process. Can you believe that? He suspects that the adamantium is slowly poisoning his body. Time is not on their side. Continue reading →