Saturday, March 17, 2012

Review: The Art of Video Games | The Mary Sue | Smile Dead

Review

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Last year, we schooled about The Art of Video Games, a six-month muster during a Smithsonian American Art Museum (opening today!). This done me sad, since we do not live on a East Coast and transporters haven?t been invented yet. The muster sets out ?to try a forty-year expansion of video games as an artistic medium, with a concentration on distinguished visible effects and a artistic use of new technologies? ? in other words, all we adore in one neat small package. Sigh.

However, for those of us who can?t attend a muster in person, a subsequent best thing is a messenger book, The Art of Video Games: From Pac-Man to Mass Effect, created by curator Chris Melissinos, with images by Patrick O?Rourke. we was awaiting a heroes gallery of a best and excellent of a gaming world, yet this book was oh-so-much some-more than that. The reader is taken by not usually a chronology of digital design, yet a light singularity of visible art, song and criticism that has done games into forms of countenance distant larger than a sum of their parts. At 216 pages, half of that are illustrations with calm overlays, this is an easily-consumable read. But that doesn?t meant that it?s light on content. The Art of Video Games is a thought-provoking combo punch of colorful imagery, judicious interviews, and artistic exploration.

The book starts in a pioneering days of a late seventies and early eighties, with a likes of Combat and Space Invaders. Those games were before my time, so I?ll admit, we have always suspicion of a affinity for that many elementary form of pixel art as something formed in lustful nostalgia. As we read, we gained a whole new appreciation for a creativity that went into those elementary games. Taking into criticism a serious boundary of record during a time, we was unexpected struck by how a designers had found ways to make those tedious small blocks into something that could elicit feelings of excitement, or adventure, or fear. we mean, if someone tells we to pull a design of a ocean, and all they palm we is one damaged blue crayon, doesn?t that fundamentally force we to cruise outward a box?

If there was any doubt that those clunky pixels could entirely constraint a imagination of a player, cruise a criticism done by my girlfriend, who walked into a room as we was reading a territory on Star Trek: Strategic Operations Simulator (1984). ?Is that a Bird of Prey?? she asked, nodding towards a page. The picture in doubt was zero some-more than a few little purple lines, organised in a many epitome illustration of wings and a overpass module. And therein lies a energy of games, a ability to make a tellurian mind now bond to a thought of absolute warships drifting by space, regulating zero some-more than purple squares.

As we review on, we enjoyed training of a common beginnings of gaming elements that we now take for granted. Pitfall, for example, was a initial diversion to underline a relocating humanoid figure. Pac-Man (which we remember personification in my dentist?s watchful room) was a initial to deliver a cut-scene. Mario was given his heading red top since they couldn?t spur hair. The sum of a artistic stretches indispensable to work around technological stipulations are certain to pleasure not usually a hardcore gamer, yet anyone who is meddlesome in artistic evolution. Every jump towards achieving realism is noted, from simulating 3D environments within a 2D screen, to reckoning out how to emanate a apparition of speed, or motion, or shadow. These are discussions that can be found in any art story class, and there?s something refreshing in meaningful that all of these hurdles have been undertaken once again in new decades, usually by pixels rather than mill or paint.

Technology itself takes a backseat in this book, yet it plays an critical ancillary role. In general, a expansion of record is presented as a arrange of chicken-and-egg scenario: did a record expostulate a art, or did a art expostulate a technology? No transparent answer is given, yet we favourite that a constraints of record were so good highlighted. One of a many enchanting entries is that of TRON: Maze-A-Tron, whose muted display is tactfully described as ?typical of other overly desirous games of a era.? The diversion is hold adult as an instance of a whole genre perplexing to grow faster than a tech could accomodate. The fact that a book sheds light on not usually gaming?s triumphs, yet a failures as well, creates for a constrained demeanour during a growth of a middle as a whole.

As a games presented grow some-more complex, so does a extent of a book?s analysis. Storytelling and criticism are discussed during length, as is a ability for a actor to plan him or herself onto a impression (I was gratified to see that gender and competition customization are remarkable as pivotal elements in strengthening actor immersion). Music is discussed as well, and yet I?ve got some-more than a few video diversion soundtracks during my beck and call, we had never before contemplated usually how formidable it is to harmonise a measure for a diversion that takes a actor off a rails. Think about it: if we have apart low-pitched themes for surrounding environments, a thesis for coming enemies, and a thesis for pivotal story elements, and you?re going to let a actor select a instruction that they?re roving in, a triggers for those themes not usually have to be delicately mapped out, yet they have to mix together. we don?t cruise I?ll ever listen to diversion song in utterly a same approach again.

Sprinkled via a book are interviews with fifteen of a gaming world?s movers and shakers (and huzzah, there are some ladies in there!). we desired a little morsels of trivia tucked in here and there (Ron Gilbert, for example, drew impulse for a demeanour of The Secret of Monkey Island from a lagoon in a Pirates of a Caribbean ride; Shigeru Miyamoto ? not interviewed, yet mentioned ? remade a dog that frightened him as a child into a entire Chain Chomp of a Super Mario universe). But some-more importantly, these interviews all enclose a tangible clarity of frolic and wonder, something that is now tangible to anyone who has ever depressed in adore with a game.

This book belongs on a shelf of any high-brow gaming geek, yet it?s also an critical review for anyone meddlesome in media studies or tellurian expression. we wish to palm this book to any naysayer who sees games as zero some-more than cheap, violent, incomprehensible entertainment. With a enchanting pictures, abounding interviews, and orderly bundled story lessons, The Art of Video Games creates a plain box not usually for a effect of games as an art form, yet for a legitimate place as one of a defining storytelling mediums of a time.

From The Art of Video Games: From Pac-Man to Mass Effect, By Chris Melissinos and Patrick O?Rourke. Compilation ? 2012 Welcome Enterprises, Inc., www.welcomebooks.com/artofvideogames

Becky Chambers is a freelance author and a full-time geek. She blogs over during Other Scribbles, and she is now using a Kickstarter campaign to assistance get her initial sci-fi novel off a ground.

TAGS:
Chris Melissinos | Patrick O?Rourke | Ron Gilbert | Shigeru Myamoto | The Art of Video Games | video games

  • Can we take it as review that Roger Ebert has not been invited to a opening?

  • I gamble this is soooooo dope! When we lived in NYC we went to MoMA PS1 in Brooklyn and saw a HUGE designation by Feng Mengbo where we walked into a vast mezzanine and on any side were wall-sized screens with a outrageous video diversion on any side. we stood there a prolonged time usually examination (and substantially drooling) when one of a guys who worked there (I had no thought we wasn?t along in there) walked adult to me and hands me an Xbox360 controller and pronounced we could indeed play it. we contingency have spent an hour in there before we was told we had to let other ppl try. Check out a couple to see photos.

    http://momaps1.org/exhibitions/view/320

Source: http://www.smiledead.com/review-the-art-of-video-games-the-mary-sue/

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