Sucker Punch: Video Games and the Future of the Blockbuster

Jonathan McCalmont @ 20-04-2011

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”


Seeing Like A State: Why Strategy Games Make Us Think and Behave Like Brutal Psychopaths

Jonathan McCalmont @ 02-03-2011

0. A Tendentious History of Strategy Games Leading Up To A Question

All God does is watch us and kill us when we get boring. We must never, ever be boring.

– Chuck Palahniuk

Some video games require greater imaginative leaps than others. For example, games like Pong (1972) and Space Invaders (1978) were so graphically primitive that the gap between the things on the screen and the things they were supposed to represent could only be crossed with the use of a rocket-cycle; this collection of squares over here is an alien. That collection of squares over there is Earth’s last line of defence. The little squares moving up and down are particle weapons… or possibly missiles… or shoeboxes filled with explosive. It was difficult to tell. Continue reading “Seeing Like A State: Why Strategy Games Make Us Think and Behave Like Brutal Psychopaths”