1: A Problematic Concept
Whenever mainstream news outlets mention video games I cringe. I cringe because every time traditional news outlets move beyond their traditional territory and reach out to an unfamiliar cultural milieu in an effort to appear plugged in, they invariably wind up making both themselves and that cultural milieu look awful. The awfulness comes from the fact that journalists in unfamiliar territory tend to take authority figures at face value and, in the world of video games, this generally results in precisely the sort of hyperbolic bullshit that makes video game journalism such an oxymoron. Continue reading “QWOP, GIRP and the Construction of Video Game Realism”
Tags: Bennet Foddy
, Blasphemous Geometries
, Jonathan McCalmont
In case you’ve not seen it already, Wired has a marvellous long-form piece about the discovery and analysis of the Stuxnet worm; well worth a look, whether you’re interested in the procedural side of malware analysis or just the storyable shape of a modern technothriller mystery-hook. Go read.
If that looks a bit TL;DR for you, there’s always the infographic video.
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One of the great failures of 20th and 21st Century film criticism has been the failure to recognise that Blockbusters are a genre unto themselves. Forged in the 1970s by George Lucas and Steven Spielberg, Blockbusters borrow the trappings of other populist cinematic genres – such as science fiction, fantasy, espionage, war and disaster movies – but their aesthetics are entirely divorced from the concerns of the genres they borrow from.
In this column, I would like to examine the nature of the modern Blockbuster and argue that the next source of genre material for Blockbuster film will be video games. However, while there is much promise to be found in the idea of a film/game stylistic hybrid and Zack Snyder’s latest film Sucker Punch hints at much of that promise, it seems that the form of video games itself is as yet too underdeveloped to provide film makers with anything more than another set of visual tropes that will be used, re-used and eventually cast aside as the Blockbuster genre continues its predatory rampage through popular culture. Continue reading “Sucker Punch: Video Games and the Future of the Blockbuster”
It could have been ugly. When the French developers Quantic Dream announced that they were working on an ‘interactive film’ that used quick time events as the primary mode of player interaction you could hear the sceptical harrumphing from orbit. Many gamers compared the game to Cinematronics’ infamous laser disc-based arcade game Dragon’s Lair (1983).
At a time when most video games were comprised of poorly animated coloured blocks, the cartoon imagery of Dragon’s Lair was ground-breaking. Here was a game that did not simply suborn the language and titles of films; it actually looked like a film too. The only problem was that when players fed their money into the machine, they soon discovered that they didn’t actually have control over the on-screen action. Continue reading “Heavy Rain: Free Will and Quick Time Events”
, Blasphemous Geometries
, Dragon's Lair
, free will
, Heavy Rain
, Jonathan McCalmont
, quick time events
Not that I expect governments and military bureaucracies to change course in response to sensible thinking from qualified experts, the guy who penned (or rather keyed) The Hacker’s Handbook back in the day has co-authored a report that suggests the recently fashionable wing-flapping over “cyberwar” is counterproductive:
Published today, Reducing Systemic Cybersecurity Risk says that a true cyberwar would have the destructive effects of conventional war but be fought exclusively in cyberspace – and as such is a “highly unlikely” occurrence.
Controversially, the OECD advises nations against adopting the Pentagon’s idea of setting up a military division – as it has under the auspices of the US air force’s Space Command – to fight cyber-security threats. While vested interests may want to see taxpayers’ money spent on such ventures, says Sommer, the military can only defend its own networks, not the private-sector critical networks we all depend on for gas, water, electricity and banking.
Co-authored with computer scientist Ian Brown of the Oxford Internet Institute, UK, the report says online attacks are unlikely ever to have global significance on the scale of, say, a disease pandemic or a run on the banks. But they say “localised misery and loss” could be caused by a successful attack on the internet’s routing structure, which governments must ensure are defended with investment in cyber-security training.
Personally, I think the Pentagon’s bluster and chest-thumping over “cyberwar” is thrown into an interesting light by the increasingly inescapable conclusion that they played a large part in commissioning the Stuxnet worm; as Chairman Bruce puts it, “what’s worse, strategically: Stuxnet, or proliferating Iranian nuclear weapons? How about a world where you’ve got proliferating Stuxnets AND proliferating Iranian nuclear weapons?”
Pandora’s box strikes again; code is far easier and cheaper to reverse engineer than a nuke, and requires no expensive and/or dangerous physical contraband. Beware of starting a knife-fight in a downtown full of ninjas.
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