I’ll be in my trailer… watching trailers: Ae you trying to seduce me?

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 the films we watch as children affect our taste as adults? And what if we don’t really watch children’s films when we’re growing up, but instead our parents take us to see Amadeus or The Last Emperor? Matt has a thought or two on these questions.

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They create worlds: This game belongs in a museum!

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.

There are a number of films that have been immensely influential on video games. Their thumbprints can be found all over gaming. An obvious example of this is Aliens; even beyond actual adaptations of the IP, you find the trope of space marines fighting insectoid xeno creepy-crawlies on hostile planets again and again – and sometimes, ironically, it’s the literal, licensed Aliens spin-offs that are among the games worst at replicating the Aliens playbook, more so than the games that are basically Aliens with the registration number filed off.

Another one of the clear inspirations for many games are the Indiana Jones films. It’s a perfect match, really: Indy makes for an appealing character type that gamers would want to play, there’s the appeal of mysterious legends and foreboding ruins, and the films are even structured in ways that lend themselves to being translated into the gaming medium: find artefact A, which opens door B, behind which there’s puzzle C, and so on, leading to legendary MacGuffin Z. Cue end credits.

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They create worlds: Game over, man! Game over!

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.

In the 1980s and 1990s, video game adaptations of films and TV series were a staple of gaming – or, more precisely, they were a staple of bad gaming. Especially in the ’80s, a video game adaptation usually didn’t look, sound or play much like the movie it was adapting, other than a tinny, chiptune rendition of the main theme. (Sometimes we got lucky, as with Ghostbusters, which would shout a scratchy sampled “Ghostbusters!” and laugh maniacally at the player in the same scratchy voice.) And the gameplay? It’d just be a basic take on a genre that was easily imitated: the side-scrolling shoot’em up or the platformer. Those pixels looking faintly like a human being? They’re Arnold Schwarzenegger killing bad guys. That blocky car-looking thing? That’s your Ferrari Testarossa, you’re Sonny Crockett, and the other cars you’re pursuing in a crude top-down depiction of a city supposed to be Miami, they’re the drug dealers you’re trying to catch. ‘Drive’ your ‘car’ into their ‘cars’ and your score goes up. You’re living the life of a screen hero.

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They create worlds: Walkabout Mini Golf

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.

When I started getting into Virtual Reality with the release of the first consumer-grade Oculus Rift in 2016, the kind of games I was expecting I’d eventually play in VR were ones where I’d sit in the cockpit of a spaceship, plane or racing car, or where I’d run around exploring mysteries and fighting or evading enemies. I expected games that were pretty much like what I’d been playing on PC for decades, just more immersive, more focused on the experience of being there, in the virtual world.

What I didn’t expect: that some of my favourite VR experiences by far would be hanging out with friends and trying to get a small ball to go in a smaller hole.

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That was the year that was: 2024

Ever since the pandemic, time feels like it’s been broken. Looking back at the films and TV series I’ve watched this year, the games I’ve played, and whatever else I did over the last 12 months, my most frequent reaction is “That happened this year?!” The temporal shape of things has been out of whack for a while, and it sometimes feels like this is getting worse – like we’re all stuck in one of the trippier episodes of Star Trek. Though I think it’s time to be honest about this: in part that’s also because I am approaching the big Five-Oh (and no, I’m not talking about Hawaii). This is my last New Year’s post before finishing my half-century, and that is a pretty freaky thought.

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They create worlds: Still Wakes the Deep and the limits of realism

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.

Still Wakes the Deep is a recent horror game made by the developer The Chinese Room, who had previously released two games I’ve written about, Dear Esther and Everybody’s Gone to the Rapture (the latter of which I wrote an entry in this series about). While the staff turnover at The Chinese Room has resulted in a company that looks very different from the one that made these earlier games, Still Wakes the Deep nonetheless carries the DNA of earlier titles by the developer; perhaps many of the people working at The Chinese Room these days were inspired by the likes of Dear Esther and Everybody’s Gone to the Rapture to apply at the company.

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I’ll be in my trailer… watching trailers: My, xenomorph, what big teeth you have!

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.

Sometimes it’s the diamonds in the rough of any medium that prove to be the most memorable – or so Matt argues in this week’s Six Damn Fine Degrees.

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They create worlds: Like a Thief in the night

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.

Like most people who’ve been playing video games for a long, long time, I like a good first-person shooter. I still remember the excitement of playing Wolfenstein 3D, and then later Doom and Quake. There were 3D environments before these, but they popularised them, while also driving the hardware evolution that, some 30-odd years later, would see graphics cards that do real-time raytracing. (If you have no idea what any of this means, don’t worry: it’s not what the post will be about.)

But while it’s fun to run around a 3D environment wielding a gun and shooting baddies, those aren’t my favourite first-person games. Give me a choice between running around, guns blazing, enemies falling left, right and centre, and sneaking around in shadows and biding my time, and it’s usually the latter that appeals most.

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Six Damn Fine Degrees #185: Diamonds in the rough

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.

There is certainly joy in encountering anything perfectly crafted. Whether we’re talking about films or books or songs or games, there are examples that are exactly what they set out to be and you can’t see a single thing you’d change. Such craftsmanship is exceedingly rare, but to see it is always amazing.

And yet: sometimes it’s the imperfection of something that makes it especially memorable.

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Six Damn Fine Degrees #167: We likes quizzes

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!

There is something intensely likeable about movie quizzes. If you know the answer, you feel really quite smug: Yes, I’ve seen the movie, and I know a whole lot about that film – it was even produced by someone you wouldn’t expect. You get that warm, fuzzy feeling in your stomach because you’ve scored a point, while a lot of the others didn’t, you can tell from their puzzled faces, and you are inching just a tiny bit closer to the top spot. And on the other hand, if you don’t know the answer, you go into instant detective mode: I should know the answer, now how can I deduce that from the other movie that very same director has made just before this one? Hmmm… You rack your brain about a name, and then, with your last ounce of with and memory, you may just come up with the right answer. Most of the time, anyway.

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