11.03.2009

Roots to robots

It has been fascinating to follow the evolution of Amanita Design's work from the original Samorost 1 through to their latest offering, Machinarium. The first, while it introduced an innovative visual style and type of gameplay that inspired a slew of imitators, was formally little more than a loosely associated collection of hallucinatory set pieces. Machinarium, by contrast, is a much more mature and focused game. Samorost 2 was an important intermediate step, utilizing motifs from the original game and just beginning to rationalize that surreal, oneiric world by introducing elements like characters, plot, spatial continuity, and logical causal relationships. Machinarium takes the final step and brings us to a world that is solid and grounded, with rules and interlocking parts that fit together like — well, like a machine.


In Samorost 1, nothing was grounded — not even the ground.



It's like the druggy haze of Samorost 1 was already starting to clear in Samorost 2, and now with Machinarium Amanita has clambered out of the beanbag, combed its hair, put on a suit and tie, and gone out into the real world. Interestingly, the references to hallucinogenic substances that peppered the Samorost series (the name "Amanita" refers to a type of toxic mushroom, which is also the studio's logo) are largely absent from Machinarium, and the earthy roots, furry forest creatures, gnomes, and cosmic little green men of Samorost have been replaced by an industrialized metal cityscape of dive bars, jails, factories, and bombs, populated by rusty robots and hunks of junk, cops and crooks and gamblers and beggars. Is this what the world looks like when you come down?


The brave new world.



Paralleling this aesthetic evolution is a complementary formal one. Samorost 1's "click anywhere and things happen" mechanic has been gradually whittled down to a more traditional system of agency, and in Machinarium the player directly controls the main character, a charming tin-can robot, who walks, stretches, collects and manipulates items within his immediate sphere of influence. (Except for during the first two minutes, that is, where the player acts on the environment at large in order to bring the pieces together to assemble the robot in the first place — a final transition from the old ways to the new.) Gone is the out-of-body dissociative experience of Samorost 1, where the player's and main character's motivations were aligned, but their actions disjointed: the player operated directly on the environment while the sprite sat down and watched, with the player in the role of an unseen godlike manipulator, or maybe the world itself. It was the perfect gameplay model for what represented essentially a really groovy trip.


Sitting back and taking it all in.



It would have been interesting to see that mechanic developed further, but Amanita chose the opposite route and made the game world and mechanics more concrete, not less — and Machinarium is definitely the stronger for it. It's a rich, tightly-constructed game, made with purpose and clear direction. I would love to see Amanita — or someone else — go down the other path someday, though. It's perhaps a greater challenge to make a sustained, meaningful experience out of the whimsical illogic and disembodied agency that characterized Samorost 1. Can the player's sense of identity be even further shaken? Can the bounds of cause and effect be further strained? Can the resulting journey cohere and add up to something more than a succession of novel and entertaining images?


The first denizen of Samorost you encounter: a toked-out dude with his hookah.



Amanita seems to have shelved the hookah for now, and I'm glad to follow them out of the wild and into this exciting new urban junkscape. But I wouldn't mind going back occasionally into that wild forest, just for a little while. Just one more hit...

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10.19.2009

Machinarium is here!



Machinarium was just released on Friday, and it's bigger, longer, and better than anything Amanita Design has done before. It's got gorgeous visuals, an intriguing world, well-constructed gameplay, and a truly stunning soundtrack.

I'll elaborate on my impressions of the game in another post, but for now, I just want to remind everyone that it's time to go and play it. Go buy it now, or try the demo first if you really need convincing.

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10.12.2009

New Gargoyles trade paperbacks are out!



After months of waiting, two new Gargoyles trade paperbacks were released last month. There are new books from both the main Gargoyles series, Clan Building Volume 2, which collects the last of the published single issues plus four more issues that were never released individually, and the spin-off, Bad Guys Volume 1, which collects all the single issues of Bad Guys plus one new one.

Disney raised the cost of the Gargoyles license in the middle of the production run and Slave Labor Graphics wasn't able to renew, so the previously unpublished issues were allowed to be released in the trades only through a fortunate loophole where they are included as "bonus material." No more issues are currently in production, and the future of the Gargoyles comics looks uncertain — but at last we have a complete set of the Clan Building and Bad Guys arcs, and we get to see the conclusion of Redemption, the Stone of Destiny arc, and the very first Timedancer story with Brooklyn's journey through time. This isn't a cheap knock-off or filler material, but the true, canon continuation of the story as penned by creator Greg Weisman. It's a great set of wonderful new material, required reading for any Gargoyles fan.

Get the full collection:

Gargoyles: Clan Building Volume 1
Gargoyles: Clan Building Volume 2
Bad Guys Volume 1

A great place for reconnecting with the Gargoyles universe is Station Eight, a hub which links an active comment room, info about the comics, a Q&A with Greg Weisman at Ask Greg, and the comprehensive GargWiki, which might be useful for keeping track of the comics' sprawling cast of characters if you can't remember your Canmores from your Constantines or need to brush up on the Battle of Bannockburn.

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6.24.2009

The Garden of Noisy Roses and other attractions





Radiant Copenhagen. An expansive alternate reality of future Copenhagen, as created through Google mapping and Wiki fiction.

Via io9.

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3.05.2009

Four short films

World Builder is a blended live action/CGI film by director Bruce Branit. It took one day of filming and two years of post-production work to create this breathtaking work, which details an epic act of creation: in a futuristic holographic environment, a single man builds a fully-realized digital world from the ground up, using a suite of gestural Minority-Report-esqe development tools that should make any designer weep. A labor of love, in more ways than one.

Via shape+colour.





9 is a short computer-animated film by Shane Acker in which a race of diminutive sack-creatures scavenge in the ruins of a post-apocalyptic world and try to evade their greatest enemy, a ruthless mechanical predator. It's an intriguing, well-realized world, and there are plans to expand the concept into a full-length feature.
Via io9.





Please Say Something is a mind-blowing short film by animator David O'Reilly. Disjointed and dreamlike, it tells the story of the stormy relationship between a cat and mouse couple. In the future. Amazing.

Via A near life experience.





Maestro is a charming CGI entry in the Portable Film Festival by Hungarian director Géza M. Tóth.

Five minutes before his big performance, the Maestro and his persistent mechanical assistant are in preparation mode. As the clock ticks, life at the top is not all it seems.

Via SleepTight.tv.



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1.21.2009

Dramedy at the end of the world

More fruits of last year's writers' strike have ripened and fallen to the ground: screenwriter John August has just released the pilot to proposed webseries The Remnants, an apocalyptic sitcom about a tribe of survivors who raid abandoned houses in the suburbs of LA for Pringles and Wiis in the aftermath of a civilization-ending disaster of an indeterminate nature. The tone is hip and ironic, what August describes as "a cross between The Stand and The Office." The well-formed cast includes Justine Bateman, Michael Cassidy, Ben Falcone, Ernie Hudson, Amanda Walsh, and experimental web artist Ze Frank (whose burgeoning collection of flash oddities, artsy webcamery, and multimedia playthings is well worth the detour).

Following the model of Dr. Horrible, The Remnants was conceived and produced during the dark, idle days of the WGA strike and shopped around to advertisers and sponsors for possible development as a new webseries. Though it was at one time under consideration by NBC, its chances aren't looking so good. The upside is that the pilot is now being released to the public, so we at least get to see what we're missing. And maybe it'll somehow generate lots and lots of interest and develop into something in the future.

You can watch the embedded video below, or see it in HD on Vimeo.

Via io9.



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1.16.2009

Catch up on your sci-fi

Battlestar Galactica returns to tv tonight with the first episode of the long-awaited Season 4.5. If you haven't yet, you definitely need to refresh yourself first with Sci-Fi's highly entertaining recap, Catch the Frak Up!, with rapid-fire narration by Starbuck. Covers pretty much everything, from the twisty plot turns to the universe basics ("'Frak' is a swear word, papers don't have corners, and there's more than one god").

Part I



Part II




And while we're on recaps, if you've never gotten your head around that whole Star Wars thing, get the broad outlines with Star Wars: Retold (by someone who hasn't seen it).

My friend Amanda had never seen a whole Star Wars film. When I asked her if she wanted to watch the original trilogy she said that she would, but that she already knew what happens. So I took out my voice recorder and asked her to start from the top.

Via io9.



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12.15.2008

No calendars, please

Earlier this year I wrote about how hard it was to find interesting, stylish, high-quality calendars year after year. Well, I wanted to warn you against showering me in calendar gifts this Christmas, because I found enough to tide me over for a few more years, at least.

Most exiting is the discovery that illustrator Steve Thomas, whose retrofuturistic space travel posters I showed off a while ago, offers a calendar of his shiny space art. I will have one for my wall.







For graphic inspiration, I adore the bold, bright prints in this Paper Source Art Calendar.






Etsy of course has loads of beautiful and unique art calendars, particularly of the postcard desktop variety. I like this charming Jardin Desk Calendar by MagnoliaMoonlight.






And this Objectification II Postcard Desk Calendar by SureAsBlue.






And this Screen Printed Botanical Calendar by annacote.






And this Animals of the Land, Sky, and Sea Desk Calendar by InkDropDesign.






And this Helvetica Typography Calendar by ovendoorowl.






And this Letterpressed and Silkscreened Calendar by ilee.






And this TTV Desk Calendar by ebonypaws.






And this Polaroid Calendar by AliciaBlock.






I'm in love with the stationary company Cavallini & Co., particularly their calendar offerings. They have great vintage art themes like travel, maps, plants, and animals.







I also made a few finds in photography calendars of abandoned places. In the slightly surreal category, there's the beautiful Retrospect Calendar by farhmboy, who explores out-of-the-way locales in his native Michigan.







In more moody ruins, there's the uplifting Abandoned Places Calendar by Richard Rizzo.







Then there's the beautifully photographed tribute to that ever-photogenic ruin, the Eastern State Penitentiary Calendar by 13 Black Cats Designs.







So please...no calendars! Unless you've found some great ones, too.

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11.03.2008

Otherworldly installation art

Jason de Caires Taylor is an underwater sculptor, the creator of hauntingly beautiful and extremely eerie sculpture parks located in shallow waters where they can be visited by boaters and divers. Since everything that goes into the sea belongs to the sea, these sculptures are slowly transformed over time, anchoring the formation of new artificial reefs and becoming a kind of zymoglyphic art, a collaboration between the human artist and natural forces. Moving among the still, weathered statues must feel like entering a modern Atlantis.








If you happened to drive by a particular condemned house in Houston in the summer of 2005, you might have seen it falling into a wormhole. Sculptors Dan Havel and Dean Ruck transformed two buildings owned by Art League Houston into this striking work of art for an installation called Inversion. For a short time until the houses' scheduled demolition, visitors could crawl through the tunnel to the other side, and passing drivers could jeopardize traffic safety with some serious rubbernecking.

Some galleries of the project can be found from Art League Houston, Kevin O'Mara, and Designverb.
Via io9.








Michael de Broin is a sculptor whose works typically embody a single concept in a visually striking way. For his outdoor scuplture Superficielle, a large rock which is obscured entirely by mirrors, that concept is the theme of transparency. Io9 picked up on this item as evidence of the development of new invisibility cloaking technology. They might have a point.




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