Examining 1999’s Culture Through Its Best Movies

Image result for the matrix 1999

In college, I had this class where we were supposed to learn about 19th century upper-class British culture by analyzing hundreds of paintings commissioned and hung in wealthy British estates during that time period. Some insights are surface level, like British people loved to hunt foxes. Other potential insights were hotly debated in class, like whether the presentation of women tended towards subservience or maternalism, or both, or neither, etc.

Either way, it was surprisingly fun, and I enjoyed sort of doing it again with Best. Movie. Year. Ever.: How 1999 Blew Up the Big Screen, by Brian Raftery.

The book examines dozens of 1999’s best movies, ranging from entire chapters dedicated to Blair Witch ProjectFight Club, and Sixth Sense, to brief interludes on American Pie, The Mummy, and Varsity Blues, to passing mentions of many more films. Between the stories, Raftery offers his own nuggets of speculations on the cultural, filmmaking, and business trends that caused 1999 to be such an incredible movie year.

Continue reading “Examining 1999’s Culture Through Its Best Movies”

Why We Create – A Transistor Analysis

Note – This piece was originally posted at Theory of Objective Video Game Aesthetics. It has been edited and slightly revised before being posted here.
相關圖片

Introduction

Transistor is one of my favorite games of all time. Upon completing my first playthrough I was enraptured by the atmosphere, visuals, soundtrack, characters… and that I understood next to nothing of what happened over the preceding six hours.

Transistor is clearly not meant to be easily understood. Its story is presented in a manner that’s somewhere between “avant-garde” and “infuriatingly vague.” The game shows a world dramatically different from our own based on unexplained rules that defy all physical and metaphysical rules. This world is populated by quite strange individuals who not only never react with as much shock as one would expect from, say, having one’s soul become trapped in a giant sword, but also never bother to just sit down explain whatever insane event happened two minutes ago, like, say, being attacked by a sentient, semi-organic building.

Yet I love Transistor dearly. I not only love it for the aforementioned atmosphere, visuals, soundtrack, characters, and bewildering narrative, I love it for the vision. It blows my mind that a group of people actually conceived this idea, sketched out every component of its otherworldly presentation and utterly unique combat, raised money from investors, and then made a full-fledged video game product out of it. There simply is nothing like Transistor1. It looks like nothing else, sounds like nothing else, feels like nothing else, and therefore stands out as the type of singularly-envisioned creation that the characters of Cloudbank would be proud of.

One of the things I love most about Transistor is that it is maybe the densest game I have ever played. For one thing, I managed to write 29,580 words about a game that takes about six hours to play through. So an experienced Transistor player should be able to play through the game again in less time then it takes to read my analysis of its world, plot, and themes. But that’s just the nature of the game. You could freeze any single frame in the entire game and spend an hour talking about the implications of every detail, from the architectural designs to the characters’ clothing. I’m not sure there is a narratively-based game out there which packs so much content into such little space.

Continue reading “Why We Create – A Transistor Analysis”