The Rear-View Mirror: Master and Commander (2003)

Each Friday we travel back in time, one year at a time, for a look at some of the cultural goodies that may appear closer than they really are in The Rear-View Mirror. Join us on our weekly journey into the past!

My enjoyment of the Marvel Cinematic Universe notwithstanding, I’m not the kind of moviegoer who regularly thinks, “When are they doing the sequel?” A film first and foremost has to be a world unto itself: before you can start to think about creating a universe, tell a good story. World building is fine, but as far as I’m concerned a movie is best served by being self-contained.

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They create worlds: Fez

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.

I love exploration in games. I love it when developers create virtual worlds that hint at a story about its history and inhabitants: the shack in the wilderness with the single plate on the table and the gravestone in the back garden; the eerie, sparsely lit alleys with people whispering for you to go away and leave them alone; the ornate mansions with their ostentatious displays of wealth and the secret compartment hidden behind the owner’s portrait; the desolate, windy¬† good at creating memorable characters, but their biggest strength for me lies in creating places.

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