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  • Mega64's Movie Adaptation of Shadow of the Colossus Possibly Better than Sony's

    I hate to ruin your day, but Sony is making a Shadow of the Colossus movie--the news is a few weeks old, actually. So how, exactly, is Hollywood planning on handling such a beautiful, understated game? About as well as you would think. I'm pretty sure all I need to do is quote Variety's The Cut Scene blog to give you a full understanding of how the final product will most likely turn out:

    I understand the folks working on the project are planning to have some of the characters who appear only momentarily in the game, such as those who try to track down and stop Wander, play bigger roles in the film. And despite the game's somewhat "artsy" cred, they're hoping "Shadow" will be a "Lord of the Rings"-style fantasy tentpole.

    The silver lining to this ugly little cloud comes in the form of a video by gaming pranksters Mega64, who were undoubtedly inspired by Sony's unfortunate announcement. While I'm sure Sony will throw millions more dollars into their own adaptation, there's no denying that far more entertainment can be found in the group's 2-minute take on this PS2 classic.

    Video after the cut.

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  • War Stories

    We talk a lot about our favorite stories in video games, regularly applauding the narrative prowess of the creators of Bioshock, Earthbound, and Grim Fandango. Some video games are routinely compared to their filmic counterparts (See Grand Theft Auto 4 and The Godfather). But what interests me most about video games is the medium's ability to allow users to create their own stories. We also talk a lot about emergent narrative on this blog as one of the things that video games can do that other mediums cannot. As Chuck Klosterman says: 

    Near the end of Gone with the Wind, Scarlett O'Hara asks Rhett Butler what she's supposed to do with the rest of her life, and he says that (frankly) he doesn't give a damn. Now, the meaning of those lines can be interpreted in many ways. However, what if that dialogue happened only sometimes? What if this scene played out differently for every person who watched Gone with the Wind? What if Rhett occasionally changed his mind, walked back into the house, and said, "Just kidding, baby"? What if Scarlett suddenly murdered Rhett for acting too cavalier? What if the conversation were sometimes interrupted by a bear attack? And what if all these alternative realities were dictated by the audience itself? If Gone with the Wind ended differently every time it was experienced, it would change the way critics viewed its message. The question would not be "What does this mean?" The question would be "What could this mean?"

    Steve Gaynor detailed three levels of storytelling in a recent blog post. Consider "High Level Storytelling": 

    The player determines what elements are present in the gameworld, and any narrative that happens there is entirely a collaboration between the player and the game's systems. The only fiction determined by the designer is the broad premise of the game's setting, and individual building blocks for potential outcomes. The Civilization series, SimCity, and The Sims exemplify this type of storymaking.

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  • The Legend of Zelda: Ocarina of Stupidity

    The Legend of Zelda cartoon was one of the more competent game-based television series to foul up the '80s. That's not saying much, I suppose, especially when you recall some of the show's more ridiculous traits. Here's ten minutes of The Legend of Zelda, as collected and sewn together by The Switcher. Guaranteed to make you cringe and say, "Oh Christ above why did I love this? No wonder nobody ever came to my birthday parties."



    I don't think I was ever aware that the Zelda cartoon had a considerable amount of innuendo. Dude, Link tried to ambush Zelda on her bed. If I were the king, I'd turn that impish rogue out on his bum and just set down some fly paper around the Triforce of Wisdom.

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  • Movie to Game to Movie: Goldeneye

    Like everyone else who was alive in the late 90s, I played a hell of a lot of Goldeneye for the N64; as primitive as it may seem today, Rare's take on the Bond franchise was the first console shooter to make waves in a pre-Halo world. But despite the hours and hours I'd virtually murder my friends with the world's sexiest Englishman (not my definition), the source material never really interested me. At the time, I had never seen a James Bond movie, so I wasn't exactly worried if Goldeneye was a faithful movie-to-game translation. The N64 adaptation could have included a Kart racing level, and I wouldn't have known any better.

    All these years later, it's safe to say that I have Rare's version of Jimmy Bond's adventure inscribed in my brain where so much useful knowledge could be, so I thought it would be a surreal experiment to finally sit down and watch the movie I had already had a great amount of exposure to, albeit in a different form.

    It was weird.

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  • Counterpoint: Games Shouldn't Try to Be Movies

    Tim Travers, Rolling Stone's movie critic has proclaimed GTA the "best summer popcorn movie" but I couldn't help but opt out of the merry round of high-fives going on over at Kotaku. For a couple reasons:

    First, GTA IV doesn't really break any new ground. It's a better looking, more detailed iteration of GTA III. Travers claims it's a "wow of a start" (whatever that means) on the road to cinematic artistry. I loved what I saw of GTA IV. It's a visceral experience with excellent pacing. The game did not drag for a moment, and it's detailed universe is a huge improvement to Liberty City's literal and figurative jagged edges in GTA III. But mechanically, it's nothing new. 

    Secondly, and most importantly, I don't want to see games moving in this direction. I think Will Wright (boy am I in love with this fella lately) was dead on when he claimed in a recent interview that "...game designers suffer from envy...and many of them want to be film directors."

     

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  • Games to Film: Leo DiCaprio to Play Nolan Bushnell in Upcoming "Atari" Flick

    According to Slash Film, screenwriters Brian Hecker and Craig Sherman hope to incorporate elements from Mr. Smith Goes to Washington and Tucker.

    Bushnell was responsible for Pong, often credited as the first video game ever (untrue, but it was the first game to acheive widespread popularity among the general public). Bushnell went on to found Atari and Chuck E. Cheese. Now he's working on a restaurant franchise called uWink, a sort of Chuck E. Cheese for grown ups, where you place your order and play games on your table's touchscreen.

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  • about the blogger

    John Constantine, our superhero, was raised by birds and then attended Penn State University. He is currently working on a novel about a fictional city that exists only in his mind. John has an astonishingly extensive knowledge of Scientology. Ultimately he would like to learn how to effectively use his brain. He continues to keep Wu-Tang's secret to himself.

    Derrick Sanskrit is a self-professed geek in a variety of fields including typography, graphic design, comic books, music and cartoons. As a professional hipster graphic designer, his recent clients have included Nerve, Pitchfork and MoCCA, among others.

    Amber Ahlborn - artist, writer, gamer and DigiPen survivor, she maintains a day job as a graphic artist. By night Amber moonlights as a professional Metroid Fanatic and keeps a metal suit in the closet just in case. Has lived in the state of Washington and insists that it really doesn't rain as much as everyone says it does.

    Nadia Oxford is a housekeeping robot who was refurbished into a warrior when the world's need for justice was great. Now that the galaxy is at peace (give or take a conflict here or there), she works as a freelance writer for various sites and magazines. Based in Toronto, Nadia prizes the certificate from the Ministry of Health declaring her tick and rabies-free.

    Bob Mackey is a grad student, writer, and cyborg, who uses the powerful girl-repelling nanomachines mad science grafted onto his body to allocate time towards interests of the nerd persuasion. He believes that complaining about things on the Internet is akin to the fine art of wine tasting, but with more spitting into buckets.

    Joe Keiser has a programming degree from Johns Hopkins University, a tiny apartment in Brooklyn, and a fake toy guitar built in the hollowed-out shell of a real guitar. He writes about games and technology for a variety of outlets. One day he will stop doing this. The day after that, police will find his body under a collapsed pile of (formerly neatly alphabetized) collector's edition tchotchkes.

    Cole Stryker is an American freelance writer living in York, England, where he resides with his archeologist wife. He writes for a travel company by day and argues about pop culture on the internet by night. Find him writing regularly here and here.

    Peter Smith is like the lead character of Irwin Shaw's The 80-Yard Run, except less athletic. He considers himself very lucky to have this job. But it's a little premature to take "jack-off of all trades" off his resume. Besides writing, travelling, and painting houses, Pete plays guitar in a rock trio called The Aye-Ayes. He calls them a 'power pop' band, but they generally sound more like Motorhead on a drinking binge.


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