Joanne McNeil
Works in Brooklyn United States of America

BIO
writer (Los Angeles Times, Wired UK, Frieze, etc) // former editor of rhizome.org

Jane Pinckard on Tetsuya Mizuguchi's Rez and Children of Eden


Children of Eden
Jane Pinckard writes about Tetsuya Mizuguchi's Dreamcast and PlayStation 2 game Rez:

There have been other game designs since that have stimulated those emotionally-charged pleasure centers-–Rock Band comes to mind-–but Rez remains unique in its ambition to create synesthesia as a playable experience. It was the first mainstream art game (and it wasn't that mainstream, as it turned out.) The creators of the game moved on to other things, the studio was merged with other corporate units, and that was that...the game was by no means a hit when it was released. It was recognized by a small circle of aficionados as something quirky, beautiful, and different. In the years since, Rez has captured more mindshare; partly because more people accept the idea of art games, partly because maybe it just took that long for people to discover it and play it. By 2008 there was enough of a movement to convince Microsoft to release Rez HD as a downloadable game for the Xbox 360. It got rave reviews from game critics, but, seriously, it was the exact same game, redone graphically to look pretty in HD. It was the same game, so you didn't get to relive that moment of intense anticipation and discovery of playing it for the first time.

Rez

Pinckard says Children of Eden, released this month for Kinect, was the game she "waited a decade" to play:

I played it for the first time at a friend's house, after a day of barbecue in the sun, accompanied by several excellent glasses of wine. He insisted I put on the headphones. I lifted my right hand to begin. And then I was suddenly falling upward through a liquid field of stars. I don't really know how else to describe it. It was exhilarating, because for the first time in a very long time I felt again that excitement of experiencing something utterly new and strange and beautiful. I started dancing subtly to the beat as I played without even really realizing it.

Children of Eden



In Praise of the Sci-Fi Corridor


Corridors make science-fiction believable, because they're so utilitarian by nature - really they're just a conduit to get from one (often overblown) set to another. So if any thought or love is put into one, if the production designer is smart enough to realise that corridors are the foundation on which larger sets are 'sold' to viewers - Martin Anderson





via Autodespair


Proun, an abstract indie 3D racing game






Proun is an abstract indie 3D racing game by Joost van Dongen (who named the game after El Lissitzky, and points to Kandinsky, and Mondrian as other inspiration.


Weekend Clicking


Adrien Missika, All sunset postcards available in Hawaii, (2011) Adrien Missika. via VVORK
  • Can we grasp this sense of ourselves as existing in time, part of the beautiful continuum of life? Can we become inspired by the prospect of contributing to the future? Can we shame ourselves into thinking that we really do owe those who follow us some sort of consideration, just as the people of the nineteenth century shamed themselves out of slavery? Can we extend our empathy to the lives beyond ours? - Brian Eno writing about the 10,000 Year Clock, in the essay from which The Long Now Foundation got its name. The clock is now under construction.
  • Questions Remain After Ai Weiwei's Release (Hyperallergic)
  • Tokyo-based, Senegal born, Kuwaiti artist Monira Al Qadiri's video Visual Violence, part of the bi-annual Aboveground Animation show, works off of the curt dialog and banal negativism (complete with the lethal injections and inner demons) that are common to a certain style of Japanese comics [with the] insertion of Qadiri’s own, more concentrated aesthetic, which often references Kuwaiti culture and traditions - V magazine. Interview with Al Qadiri. Vimeo page
  • Findr: Jacob Gaboury and Todd Shalom are using Grindr as a psychogeography research tool over Gay Pride Weekend. Interview on the project. It's not that we're rehabilitating a potentially problematic technology, it's that we are using the technology to find new ways to interact and create a shared, networked physical space. We're hoping to create new forms of contact between anonymous strangers, and in so doing create new ways of navigating the city.
  • Summer 2011 issue of Afterall themed around "the act of mapping, the land and locality."
  • 2011 Frieze Projects announced: The artists commissioned to create site-specific works for Frieze Art Fair 2011 are ...
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