This week got me thinking...
Seeing all the old computing machines and how far they have evolved was quite humbling. I thought I had it hard with my Spectrum 48K, initiating load sequence, listening to the bit information scream at me while it loaded for five minutes. The shear size of these machines was ridiculous also, memories of working for a bank flooded back after Mike said "Back Office". In the pictures shown the machines took up a whole room yet banks still call their core database "Back Office", which is a streamlined old looking program with no GUI still used today. I must say that I thought it functioned brilliantly - So flexible (can perform a million different proccessing tasks and is immediately updated throughout the country).
What I'm trying to get at is that it's not the machine or even the software that makes something good or bad - It's the functionability and making best use of the tools at hand. This was also making me reminiscent of older games I thought were brilliant, one in particular is "Flashback" - Delphine software and U.S Gold (Whatever happened to U.S Gold? Did some good games... Probably owned by Nestle or Macdonalds or something).
This game was pushing out the boat - Great cut scenes, fluid animation, great puzzles and atmosphere you can cut with a knife. The game was very successful at creating a mood (very Bladerunner in parts, but with more organic & alien levels). The gameplay was amazing too - Similar to it's predecessor "Another World" and also the original "Prince of Persia". It had an invisible grid to guide you and help gameplay flow (as in Prince of Persia and later Tomb Raider). This game was amazing - many ways you can do a puzzle and take down enemies - I had to show everyone that you can jump down then get baddies to shoot each other while you go back up.
What I'm saying is that the core-gameplay elements are what makes it a good game, the presentation, graphics and score are what make it a brilliant game - Highly stylized and atmospheric, one of the first games I played through many times, just to see what else you can do or find.
See, unfortunately I'm a bit artsie fartsie and love imagery, but I have to be working on my core skills for this year at least. Even after two weeks I am more aware of perspective and proportion and still have to work on that. I can spend hours doing a pretty picture - but if it's wrong it's wrong. This year I'm gonna mostly treat as getting my Back office streamlined. If I can immediately see whats wrong or right it will save me hours and hours later on. For example I've been practicing using a mirror for self portraits - This showed me I need to take a step back and do a very simple thing... Stay still - Is changing my thinking. When I was aware I was moving around slightly and stopped this my pictures became more accurate and easier to do - Instead of making up stuff between the gaps, try and know whats there.
Talking of Flashbacks we watched the Machinist last Wednesday - Unfortunately I remembered I saw it a while ago and it started to drag. Without the air of mystery the suspense and intrigue are lost. Lovely stylisation and mood and characters. There were lots of subtle repeating images/locations (carousel, cross roads) and questions they just didn't answer til later - Blood streaming out of fridge... wouldn't you check it? I guess it was nice how your rewarded by thinking back and making links... The fish was left there from Rezniks fishing trip a year ago, which also linked to the photo. Ivan was cool - An embodiment of his guilt. I have got to say though, since Fight Club you can normally see the twists when it's mind-fuck time.
A few I think may be entertaining/interesting "King of Kong" (Documentary), "Planet Terror"/"Machette"/Hobo With A Shotgun" (stylization), loads of classics like Pi, Taxi Driver, Erasor Head, Delicatessen, Old Boy etc, but assume everyone has seen them too
Seeing all the old computing machines and how far they have evolved was quite humbling. I thought I had it hard with my Spectrum 48K, initiating load sequence, listening to the bit information scream at me while it loaded for five minutes. The shear size of these machines was ridiculous also, memories of working for a bank flooded back after Mike said "Back Office". In the pictures shown the machines took up a whole room yet banks still call their core database "Back Office", which is a streamlined old looking program with no GUI still used today. I must say that I thought it functioned brilliantly - So flexible (can perform a million different proccessing tasks and is immediately updated throughout the country).
What I'm trying to get at is that it's not the machine or even the software that makes something good or bad - It's the functionability and making best use of the tools at hand. This was also making me reminiscent of older games I thought were brilliant, one in particular is "Flashback" - Delphine software and U.S Gold (Whatever happened to U.S Gold? Did some good games... Probably owned by Nestle or Macdonalds or something).
This game was pushing out the boat - Great cut scenes, fluid animation, great puzzles and atmosphere you can cut with a knife. The game was very successful at creating a mood (very Bladerunner in parts, but with more organic & alien levels). The gameplay was amazing too - Similar to it's predecessor "Another World" and also the original "Prince of Persia". It had an invisible grid to guide you and help gameplay flow (as in Prince of Persia and later Tomb Raider). This game was amazing - many ways you can do a puzzle and take down enemies - I had to show everyone that you can jump down then get baddies to shoot each other while you go back up.
What I'm saying is that the core-gameplay elements are what makes it a good game, the presentation, graphics and score are what make it a brilliant game - Highly stylized and atmospheric, one of the first games I played through many times, just to see what else you can do or find.
See, unfortunately I'm a bit artsie fartsie and love imagery, but I have to be working on my core skills for this year at least. Even after two weeks I am more aware of perspective and proportion and still have to work on that. I can spend hours doing a pretty picture - but if it's wrong it's wrong. This year I'm gonna mostly treat as getting my Back office streamlined. If I can immediately see whats wrong or right it will save me hours and hours later on. For example I've been practicing using a mirror for self portraits - This showed me I need to take a step back and do a very simple thing... Stay still - Is changing my thinking. When I was aware I was moving around slightly and stopped this my pictures became more accurate and easier to do - Instead of making up stuff between the gaps, try and know whats there.
Talking of Flashbacks we watched the Machinist last Wednesday - Unfortunately I remembered I saw it a while ago and it started to drag. Without the air of mystery the suspense and intrigue are lost. Lovely stylisation and mood and characters. There were lots of subtle repeating images/locations (carousel, cross roads) and questions they just didn't answer til later - Blood streaming out of fridge... wouldn't you check it? I guess it was nice how your rewarded by thinking back and making links... The fish was left there from Rezniks fishing trip a year ago, which also linked to the photo. Ivan was cool - An embodiment of his guilt. I have got to say though, since Fight Club you can normally see the twists when it's mind-fuck time.
A few I think may be entertaining/interesting "King of Kong" (Documentary), "Planet Terror"/"Machette"/Hobo With A Shotgun" (stylization), loads of classics like Pi, Taxi Driver, Erasor Head, Delicatessen, Old Boy etc, but assume everyone has seen them too
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