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Jumat, 07 Maret 2014

The Disappointment Of Video Game Guns onlinecollegedegreee.blogspot.com

Written By 12; About: The Disappointment Of Video Game Guns onlinecollegedegreee.blogspot.com on Jumat, 07 Maret 2014

onlinecollegedegreee.blogspot.com The Disappointment Of Video Game Guns

The Disappointment Of Video Game Guns S


Back in mid-2012, for four minutes and six seconds, I thought the coolest big-budget video game I'd seen in years didn't have guns. I was wrong.


I don't mind guns in games. I mean, I don't want them in my Zeldas or my Donkey Kongs, but guns can be fun in plenty of others: from Borderlands and BioShock to Bastion and Bulletstorm.


I understand what guns can do in games. I believe that they are great at connecting one player to another player or one player to a computer-controlled character. I appreciate how they let me have an impact on another player—or a character in the digital world—in the simplest my-pixels-negating-your-pixels kind of way. For better or worse, shooting a gun in a game is still the purest—and easiest—way to feel that a video game is interactive. The people who make games know this. They've known this since before Space Invaders. It is one of the reasons why shooting in games works so well.


But...


There's something disappointing about guns in games. There's something disappointing about how the presence of guns often brings in an entourage of tiresome, dreary tropes: the badass hero, the glory of obliteration, the expression of excellence and power through the shooting of someone else.


Think about it.


Think about what having a gun in a game usually means.


Having a gun in a game seldom means that one shot gets fired. It means that thousands do. It means that, when we play in these gun-filled game worlds, we live in places where our heroes are merciless, where we/they aim for the head, where everyone we see is defined, at first glance as 1) a person to shoot or 2) a person to spare. There's a heat to these worlds and a hostility. These gun-filled game worlds feel cynical, angry and, worst, reduced. So little feels possible. When two people see each other in these worlds, most likely, one will shoot the other to death.


It's not always a problem to have a video game world where shooting is pretty much all that you do. It's often all that a game needs. It works for Halo. It works for the kind of adventures they make for Call of Duty. It works when the enemies are zombies or Nazis or other players with guns. It works for simple worlds where there is no complicated story to tell or anyone interesting to meet.


And in the more interesting game worlds? Maybe we can find an Ellie or an Alyx or an Elizabeth in one of these gun-filled game places. Maybe we can find a computer-controlled character who is there for us to talk to or hang out with, a character who is programmed to help generate feelings other than fear or anger or vengefulness or superiority or whatever it is you experience when you look back at a lawn you just mowed.


If we cock our head and think about how these gun-filled game worlds are made, we'll recognize how much harder it always seems to be for game makers to make that one character we can sort of talk to or emote with than it is to make all those characters we can just fill with lead. Guns and shooting... they're the easy path.


So, really, I get that games often need to have guns. Again: interactivity. But all that baggage they come with? All of that kill-or-be-killed hostility they bring to their gaming worlds? It feels so limiting.


Back on June 4, 2012, however, I experienced those four wonderful minutes. For four minutes I thought I was seeing a game world that would normally have guns in it but for some excellent reason didn't. Or maybe it did but it wasn't contaminated by them.


For four minutes I thought I was seeing a wonderful, gun-free expansion of ways to interact with people and things in a video game city. There were four minutes of so many possibilities. Maybe, just maybe, no guns were needed for this new game to seem appealing and for the game to be fun.


Let's go back to those four minutes and what everyone who was watching Ubisoft's E3 2012 press conference saw displayed on a massive screen.


At first, I didn't know what this new game was:


The Disappointment Of Video Game Guns S


This wasn't a new Assassin's Creed or Far Cry. What could it be? Some Tom Clancy thing?


The Disappointment Of Video Game Guns S


It probably wasn't a racing game. It didn't seem like a first-person shooter.


The Disappointment Of Video Game Guns S


I saw this guy. And I saw the first sign of interactivity. He didn't pull a gun. Instead, we got a circle of options. Trains? Cars? Hacking? What could we do in this world?


The Disappointment Of Video Game Guns S


What kind of people were we going to be meeting here? How would be interacting with them?


The Disappointment Of Video Game Guns S


And why wasn't there any shooting?



But four minutes in, we got a gun.


Of course we got a gun.


The Disappointment Of Video Game Guns S


At least our hero didn't shoot the gun right away. Instead, he hacked...


The Disappointment Of Video Game Guns S


He disarmed the bad guys...


The Disappointment Of Video Game Guns S


He shut off traffic lights using his phone!


The Disappointment Of Video Game Guns S


I was loving this. It felt so fresh.


Seconds later...


The Disappointment Of Video Game Guns S


And this...


The Disappointment Of Video Game Guns S


It was a shooting game, after all. So much for that. The game still did look pretty cool.


The Disappointment Of Video Game Guns S


That was two years ago.


Like many other gamers, I've been eager for Watch Dogs to come out. I've been looking forward to it and am eager to finally play through it this May.


I'm excited to play an open-world game starring a hacker who can use his phone to raise drawbridges during a police chase and who can snoop through webcams to gather important information. Watch Dogs seems modern and unsettling, fertile and relevant—an interactive adventure tuned to the age of Edward Snowden, the NSA and urban terrorists who use phones to set off bombs.


I've seen a pre-release version of the game a couple of times and, each time, I've been excited about the Watch Dogs' potential to be a Grand Theft Auto of hacking. I've been disheartened whenever it devolves, before my eyes, into an open-world shooter, a Grand Theft Auto of guns. We already have that. I've already played and enjoyed that.


Each time I see Watch Dogs, I can't help but think about what I briefly thought the game was going to be. I remember how broader my expectations were, how excited I was to interact with a gritty urban video game metropolis with something other than a gun as my primary tool to touch a virtual world.


Yesterday, the makers and marketers of Watch Dogs released a new trailer for the game. They also gave some interviews. The game's producer told a colleague that the heart of the game is still hacking.



Hacking has always been our core focus. We always made sure that most of our missions could be done through hacking and stealth. Obviously you can always take a violent approach if that's the way you want to do it. There are a lot of gamers who want to play with a very aggressive approach, who want to rush in guns-blazing. And when they did that hacking, became less useful. Especially if you were on the ground. If you weren't in cars, for example, or traveling through the city. We had a lot of ideas for that. Some were there and sometimes we just needed little hooks to connect certain systems together. We did that in a couple of weeks and all of a sudden we saw the best players were now the ones who could mix combat with hacking.



But again the game teeters. It tips and tilts under the weight of those guns and their baggage. One gun leads to many guns. Shots fired everywhere in a city of nastiness and hostility.


Look at the scenes from the new trailer. What do they tell you? They tell you that you are a hacker, that your daughter was killed, that you are angry and that you are not necessarily a nice person in this game. You will defend yourself.


The Disappointment Of Video Game Guns S


But why isn't one shot enough?


The Disappointment Of Video Game Guns S


Is it cooler to shoot twice? More exciting? More badass?


Isn't a phone a more interesting weapon?


The Disappointment Of Video Game Guns S


Isn't a phone more interesting, for once in a game, than a gun?


The Disappointment Of Video Game Guns S


This is the Watch Dogs that excites me...The Disappointment Of Video Game Guns S


The Disappointment Of Video Game Guns S


The Disappointment Of Video Game Guns S


This is the one that feels liberated from the same-old, same-old ways of video game gun violence...


The Disappointment Of Video Game Guns S


The Disappointment Of Video Game Guns S


The Disappointment Of Video Game Guns S


The Watch Dogs trailer nearly ends with this...


The Disappointment Of Video Game Guns S


The Disappointment Of Video Game Guns S


The Disappointment Of Video Game Guns S


I'd be thrilled if it really did end there. I can black out a skyscraper? I think I'm sold!


But the makers or the marketers behind Watch Dogs decided that that wasn't exciting enough. You can do that in a video game? Sure, the trailer seems to say. The trailer won't leave you with that. There's a final image to show, a piece of punctuation.


The trailer ends with this...


The Disappointment Of Video Game Guns S


To contact the author of this post, write to stephentotilo@kotaku.com or find him on Twitter @stephentotilo.


onlinecollegedegreee.blogspot.com The Disappointment Of Video Game Guns

This floating black ball is the creepiest thing you'll see all day onlinecollegedegreee.blogspot.com

onlinecollegedegreee.blogspot.com This floating black ball is the creepiest thing you'll see all day

This floating black ball is the creepiest thing you'll see all day


Designers at the Royal College of Art have created a floating black sphere that, in addition to stalking people, records and replays sounds it picks up after a short delay.


It's called "Space Replay" and it was designed by Francesco Tacchini, Julinka Ebhardt and Will Yates-Johnson. The intention was to create a hovering object that explores and manipulates transitional public spaces with particular acoustic properties. "By constantly recording and replaying these ambient sounds," the designers write, "the levitating sphere produces a delayed echo of human activity."


In the video, the sphere can be seen moving through a subway station and following people directly into an elevator — all while playing back recently recorded audio. It makes for a particularly eerie effect.


onlinecollegedegreee.blogspot.com This floating black ball is the creepiest thing you'll see all day

What is it like to hear color? onlinecollegedegreee.blogspot.com

onlinecollegedegreee.blogspot.com What is it like to hear color?

NPR is currently running a great radio piece on posthumanism featuring Neil Harbisson, an artist (and the world's first government-recognized cyborg) who was born color-blind but now "sees" color with an extrasensory device he wears on his head. You can listen to the NPR piece here, but Harbisson's TED Talk, above, serves as a good introduction.


Related



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10 Limits to Human Perception ... and How They Shape Your World

Every human has limits. You can only run so fast, jump so high, and go for so long without water. But what about restrictions upon our five senses,… Read…





onlinecollegedegreee.blogspot.com What is it like to hear color?

Sleep-inducing Color-App F.Lux Updated onlinecollegedegreee.blogspot.com

onlinecollegedegreee.blogspot.com Sleep-inducing Color-App F.Lux Updated

Ich benutze schon eine ganze Weile die App F.lux. Das Teil ist ein sehr simples Programm, das die Lichtfarbe des Screens zum Sonnenuntergang wärmer macht, that’s it. Und grade für Menschen mit Einschlafproblemen, die dennoch bis spät vor dem Monitor rumhängen, wirkt das Teil ware Wunder, da der Screen nachts weitaus weniger grell leuchtet und damit hilft, einen natürlichen Schlafrythmus zu bewahren. Klingt albern, ist aber tatsächlich total super!


Jedenfalls gibt es nun nach fünf Jahren ein Update mit ein paar verfeinerten Einstellungen:



The new version of f.lux makes a schedule just for you, so you can use a screen that knows when you sleep, as well as when the sun’s up. We found a way to combine your day with sunrise and sunset.


With the new f.lux, your screen warms up to make things look better at sunset. But then later, around the time you would start feeling sleepy, we do a little more, helping you get to bed on time. We’ve even tried to time this second phase with your body’s natural release of melatonin. You may find you want a more moderate effect at sunset now, because the bedtime setting can be more intense.



f.lux for Mac beta



onlinecollegedegreee.blogspot.com Sleep-inducing Color-App F.Lux Updated

Beta Pictoris: One of the most violent solar systems ever discovered onlinecollegedegreee.blogspot.com

onlinecollegedegreee.blogspot.com Beta Pictoris: One of the most violent solar systems ever discovered

Beta Pictoris: One of the most violent solar systems ever discovered S


There's a solar system close to here that hosts an unusually active debris field, one in which a comet is annihilated every five minutes. Astronomers say it could be the result of gravitationally trapped debris — or the catastrophic collision between two planets the size of Mars.


The solar system, called Beta Pictoris, is located about 63 light-years from Earth. It formed about 20 million years ago, so it's a relative newcomer to the galaxy. It's got one known planet, Beta Pictoris b, located 1.2 billion kilometers from it and a mass several times greater than Jupiter's.


But it also features a prominent and luminous debris field — and within it, a unique compact cloud of poisonous gas orbiting at the solar system's outer fringes. It formed (and continues to be maintained) by rapid-fire collisions among a swarm of icy, comet-like bodies. Scientists have two theories to explain its presence: Either the frozen debris is trapped and held together by the gravity of a yet-to-be-discovered planet, or it's the remnant of a collision between two icy planets.


Related: Astronomers Find Water on the Remnants of a Destroyed Planet | NASA sheds some light on Jupiter's mysterious companion asteroids


Concentrated Carbon Monoxide


By using the Atacama Large Millimeter/submillimeter Array (ALMA) in Chile, a team of international astronomers mapped the millimeter-wavelength light emanating from the dust and carbon monoxide (CO) molecules within the disk, revealing a rather disproportionate amount of the latter — about 0.3% of the mass of our moon. This gas is one of many found stored in comets and other icy bodies that, along with dust and icy grains, gets released after collisions.


Beta Pictoris: One of the most violent solar systems ever discovered S


Credit: ALMA (ESO/NAOJ/NRAO)/W. Dent et al.


Within this vast belt of carbon monoxide is a highly concentrated clump of gas located about 8 billion miles (13 billion km) from the star, which is about three times the distance between Neptune and our sun (85 AU). Remarkably, the total amount of CO measured exceeds 200 million billion tons, which is equivalent to about one-sixth the mass of Earth's oceans.


Now, it only takes about 100 years for ultraviolet starlight to break-up CO molecules, a duration much faster than the time it would take the cloud to complete a single orbit around the star. It's certainly possible that we're observing Beta Pictoris during this exceptionally small window of time. It's more probable, however, that something else is going on.


That something else, say the astronomers, is the continuous replenishment of carbon monoxide in the cloud, likely caused by the steady and frequent collisions between the icy celestial bodies within it. In fact, calculations show that to offset the dissipation of CO molecules, a large comet must be destroyed every five minutes.


One Clump or Two?


The astronomers are now trying to figure out why. One possibility is that the solar system has an undiscovered giant planet, called a "shepherding planet," near the inner edge of the CO belt.


Beta Pictoris: One of the most violent solar systems ever discovered S


Credit: ALMA (ESO/NAOJ/NRAO) and NASA's Goddard Space Flight Center/F. Reddy.


Comparatively, Jupiter's gravity has trapped thousands of asteroids in two groups — a lead group and one following the gas giant along its orbit. Luckily, astronomers are able to observe Beta Pictoris nearly edge-on, allowing them to determine whether the CO belt has a single concentration of gas or two on opposite sides of the star. They're not entirely sure, but they're currently leaning towards the two-clump scenario. If that's the case, than further observations should reveal the second clump and the mystery planet.


But, if the astronomer's can't find the second clump, that leaves an alternative scenario: a crash between two Mars-sized icy planets around half-a-million years ago. This would account for the swarm, along with the frequent ongoing collisions among the fragments.


The results of the study now appear in Science.


[Via NASA | ESO]


Top Image: ASA's Goddard Space Flight Center/F. Reddy.

Follow me on Twitter: @dvorsky

onlinecollegedegreee.blogspot.com Beta Pictoris: One of the most violent solar systems ever discovered

Giant Monster Bat Slain in Australia onlinecollegedegreee.blogspot.com

onlinecollegedegreee.blogspot.com Giant Monster Bat Slain in Australia

Giant Monster Bat Slain in Australia S


"My Friend woke up to this thing fighting his dogs." YIKES.


Redditor treemonkey18 posted this image with the simple quote: "My Friend woke up to this thing fighting his dogs (Yes i'm from Australia)." Welp. Looks like we're going to need to burn down Australia.


A few commenters are suggesting that this might be a very large Black Flying Fox, or that it's possibly fake. Either way it's got a bit of that POV camera angle thing going on so it might not be THAT huge, but it's still freaking huge. And now it's time to find the two dogs because it probably turned them into vampires.


[Reddit via Superpunch]


onlinecollegedegreee.blogspot.com Giant Monster Bat Slain in Australia

On the Nature of Adaptations onlinecollegedegreee.blogspot.com

onlinecollegedegreee.blogspot.com On the Nature of Adaptations

As a cinephile and filmmaker, I have observed that there's been a change in the nature of film and television storytelling over the last fifteen years or so. There's been a general movement away from storytelling as emotional narrative and exploration of character and instead towards a far more 'functional' type that's instead focused on plot and intricate actions of the characters, instead of the characters as living people. I like to call this type of storytelling, 'utilitarianism' as in if the content of the movie is not directly associated with progressing the plot along a structured guideline, it is considered fat to be trimmed, even subconsciously. If you look at recent movies like Thor: The Dark World, this can be seen in how tightly structured the movie is. Even though there are plenty of character moments embedded in the movie, they never stop to explore the characters or the world.


I personally blame the Internet for the rise of utilitarianism. It has, in my opinion, caused people's thinking to change to a point of extreme focus and self interest. If it does not directly appeal to me, it is of no interest and is either worthy of my ambivalence or hatred. Transitionally this is expressed in utilitarian storytelling as 'if it is not directly applicable to the story being told, it is fluff that can be cut from the film in question.'


On the Nature of Adaptations S



These have all been or will be adapted, exactly, the majority of them do or will absolutely suck...



This wholesale constriction of storytelling has led to some interesting freak side effects in the nature of adaptations. Mainly that fan bases and consequently filmmakers in question see a property being adapted as a mutated form of utilitarian thought, where everything is considered essential to the story being told. This can be seen in the rash of YA dystopic/supernatural romance thrillers being made at the moment. As crappy as they are, they do a near 1:1 adaptation of the story. Yes elements of the narrative might be left out or truncated for time, but the story as told in the book is essentially just being transposed to the screen. Things like Twilight, Divergent, The Host, City of Bones, Hunger Games, Girl with the Dragon Tattoo, The Golden Compass, and so on, just get thrown on the screen for us to absorb twice. But in reality this act of transposition of narrative across mediums creates an unintended consequence, where the adaptation is functionally appropriate but seems soulless and hollow to anyone but the core fan base or they do not attempt to rectify the problems within the original work's storytelling. This is most clearly recognized by the geek community with Zach Snyder's adaptation of Watchmen (though I enjoy it personally as a pure work of visual cinema). Yes, there are exceptions such as the case with Catching Fire or the Harry Potter novels where a certain thematic or emotional depth is achieved in the act of transpostioning the story from book to screen. However, most of the time, the 1:1 story rings hollow.



So very, very hollow...



That's because in my years of studying film and film narrative, you can break down all works that can be adapted into two working categories, which for the sake of clarity, we'll call Open and Closed properties. Closed properties are the simplest to understand. They are a work that is, narratively complete. Their stories can be moved from one medium to the other without loosing that certain 'je ne sais quoi' that made the work appealing to its original audience. Certain things can be reordered or moved about for clarity, but the work is essentially a 1:1 adaptation. For example I feel the manga Linebarrels of Iron is a closed property. Its storytelling is so perfectly structured, visually displayed and thought out that simply to take what's on the page and move it to either film or television form would make for a something of equal value. If we look at the Linebarrels anime, which significantly changes the story (partially because the manga isn't finished, partially because the writer/director crew are idiots in my opinion) the final product suffers and is rendered both thematically inert and intellectually unstimulating (though is occasionally quite funny). The parts of the anime that work are when it sticks to original plot of the story (the initial conflict between Hayase and Yajima in the park and the emotional reasons behind his insecurity complex and Yajima's death to reexamine heroism not as a duty but a conscious personal choice) but where it changes it fails spectacularly. Another example is Mirai Nikki, AKA The Future Diary. Here, the story is essentially a 1 to 1 conversion of manga to anime, with some fixes and elements brought in from the one offs for clarity and the show excels because of it. Where it changes the plot significantly is in the OVA 'Redial' (not included in the dvds unfortunately, probably whenever it ends up on Funimation's bluray or on their Anime Classic imprint), where it improves the flawed one off post script comic from the manga for the better. Which brings us to the concept of Open Properties.



Yes, this show is absolutely insane. Yes it is amazing!



Open properties, alternatively, are works that need to instill changes in order for it to work in another medium. Either because it is the work contains elements tied to the medium its told in that don't work in another medium or because the work/story is flawed in nature yet contains an interesting thought, theme or idea and gives the filmmaker's leeway to make changes or enact their own personal interpretation of the narrative into their work. Lets take three best examples of Open properties and pull them apart for a second; The Godfather, Ghost in the Shell, and Children of Men all three works improved on in their transition from page to screen. The Godfather, for all intents and purposes is actually a fairly shitty novel. It's often crass, commercial, and poorly written. Yet the book contains an interesting seed, the dynamics of the mob family, the rise to power, the king lear aspects of the story. Coppola, who took the job as a gun for hire after his previous films, both directed and produced (his film The Rain People but more importantly George Lucas' THX 1138) were commercially unsuccessful. With this pulpy airport novel, Coppola was given free reign to change, refine and rethink the novel into what is considered one of the greatest films of all time. He would later go on to accomplish this again with The Godfather Part II and Apocalypse Now, which is an adaptation of Joseph Conrad's Heart of Darkness.


On the Nature of Adaptations S



Enough said...



In the case of Masamune Shirow's The Ghost in the Shell, the original work of manga is just as flawed as the Godfather in many of the same ways. It is alternatively overly comedic and smutty (partially apparently because he was coming out of Hentai industry at the time) yet it contains some brilliant concepts and ideas within it. Also it's kind of terribly drawn. Though Shirow's art and storytelling significantly improved (seriously they are kind of brilliant) over the course of his sequel comics GitS 1.5: Human-Error Process and GitS 2: Man-Machine Interface (which I assert is probably due to the influence of the first GitS film director Mamoru Oshii), the original work is flawed enough so that the people that would later come to the property wishing to adapt it would be able to bring their own interpretation to the ideas Shirow came up with. For example, Mamoru Oshii's original Ghost in the Shell and its sequel Innocence films rework the pulpy original into what are considered seminal works of cyberpunk science fiction that explore the nature of identity in a society where bodies and possibly minds can be mass produced. These works of slow, philosophical Scifi (which burst into stunning displays of violence as the incredible final sequence of Innocence or the opening of GitS show) use the ideas to toy with what it means to be human and what it means to go beyond and evolve. Innocence further deviates from the original text, adapting a single chapter from the original The Ghost in the Shell tankobon, moving the narrative from before Kusanagi's fusion with the Puppet Master to after, GitS 1.5 and 2 seem relatively untouched, other than 1.5 seeming to inspire the second major adaptation of GitS, Stand Alone Complex, instead using the source material and the director's examination of post- and trans-human identity to explore concepts of grief and being left behind by loved ones (as it's pretty obvious that Batou is love with the Major in GitS and Innocence and suffers from losing her/watching her evolve beyond human understanding, despite the fact that she still seems to care for him in some way with her "Whenever you go on the net, I'll be right there next to you" comment, and does not actually provide a answer or happy ending for him at the end of the movie, merely a persistence of being.)


In a radical separation from the source material is Kenji Kamiyama's Ghost in the Shell: Stand Alone Complex. Seemingly taking the ideas brought up by the original manga and the structure of GitS 1.5, Kamiyama radically reimagines the property as a police procedural, filled with all of Shirow's original ideas, (even going as far as radically reinventing the Puppet Master concept in the film Solid State Society) and Oshii's, which explores political intrigue, crime, tragedy and the dark underbelly of a cyberpunk society. Here it takes the idea of police work in the comic and expands upon it significantly, finding a new depth and interpretation.


On the Nature of Adaptations S



The Adaptations? Fantastic! This? Not so much...



The latest adaptation of the material, Arise, which is a set of three 50 minute OVAs that further reimagines the properties, reinventing the dynamic between Kusanagi and Batou in their first meetings. This work explores the story in a more conventional manner, but still manages to tell a compelling and worthwhile manner. Which serves to show us that a story need not be radical or innovative in its deviation from the source material in order to work.


And finally let's take a look at Children of Men, the most drastic of the three adaptations. Alfonso Cuaron's Children of Men has almost nothing narratively in common with P.D. James original science fiction novel The Children of Men. It reimagines and rethinks everything but the core premise to create a film that I have no doubt will go down as one of the all time greats of modern science fiction. It is a dark travelogue through a civilization and planet on the brink of collapse. It is allegorical, pulsing and sad and amazing. However, it bares little resemblance to the original novel which functions more as a political thriller and mystery. But why? Simply put, the story as told in the book doesn't work as cinema. Too much talking, too much speculation and so on. It works perfectly fine as a novel, because that type of storytelling is suited to a literary medium. But what matters here is the core of the narrative, the conceptual and thematic core that drives everything in both works, a species collapsing from infertility. The writer/director here takes his time to sculpt a new story from the existing intellectual property, that takes advantage of film as audio-visual medium, which can be imbued with the spirit and emotional impact/affect of the original work. To create a new work, informed by the old, with the strengths of both, but none of the weaknesses.



This. Yes. So much yes.



And as we bring this little article to a close, you may be wondering what the point of all this writing is? To get you guys to think next time you see an anime based on a manga, or an adapted novel, or news that yet another game is getting a film adaptation. Stop and think about the following questions instead of demanding that it simply be adapted 1:1 from the original text; Does this need to be adapted? Does the story gain or lose anything from being adapted? What can be changed in order to make an adaptation work? What flaws were there in the original work? What would you fix if you were doing the adaptation?


On the Nature of Adaptations S



Why, exactly, does this need to be adapted? And who's to say it will be good either?



Remember folks, things are rarely perfect and it's okay to change things to make moving it from one medium to another easier or better for the audience experiencing it. Sometimes 100 percent fealty to the source material can be just as much a weakness as it can be a strength.


See you next time folks!


(P.S. If anyone on TAY is considering giving me author privileges, consider this my resume :) )


onlinecollegedegreee.blogspot.com On the Nature of Adaptations

The 20,000 Leagues Remake That Almost Was onlinecollegedegreee.blogspot.com

onlinecollegedegreee.blogspot.com The 20,000 Leagues Remake That Almost Was

The 20,000 Leagues Remake That Almost Was S


There have been two or three attempts to reboot Jules Verne's 20,000 Leagues Under the Sea since Disney's classic 1954 version, none of them very successful. In 1984 Dino DeLaurentiis briefly considered filming an adaptation of the Verne novel. I was commissioned to create concept art meant to help sell the project.


George MacDonald Fraser, author of the Flashman series of novels and screenwriter for Octopussy, The Three Musketeers and Red Sonja, was commissioned to write the screenplay. As a life-long Verne fan, I received the script with both excitement and trepidation. I was thrilled to discover that Fraser had treated the novel with both respect and understanding...sticking much more closely to the novel than the Disney film...while at the same time making it a wholly original adaptation that stood entirely on its own.


Fraser followed Verne's description of the squid attack on the Nautilus almost verbatim, with not just the lone animal as depicted in the Disney film but with more than twenty of the monsters. One of Fraser's ideas that I thought most brilliant was that of combining Nemo's visit to the sunken treasure ship with the visit to Atlantis. Fraser's imagery of the ancient sunken city littered with the shipwrecks of centuries was a compelling one. And just to up the ante, Nemo's mortal enemy has tracked him to this point and begins depth-charging the ruins!


The first thing I did was to sit down and try to come up with a design for the submarine that looked reasonable, fulfilled the requirements of the script and paid no homage to Harper Goff's inimitable design for Disney. This latter condition was an important one: no one admires the Disney Nautilus more than I do, but so the Disney submarine is so iconic that it's what everyone expects the Nautilus to look like—and just about every Nautilus since 1954 has borne some degree of resemblance, usually in the form of the serrated arch that is probably the most distinguishing feature of the Goff Nautilus. By the same token, I couldn't follow the design described by Verne in the novel. He was too good at doing his homework: the fictional Nautilus looked like a modern submarine.


Fortunately, I had a huge file of materials relating to 19th century submarine design that had been provided me by the late Thomas O. Paine, who had a 3500-volume library devoted entirely to submarine warfare. This helped me come up with features that were in keeping with mid-19th century submarine technology.


The 20,000 Leagues Remake That Almost Was S


I decided against the giant portholes in the sides and opted instead for an underslung salon, somewhat resembling the gondola of a zeppelin. This allowed me to have a foreward-facing set of windows that I thought could provide some dramatic views. Nemo's organ sat in the midst of this giant window, flanked by glass on either side. I also put some thought into the salon interior, since most of the action aboard the Nautilus took place there. I wanted to give it an Indian motif, to reflect Nemo's origins. And I had to include the fireplace(!) that Fraser had described in the script. A goofy notion the extravagance of which kind of appealed to me.


The 20,000 Leagues Remake That Almost Was S


The 20,000 Leagues Remake That Almost Was S


Sadly, most of the paintings I did for DeLaurentiis have disappeared. I have only a snapshot or two (one of which heads this article; the other is of the interior of the salon/library). Some of the art, however, was adapted for a few of the illustrations I did for an edition of 20,000 Leagues that I both illustrated and translated four years later. They give some idea of what the DeLaurentiis 20,000 Leagues might have been like.


The 20,000 Leagues Remake That Almost Was S


The 20,000 Leagues Remake That Almost Was S


The 20,000 Leagues Remake That Almost Was S


The 20,000 Leagues Remake That Almost Was S


Though this movie was never made, there were two movie versions released in 1997, both made for television and both pretty much execrable. Most recently, rumors have had David Fincher developing a big-budget theatrical remake. This may turn out to be one of those movies that's impossible to reboot.


onlinecollegedegreee.blogspot.com The 20,000 Leagues Remake That Almost Was

Calling all GIFs! Please join your party inside. onlinecollegedegreee.blogspot.com

onlinecollegedegreee.blogspot.com Calling all GIFs! Please join your party inside.

Calling all GIFs! Please join your party inside.


It's the end of the week and we want to know what you've been up to. Do you have updates on projects, life news to share with us all, or just GIFs that want — nay, need — a chance to mingle? Tell us all about what's happening on the other side of your screen, all through the sublime art of the GIF.


onlinecollegedegreee.blogspot.com Calling all GIFs! Please join your party inside.

Innocent water balloon viciously murdered by hawk (in slow motion!) onlinecollegedegreee.blogspot.com

onlinecollegedegreee.blogspot.com Innocent water balloon viciously murdered by hawk (in slow motion!)

Damn you, hawk, and your terrifying dinosaur hands! What did that poor water balloon ever do to you?!


[Via HuffPo]


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onlinecollegedegreee.blogspot.com Innocent water balloon viciously murdered by hawk (in slow motion!)

3D-Printed Putin Butt Plug onlinecollegedegreee.blogspot.com