I’ll be in my trailer… watching trailers: A sky the colour of a television tuned to a dead channel

Join us every week for a trip into the weird and wonderful world of trailers. Whether it’s the first teaser for the latest instalment in your favourite franchise, an obscure preview for a strange indie darling, whether it’s good, bad, ugly or just plain weird – your favourite pop culture baristas are there to tell you what they think.

Remember when the future was neon and everything was cyber? Matt has spent much of the last couple of months in Night City, the exhausting but fascinating virtual world in which Cyberpunk 2077 is set.

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They create worlds: City life, Cyberpunk-style

One of the things that video games can do magnificently is create worlds. These posts are an occasional exploration of games that I love because of where they take me.

My first few visits to Night City weren’t auspicious: this place was too loud, too shiny, too neon. The people were annoying, the traffic lethal, and wherever you looked, there’d be advertisements, more often than not featuring so much sexual innuendo or outright T&A that you’d almost forget there could be any other body parts. And, obviously, the ads wouldn’t be silent, because that would have meant that you could ignore them, so from every other speaker you’d get the sound of moaning interspersed with someone trying to sell you something. They do say that sex sells, but what these ads were selling me on was, first, noise-cancelling headphones and, secondly, a quick flight out of Night City.

Except I couldn’t: I was a cyber-enhanced mercenary with a biochip in my head. A biochip containing the engram of legendary rock star/terrorist Johnny Silverhand – and, slowly but surely, Johnny’s consciousness was overwriting mine. So, sure, I could leave Night City and live the quiet life for a few weeks – until my own mind would be completely erased and, to all intents and purposes, I’d be dead. Or I could stay in Night City, tolerate the noise, and try to find a solution to my predicament… or die trying.

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I’ll be in my trailer… watching trailers: Let them eat cake (and watch trailers)

Join us every week for a trip into the weird and wonderful world of trailers. Whether it’s the first teaser for the latest instalment in your favourite franchise, an obscure preview for a strange indie darling, whether it’s good, bad, ugly or just plain weird – your favourite pop culture baristas are there to tell you what they think.

After having had Yi Yi on his shelf for years, Matt finally got around to watching not only his first Edward Yang film, but his second (A Brighter Summer Day) and third (Yang’s episode in the anthology film In Our Time) as well. He writes about two of these in his recent Criterion Corner entry.

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They create worlds: Perfect Tides: Station to Station (2026)

One of the things that video games can do magnificently is create worlds. These posts are an occasional exploration of games that I love because of where they take me.

Gamers love choice. They love games that let them make momentous decisions: killing a character or sparing them, siding with the rebels or the powers that be, blowing up the city of Megaton or disarming the nuclear bomb at its centre. The bigger the choice, the better, and it’s best if the choices change the plot of a game in fundamental ways. Gamers sneer when a choice seems purely cosmetic: being nice or nasty to a character, only to get a message that so-and-so will remember how you treated them? It’s not like that character won’t be eaten by zombies ten minutes later, so what does it matter?

Most gamers look at choice in binary terms, and choices only matter when they affect the plot of a game. As if the choices we make on a daily basis, the ones that aren’t life-or-death, weren’t the ones that defined us – perhaps not individually, but certainly in sum. It’s our many small decisions that shape us for when a big decision comes around.

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I’ll be in my trailer… watching trailers: Christmas… in June?!

Join us every week for a trip into the weird and wonderful world of trailers. Whether it’s the first teaser for the latest instalment in your favourite franchise, an obscure preview for a strange indie darling, whether it’s good, bad, ugly or just plain weird – your favourite pop culture baristas are there to tell you what they think.

This week, Matt returned to the Zone. No, not the Brothers Strugatsky’s Zone, nor Tarkovsky’s, and not even the Zone of the original Stalker trilogy of video games. No, this time it’s the Zone of Stalker 2 – and it’s an even more inhospitable place than it used to be… though it may just be the most beautiful take on this particular post-apocalypse.

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They create worlds: Return to the Zone

One of the things that video games can do magnificently is create worlds. These posts are an occasional exploration of games that I love because of where they take me.

Way back in 2007, the Ukrainian video game developer GSC Game World released Stalker: Shadow of Chernobyl, a game that some would describe as a diamond in the rough, while others called it masochistic Eurojank. The first Stalker game, based on the Strugatsky brothers’ classic sci-fi novel Roadside Picnic and influenced by Andrei Tarkovsky’s loose film adaptation Stalker, was soon followed by Stalker: Clear Sky and Stalker: Call of Pripyat. All three games were janky and brutal, offering not conventional power fantasies so much as gruelling expeditions into the Chernobyl exclusion zone surrounding the power plant at the centre of the 1986 disaster. They weren’t fun games – but they were unique, atmospheric, and different from pretty much all shooters at the time.

GSC Game World’s games weren’t for everyone, but they found a community of fans. A sequel was announced, then cancelled, until, in 2018, Stalker 2 resurfaced. The game was scheduled for release in 2022 – a schedule that proved impossible to uphold when Russia invaded Ukraine on 24 February 2022. In spite of setbacks, Stalker 2: Heart of Chornobyl finally came out in November 2024. Two years later, I got around to returning to GSC’s new version of the Zone: from the Strugatskys’ region pockmarked by objects left behind by mysterious aliens, via Tarkovsky’s wet, verdant purgatory, to the surroundings of the Chernobyl Nuclear Power Plant, a region populated by warring factions and mutant creatures, and strewn with reality-bending artefacts.

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I’ll be in my trailer… watching trailers: So Long, Marjane

Join us every week for a trip into the weird and wonderful world of trailers. Whether it’s the first teaser for the latest instalment in your favourite franchise, an obscure preview for a strange indie darling, whether it’s good, bad, ugly or just plain weird – your favourite pop culture baristas are there to tell you what they think.

Two days ago, we learnt of the tragic death of Marjane Satrapi, French-Iranian writer and filmmaker, perhaps most famous for her graphic novel Persepolis and its later adaptation into a film, also by Satrapi. If you haven’t yet seen (or read) Persepolis, make sure to seek it out – it is a story that is timely not only because of its author’s untimely death.

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I’ll be in my trailer… watching trailers: In brightest day, in blackest night

Join us every week for a trip into the weird and wonderful world of trailers. Whether it’s the first teaser for the latest instalment in your favourite franchise, an obscure preview for a strange indie darling, whether it’s good, bad, ugly or just plain weird – your favourite pop culture baristas are there to tell you what they think.

How do you remember your teenage years? Matt remembers them being heavily pixelated – which gave him an ideal in into the time capsule that is Perfect Tides.

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They create worlds: Perfect Tides (2022)

One of the things that video games can do magnificently is create worlds. These posts are an occasional exploration of games that I love because of where they take me.

What do you think of when you think of your teenage years? Do you think of hormones and crushes, of defying your parents and going to parties you shouldn’t have gone to? Do you think of crushing insecurity and emotions that could go from elation to depression within seconds, based on how someone did or didn’t look at you?

Quite honestly, when I think of my teenage years, the thing that perhaps comes to mind most is this: chunky square pixels.

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Six Damn Fine Degrees #286: The King’s Avatar

Welcome to Six Damn Fine Degrees. These instalments will be inspired by the idea of six degrees of separation in the loosest sense. The only rule: it connects – in some way – to the previous instalment. So come join us on our weekly foray into interconnectedness!

Oh boy, do I have opinions on actors and the right age to cast them. One of them being: You can’t fake age. An old actor, no matter how brilliant, can’t believably inhabit the role of a young man, or the other way round. The body doesn’t play along. It’s too stiff, or not stiff enough. The voice is too rough. The mind doesn’t play along. It’s too careful, or too reckless in how it launches the body forward to claim space. The really good actors who try, have a sort of uncanny valley effect on me, an unsettling nimbus of “not quite right”. This is what made Dorian Gray so compelling: he found a magical loophole to fake his own youth.

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