
Being absent from this blog for so long I have to admit any excuse or words wouldn't be worthwhile. Needless to say, sometimes real life intervenes heavily. Other times I find blogging inimical to the subconscious process required to write something. I did manage to file a big story about a portion of my trip to Cambodia for issue 54 which you can check out now. Martin had to laboriously cut down my original 4500 word draft to a manageable thousand for which he deserves a lot of credit. If any of you are interested though maybe I'll run the longer version here?
I did get to hang out with Martin in L.A. a few weeks ago and I discussed doing one thing in particular with my blog going forward, which is focusing on one thing for the most part. I'll always be unable to avoid writing about movies on some level, especially when moved to (I can say that Wall-E deserves your time and money like few movies do, and if I were 8 years old it would probably be my favorite movie, and that Hellboy 2 contains the most outlandishly original production design and creature effects I've seen in years). For awhile I was really excited about sharing great clips, but look at the top videos on youtube any given day and it's fake porn, the same weird z axis non celebrities, and amateurish attempts at copying what tv already does. Music videos are so on the wane at this point that I've pretty much given up on them, so much so that I've left my production company as they aren't worth the psychic energy and investment of time and creativity I put into pursuing so many dead ends that won't even earn me a living.
I'm going to start writing here about video games. Before you flee, let me at least try to explain why I'd bother, given the amount of sheer text about
said subject saturating the web.Games are an ascendant, emerging art form, despite what wiser
cultural commentaters would have you believe. All pop art, especially when it goes hand in hand with a technological advance, starts out being considered lowbrow junk for the masses. Movies started in county fairs with carnival hucksters.
But it took to some degree proper criticism to advance movies into true cultural legitimacy. That requires more than what constitutes game criticism today, which is either aimed at consumers and interested in attributes, or dry dissertation style papers on mechanics.
I am constantly arguing that what games need are a Lester Bangs, a Roger Ebert, a Griel Marcus, Denis Diderot, a Godard or a Truffaut. We need writers to start placing games within the context of culture - not just pop - as a whole. We have a few who are close, like the excellent
N'gai Croal, but these are beat reporters. We need people who review games without the confines of consumer advice, who piss off or enlighten or give us a historical perspective to come, who suggest subtexts that may or not be there. And everyone in games talks about how they wish there was an
arthouse cinema of games, freed from the financial pressures requied to make games today. That requires someone who can write about games in a way that any culturally invested person can read the review and come away with a thought about what gaming can be. We need writing about games, in other words, that's compelling to people who don't play games.
I do believe there's a very specific bit that's missing constantly in games criticism: discussing what it is about games that no other medium can do. That's a very important distinction, I believe. There are emotional depths and experiences to be plundered in games that have not yet been explored, while on the other hand I believe there are already games that show distinct auteurs at work, with themes, subtexts, and unique emotional properties.
I love ignored art, art on the margins, the bits of genius that get overlooked because of the medium its attempted in. Here's a great page from a never finished graphic novel by Alan Moore and the insanely underrated Bill Sienkiewicz (who is on a par with Ashley Wood in my book).
Click here to see the full pageI like to use this example a lot.
Big Numbers has gone down in obscure comics lore as a lost mastepiece, but I believe that many overlooked what was so unyieldingly ambitious about the book which perhaps led to its dissolution... It did things with the arrangement of art and words that no other medium could do. Look at the panel with the people planning, an image as a whole that contains individual images that read left to right while telling the story. That's intrinsic to the medium, and despite our natural assumptions of adaptation in culture, I love this marginal stuff, the inherent bits and pieces that you couldn't do any other way.
I believe while playing games I've had similar experiences. Vastly dislocating, new emotional responses. They are far and few between, embedded in tiny little parcels of art on the margins, and no one seems to discuss them at large.
Games now earn equivalent sums in revenue and Nintendo have proven once and for all that games are not just for teenage boys, thankfully. When it comes to art direction I believe that games right now may be even more ambitious than the realm of films, as there are no physical production requirements and unifying aesthetic is easier to achieve. Several games have pushed at the boundaries of what that imagery is supposed to be, from stylized art deco ruin to graphically bold cel shading.
But again, it's that unique quality I hope to write about. And I'll still be discussing little bits of ephemera when it strikes me.