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Posts tagged with "critical analysis"

beyond this hick town, Barnaby, there's a slick town, Barnaby

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I'll spare you what you already know about how great the Wall-E movie and how its strong theme is about the ravages of commercialism. I wanted to talk about the secondary theme in Wall-E, the thread of symbolism that enriches what seems like simple story-telling fabric. Forget the "hypocrisy" that one (of the very few) soulless critics pointed out about the commercial viability of the slickly designed cast against the wholesome message. That critic has forgotten his job is to review movies, not corporate greed, unless he'd prefer the movie to NOT have its message and JUST be a vehicle for Disney's marketing.


SPOILERS!!!

No, that's not what interests me. Wall-E is a masterpiece because of the maturity of its symbolism, which Pixar has evolved in this movie to transcend dialogue and plot. Consider Wall-E and EVE's shapes. As if her name wasn't allegorical enough, EVE has the organic oval form of a seed, and with her arms open, a likeness to the green sprout icon on her chest. Her free-spirit and pure colors, her passion, humor, and angers represent the vivacity of life.

Wall-E, on the other hand, is square. He represents functionality. He compresses trash into building blocks, and he is the color and dirtiness of a worker, a "foreign contaminant" to Axiom's ship of leisure. Over his life, he develops curiosity and a yearning for love, but must teach himself their nuances even as he fearfully reaches for EVE's hand.

The two together give us the secondary theme in Wall-E, that life without function is merely survival. The captain realizes this is not what he wants for his people. In this tale, it is life that has forgotten function, and it's no surprise that the functional robots of the ship seem to have more life than its passengers. Therefore, the return to Earth represents the reunion of life and its functional purpose. Like the ship's definition of dance, both movement and rhythm are required.

It makes perfect sense, then, that when EVE revives Wall-E, it wasn't enough for him to be fixed. The damaged Wall-e, reverting back to pure function, is as lifeless as the passengers and their "directive"-less existences. He a Wall-e, not the Wall-e, until EVE and Wall-e hold hands, joining the two things they represent together. Then he remembers, like the passengers remembering Earth, and becomes whole again. The plant in the boot too represents the union of life and function, but the boot is also a metaphor for Wall-E's travels. Life is found, nurtured, not had, pre-packaged.

This movie knocked my socks off, and it wasn't just the various aspects of storytelling or animation or CGI rendering that did it. In fact, I found several moments to be imperfectly written and directed. Even so, somehow Pixar can give us a predictable story and really have us empathize with things we take for granted, as their movies always do. The metaphor of teaching each other to dance really sells the reference at the film's end, recalling the final line from Wall-e's favorite film Hello Dolly:

"Money is like manure. It's not worth a thing unless it's spread about, encouraging young things to grow."

The Pursuit of Games

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Yesterday's cover story on Gamasutra was an article I wrote called Designing Happiness, about combining happiness research and game design. Please check it out!

I'm very happy to see design mature from throwing opinionated spitwads at glass to see what sticks to the discipline that it is becoming. It seems like after the Silver Age of gaming in this country, the dedicated designer role disappeared for a while. It wasn't a bad thing, as it forced designers to master other disciplines, to become more technical or more artistic, to gain a more tangible role than the kind that hackers and table-top dungeon masters had. And now, armed with some dangerous knowledge, game design is seizing it's own role again. I think some practices in the past gave pure game design a bad name, but that will change.

In this evolution, I see the next step of it as attuning the plentiful principles of game design into both a science in itself, and a substrate for other sciences. Philosophical taxonomists like Eric Zimmerman and Katie Salen did the former in Rules of Play, finding the core features of what games unique systems. Their book helped game designer know ourselves. My article was a small step towards knowing others. With the science of game design defined, I think we should apply them in context, find our motives and our audiences, and cross-reference the vast knowledge of other fields. As long as games are designed for a player, and that player is human, then all the other realms of science that actively seek to improve human life are relevant.

Each Metacritic point is worth 7.7 more sales per day!

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Edit: Made an error in my calculations. Correlation should be squared, so the sales per day per review score is now much smaller. I want to clarify that despite this change, I still feel there is a significant (and profitable) correlation.


Taking the top-100 games between March 13th, 2007 and March 13th, 2008, as reported by Next-Gen.biz, I did some number crunching to find some correlations. Keep in mind that the conclusions drawn are only appropriate to the games and timeframe stated, and that I did make certain assumptions along the way (like treating re-releases as different games). Plus my math isn't so hot, but you get the idea.

Here are my findings:


And you can download the excel file here.

What I found is that there is a 0.28 correlation between daily game sales (DS) and Metacritic score. Is this alot? That I cannot tell you, but what I can point out is that this is (surprisingly) higher than the correlation between DS and the # of SKUs the game was released on, which was 0.20 based on the data.

You may notice that there is a negative correlation of -0.13 between total sales numbers and days since release. This is not a mistake. Because the timeframe ends not long after the holiday season, this season's blockbusters actually have higher total sales than games released after the last holiday season. This goes to show how important that season is. I am aware that the # of sales decreases at an exponential rate after release, so keep in mind that DS is probably weighted higher for more recent releases.

Dividing the mean DS by 100 possible Metacritic points and then multiplying by the correlation squared, I guesstimate that last year each +1% to the Metacritic score was worth 7.67 sales per day (for the top-100 selling games). Is that worth it to developers and publishers? Without more data on budgets and per SKU revenues, it's hard to tell. One thing to notice is that no top-100 game scored below 30%, so I would think the DS per Score would be slightly higher.

Similar to Chris Pruett's article (except that I corrected for number of days released and extrapolated correlation) I conclude that a good score does not guarantee sales. I'd clarify his observation that there are no bad games over a million units by saying that companies who make bad games wouldn't have the budget to attempt a million sales. Scores are important for selling blockbusters, but that doesn't mean you need to make great games to make money. Sadly, the majority of games just need to be between 50% and 95% to sell well.

In the future, I would like to further refine this data, using platform marketshare and total SKUs, as well as including IP vs. non-IP into the discussion.

A Critical Analysis of There Will Be Blood: Intensional Godhood

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After reading many reviews of P.T. Anderson's seminal new film There Will Be Blood, I am disappointed to see how much misinterpretation there is. Where the themes of greed, godlessness, capitalism, hatred, and revenge are certainly present, they are peripheral, and recent oil politics have led critics to miss a central theme that ties all those issues together: the loneliness of godhood. I will explain the four different meanings of the film's title to show that that loneliness is what drove anti-hero Daniel Plainview to his tragic end.

Read more...

Bioshock Explained

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I finished up Bioshock and it was quite a tour-de-force in game narrative, and deserves the kind of critique usually reserved for film and literature, even from the most ardent anti-"game-as-art" critics (read: Ebert). So I gave it a shot. Here is my effort at deconstructing the meaning of Bioshock.

Read it, would you kindly?


MAJOR SPOILERS

Read more...

the "wilderness of mirrors"

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Having never seen his other movies, I still should have realized Robert DeNiro was going to be a perfectionist as a director, as he is as an actor. It's been so long that I had almost forgotten the pleasure of watching a film as nuanced and rich as The Good Shepherd. There wasn't a wasted sequence in the three hours it ran, and the irony didn't escape me that half the theater walked out on a movie whose title implied the blissful masses were the CIA's sheep.

DeNiro's character, based on Gen. "Wild Bill" Donovan, once said that conservatives were those who believed people were flawed, and liberals were those who believed people could be changed. DeNiro's film, particularly in this war, is a daring discussion about the motives, good or wrong, for sacrificing liberties (and how much!) at wartime. Wild Bill, who ruthlessly hired socialists, liberals, and even communists in his intelligence battle, was a viciously pragmatic man, and he defended his men to the end when the OSS was investigated by the McCarthyists. He said "We face an enemy who believes one of his chief weapons is that none but he will employ terror. But we will turn terror against him..."

SPOILERS ALERT!!!

Understanding that man goes a long way towards understanding that the movie is about anti-hero Edward Wilson's misunderstanding of the word "truth" in his passage into the intelligence underworld. There is the patriotic truth, where one's country's ideals take precedence and all harm unknown by its defenders are lies, unknowns, and untruths the CIA needs to unearth. And then there is the truth he found after opening his father's letter, the personal truth upon which families, friends, and ultimately all foundational values, America is built upon. When a man decides, as Edward did, that as a citizen the truth you pursue is predetermined, you "ascend" your family and friends, immediate and national, and cannot trust anyone.

Joseph Palmi: You know, we Italians have our families and the church, the Irish have their homeland, the Jews their tradition, even the n*****s have their music. What do you guys have?

Edward Wilson: We have the United States of America. The rest of you are just visiting.



For the movie as debate of our times, I don't think I need to wax more on the subject. But the film itself, however you may feel about the polemic, was crafted exquisitely. We didn't see characters make decisions, we saw the consequences. We saw the emotional aftermath. We saw them make the same mistakes, fighting their character arc, and suffering for it. We saw his son walk in his steps, believing and not knowing. We saw the anger as Edward's man Ray Brocco, unable to accept the real truth, unable to admit they were all fooled, bludgeon a man with forced confessions, only to fail. And at the end, we saw how the subtle passing of a dollar could be the surface of another world of deceit and misdirection, and the underworld continues stir.

Moviegoers who walk in expecting a thriller will walk out expecting a refund. The rest will be drawn into the irrevocably frightening backstage that James Jesus Angleton, the original good shepherd that Edward Wilson was based on, called the "wilderness of mirrors."

the mustard of suspense

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We hit up the rather obscure Hitchcock movie Rope, and I was elated at how it reminded me of those simple, "one" act plays like The Boor and Twelve Angry Men. It begins with the murder of a third man by two educated, east-coast students who find it intellectually stimulating to then put him in a box and serve a dinner party on his coffin. The entire movie takes place in this one apartment.

1948, Hitchcock gave us what is still one of the most challenging films about homosexuality today. The students repeat a misunderstood Nietzchian ideology of ubermensch who are privileged with the right to kill those inferior to themselves, and execute the perfect murder and use its vain and morbid soiree as a testament to their superiority, even so far as inviting the perceptive professor that seeded their work. But as we watch them make judgment on their victim, and justify their act with intelligence, we mirror our own judgments on a film about two less-than-ambiguously gay conspirators. Hollywood would have "killed" the film had it not been toned down from the far more flamboyant play it was based on. The fetish of the murder weapon, a rope, works as well as an amorally erotic fetish.

As one of the first famous directors to understand the technical side of film-making, it's little wonder he is the greatest uncredited influence to camerawork today. At a time when others were blindly filming movies like plays, he was filming a play like a movie.

At the end of the day, we can endure much more than we think we can.

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I was so excited thinking to myself how Julie Taymor is the greatest female director (directress?) when the gut-punch came... she was the ONLY female director I could name. Sure I knew a few others, but no one that fell in my snobby who's who list. It's just that she has such a distinctive style that what she brings to film transcends the question of her gender, making her simply a great director.

An incredibly VISUAL director, may I add. She was the director/costume/set designer for the Lion King musical, but I'd say that barely scraped the surface of her eye. Titus, still one of my favorite movies, shook the breath out of me when I saw Caesar's, Mussolini's, and Ciampi's Rome all forced onto one vulgar stage. Trojans accompanying a bulletproof bubble car into a palace filled with orgies and video games... what was incredible about it wasn't so much the design itself, but the audacity. She had captured the malevolently charming Shakespeare at youth, when Titus, his first play, was both biblical and Kill Bill-ish at the same time, a wry play of spaghetti for the Elizabeathens' grindhouse.

It's funny we've been subconsciously choosing character pieces. The unwatchable must-see Irréversible, the disappointing and pedestrian Kinsey, and a second viewing (Xstine's first) of The Messenger: The Story of Joan of Arc. Luc Besson, I realize, appeals to me on the same level as Julie Taymor, as they are theatrical rock-stars who take visual cliches and, recklessly, polish them with timing and tone into moments you can't believe were so stirring in retrospect. I love that mix of embarrassment and teenage glee their shots excite.

This whole line of thought came after watching Frida, which I had mild expectations for. Boy was I slapped into this aside. Mia Maestro's perfect ass, wrenching effects and forced perspectives, top-notch set design, a Brothers Quay animation of a hospital on Días de los Muertos (Grim Fandango fans will love their tongues in cheeks), and my big fave Alfred Molina whose performance was not ruined (as I had expected) by a distractingly attractive Salma Hayek. In fact, Salma wasn't bad at all. At her worst, we saw a little too much of her real self, and at her best, it was a deep homage to her personal heroine.

I will agree with every bad review I read of it at RottenTomatoes. Frida is fairly textbook in the telling, possibly even boring to some, and it doesn't dwell much on the effect of her physical pain on her art. But IMO, Frida Kahlo would have wanted it that way. As she said to her adulterous husband, co-artist comrade Diego Riviera, "I had two big accidents in my life Diego, the trolley and You... You are by far the worst." For someone who had shattered half the bones in her body and had a metal pole piercing her vagina, I think we can infer that the film's focus on their relationship was in the right. Regardless of the inspiration that was borne from her physical pain, it was her creativity, borne from her emotional anguish, that gave her work the delicate touch balancing the comfortingly common and the outrageously perverse.

Perhaps that's why Kill Bill didn't shock so much as bemuse. It was more homage than directing, and when you design a story in which the upper limit of gore has already been done away with, it just isn't challenging. What Taymor has done is as challenging as Titus, whose rape and mutilation scene is still one of the most disturbing I've ever seen. This from someone who had to cover Xstine's eyes through the first half of Irréversible. Tone is infinitely more multiplicative of violence than quantity. Frida understood that.

...sex-aware era waxes...

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I've been trying to name the greatest American film-makers of our time, and I've gathered a contemporary list that I still feel is rather sparse. It needs help. For now, I'd choose the Coen Brothers, Clint Eastwood, and David Lynch as the most discerning eyes in dissecting what composes the American dream, our manifest failure, and the reflection of national identity in personal development. Their films embody the seldom appreciated mysticism of the americana, the almost mythic qualities honor and absurdity in what in the blistering speed of social evolution has delegated as common, and thus by extension as simple, perhaps even backwards and irrelevant.

Now there are some others I'd want to add, namely Scorcese, Mann, P.T. Anderson, Mendes, Wes Anderson, Spike Lee, and Solondz, but in the end, what they've mastered is not the soulforming undercurrent that forges the iron of the melting pot itself, but just one shard of that flame. They do it well. As I've commented before, Mann and Anderson create films that are concentrated drops of L.A. in ensembled veracity. Scorcese and Spike underscore the New York we may not have been to but have always known. But. But! They've taught me, shown me, but they haven't understood me better than I do myself. Sincerely, Uncle Sam.

Actually Solondz is the one who got me thinking about it. We plodded through Palindromes last night, and while I must give it credit for a fairly successful disembodiment of the main character, which he accomplished by using several actresses (and one actor) to play, it was ruined with the same judgemental anti-fundamentalist shlockery as I :heart: Huckabees. Yes, the movie upholds genre "Experimental," and I really embraced the composite Aviva, a girl who's quest for true love leads her to desire creating her own baby. Be she an Eve or a Mom, her palindromic journey almost left the post of film vehicle to become that ghost of America past I wanted to idolize. And then he ruined it by giving us Mama Sunshine who went from a pre-appearance Baba Yaga to post-appearance pro-life straw-woman. Boring! A supporter of abortionist assassination? Insulting!

Good movie, but it sure pulled the Happiness and Storytelling Solondz out of my choice American film-makers list.