infovore + hideokojima 4
Versus CluClu Land: I Sic Brecht on Arsenal Gear
september 2008 by infovore
"To me, these bizarre sequences represent adaptations of classical Brechtian stagecraft to video games. The way we interact with a game is different than the way we interact with a staged fiction, and by manipulating the tools specific to game-interaction-- the interface and the mission-delivery system-- Kojima delivers that sense of alienating weirdness that's the hallmark of the Verfremdungseffekt." I like Pliskin's commentary here - the absurdity of Arsenal Gear was great, and much preferable to the boss-rush that followed it.
mgs2
criticism
brecht
surrealism
postmodernism
metalgearsolid
hideokojima
september 2008 by infovore
The Cut Scene - Video Game Blog by Variety: Hideo Kojima interview from Videogames Impact Report
august 2008 by infovore
"I was lucky to have met good people, read good books, watched good movies and listened to good music. They made me who I am. Therefore, I hope that people will treasure the games I create and it will shape them in a beneficial way."
mgs4
hideokojima
interview
games
play
intertextuality
august 2008 by infovore
The Brainy Gamer: The genius blind spot
july 2008 by infovore
"I'm not terribly interested in proving Kojima a genius, but I believe we can accurately call him an auteur, and it's this aspect of his nature as an artist that has me thinking about D.W. Griffith and some interesting parallels between the two."
dwgriffith
cinema
theatre
games
narrative
storytelling
metalgearsolid
mgs4
hideokojima
auteur
july 2008 by infovore
The Brainy Gamer: Kojima and the theory of everything
july 2008 by infovore
"MGS4 is the game that contains everything Hideo Kojima knows about game design and storytelling - and that is precisely what's so thrillingly right and so damnably wrong with it. Faced with a myriad of choices [...] Kojima chose not to choose. "
hideokojima
metalgearsolid
mgs4
games
play
storytelling
narrative
structure
july 2008 by infovore
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