Dr.Adder

DeRank : 8,74
DeAge™ : 6669 days • Here since 6 march 2008
Vernor Vinge Alla fine dell'Arcobaleno
Voto:
I have read Vinge's massive work, both in terms of pages and concepts, *Universo Incostante*, a very successful novel. I still have to read this one. By the way, generational travels were already addressed in 1963 by Heinlein in his masterpiece *Universo*. For now, the novel I appreciated the most about a possible hyper-technological future is the excellent Aristoi by Walter Jon Williams. Regarding the potential of man, understood mainly as the search for the Absolute Infinite, and thus the search for God by the soul, there's the surprising *La Mente e L'infinito* by Rucker. Would I be willing to sacrifice my entire existence for a journey into the boundless space? Perhaps yes, in fact, it’s more of a yes than a no, at least I think... Of course, there are those who are satisfied with what daily life offers us, but there will always be men (and women) who seek to achieve (with hard sacrifices) new and fascinating goals. Perhaps they will discover at the end of the rainbow something entirely new. I read just in time (before shutting down the shack) the comments from Zaireeka and Cimmino: thanks to the first for the memory, and to the second for the compliments.
Vernor Vinge Alla fine dell'Arcobaleno
Voto:
Meanwhile, congratulations to Mr. Cimmino and a solid 5 for the interesting piece that offers fascinating insights. Then (perhaps) a hefty, sci-fi-style comment on the topics discussed in the review will follow...
Id-Software Doom
Voto:
As for violence (and related issues) in video games, it's an old story by now. Over 90% (if not more) of games contain violent concepts and actions (and we should really ask ourselves why). If we take away action and violence, what remains? The technical value and impact of Doom is undisputed. I don't see any artistic or creative aspects, except for the possibility of stimulating (in a certain way) reflexes. The level design study is excellent. If I had to choose an alternative product, I would mention Exhumed (from '96). More original in its setting (Egypt), map structure, alternative weapons to the usual machine guns and rifles, light RPG elements (the mask of Sobek, the shawl of Isis, the feather of Horus...), which were able to create a sense of 'exploration and conquest.' Even if it wasn't a true FPS, I remember MakenX (the one for DC), original in its settings, characters, strange Japanese-derived weapons, alternative endings, and great graphics (for that time). There was the possibility of lock-on targeting and Brainjack on enemies, thus taking control of their body, weapon, and information. More recently, various Metroid titles have appeared, masterpieces of programming with evident graphic-artistic aspects. The incredible and fast Half-Life (including the surprising Portal), the two Condemned (notable for their ideas), the two Far Cry (for developing an excellent setting, unfortunately hampered by some flaws). A separate discussion is warranted for the masterpieces Bioshock and Fallout 3, for their storyline, graphics, and level design: in these, I personally perceive art. Worth mentioning are also the solid: Geist, Prey (memorable for some ideas), Fear, Timeshift, and others... The writing is well done. PS: "In '93, Hired Guns (Psygnosis) was released with RPG elements, where you could use 4 characters simultaneously."
Leonardo da Vinci La Vergine delle Rocce
Voto:
Risp.comm.nº17: indeed, the good day is seen in the morning (ref.written.nº60).
Risp.comm.nº22: perhaps it was written quickly (speed can be penalizing).
Critics are critical, they have discordant, opposing, and debatable opinions (and generally do not create).
Also the second is not only by Leonardo.
It was worth a deeper exploration the Child Jesus.
It was worth a deeper exploration the Angel.
It was worth a deeper exploration the Virgin.
It was worth a deeper exploration the red anemone.
Every part of the Work would have deserved a deeper exploration.
In fact, they will continue to delve deeper for centuries...
Let’s delve deeper...
Many painters execute a preparatory drawing on the canvas: the final result is generally different.
Leonardo da Vinci La Vergine delle Rocce
Voto:
Risp.comm.nº7: line 11/12 [if I had written everything I feel about the Virgin of the Rocks, it would have been a "granite brick," but I would have loved to do it!].
Risp.comm.nº8e9: rather, in my grandmother's art history book.
Risp.comm.nº12: I leave rhetoric to the rhetoricians.
To be honest, the artistic genres I love the most are: metaphysics and surrealism… [including a spoonful of Magritte's cloud].
It’s precisely because of the surreal aura that emanates from the background, the atmosphere, the three-dimensionality, and the rocks, as well as the existing colors in "This Leonardo," that I chose it.
Including the figures placed in the cave, which are equally fantastic.ª
Capcom Resident Evil 3 - Nemesis
Voto:
In my opinion, it was a decent game (no more and no less). Too tied to a series of situations and gameplay mechanics, worn out, overused, and repetitive. Better than the fourth one (let’s not talk about the fifth), because it managed to 'surpass' both the static prerendered graphics, captivating yet debatable in some respects, and a series of rather cumbersome procedures, particularly concerning character movement. However, the road to achieving the concept of art, creativity, reflection, and culture in the playful aspect is still quite long... With the support of 3D graphic engines like Unreal, Avalanche 2.0, Dunia, and others, who knows what programmers will manage to create... Nevertheless, my favorite remains the first one, that of the 'Remeic' version of the 'sweet oven' from N, for its graphical improvements (for those times), the greater number of rooms, puzzles, and much more. Not to mention the addition of the ability to set the bodies of zombies on fire. It can be considered the progenitor of survival horror, and it’s pure entertainment cubed³ of terror. Despite this, only in some sections can one discern some artistic aspect. However, in the study of sketches, preparatory drawings, research, development, and programming, which now occurs for high-level games, I personally glimpse art. As for the various Silent Hill [who knows the version for the (wii)...], particularly the first (and some aspects of the fourth), with the use of a completely 3D graphic engine, a more 'deep and realistic' plot, and characters with more 'human and believable' traits, they managed to take a step further towards art and creativity (of course, always in relation to the context of the game). Too bad that, subsequently, in my opinion, the series drifted a bit too much towards splatter. A separate discussion for Dead Rising, its sequel, and the mysterious Dead Island (!?!). Also worth mentioning are the successful Haunting Ground and the various Project Zero. Personally, in these last ones, I find a good touch of originality and poetic quality. If I absolutely had to name the survival game that struck me the most, I would choose Eternal Darkness. A game out of the ordinary, with innovative concepts, unprecedented situations, and alternative endings, except (if I'm not mistaken). PS: "A little voice tells me that Forbidden Forest is one of the seminal games of this genre."
Space Invaders Videogioco Arcade 1978
Voto:
Bau7te!
But yes!
So many memories... and so many £ire inserted into the designated slot. And (you can start a sentence with 'and,' right?) I remember the 'trick' of shooting in the center of the shield to create a corridor where it was harder to get hit.
Anyway, after a while, they would destroy me anyway... alas!
Then more shooters came along.
For example, the one with the three ships that would dock (there was also a 'trick' there, if I remember correctly).
Of course, the writing [trasc(i)endente or trasc(i)endentale] of this Vg could only be His.
PS: "Also listened to the Samp(ei)le."ª
Space Invaders Videogioco Arcade 1978
Voto:
Ref. comm. no. 159 from G (and I won't add anything more)...ª
Ulaan Khol II
Ulaan Khol II
30 jun 09
Voto:
In my opinion, upon first listen [thanks to infocomm.nº15], it turned out to be a commendable work due to its typical electric-twilight sounds. At times, they remind me of certain instrumental passages from the '70s. In reality, the album could be interpreted as a single complex guitar narrative. More stimulating sections "4" and "6." PS: [Rett.comm.nº13: Indigo].