quem que onde como

trabalho na frança como Game Designer. aqui conto historias que acho interessantes. os assuntos sao geralmente cinema e video games mas nao apenas. de forma alguma.


archives

altri:

ask the dust
carrinho no pescoco
consultorio do dr miranda
escrotorio
man living by some law
o sublime e o ridiculo
pastelzinho


shoot back

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There’s no reason to apologize for the fact that GTA IV can’t match the visceral humanity of Brando behind that leather desk, or De Niro on that rooftop — or to couch excuses in overreaching justifications. (It’s like the guys who used to say that if Shakespeare were alive today, he’d be a rapper — hip-hop never needed such overblown validation.) As a relatively young medium, videogames don’t have to get caught up in the high-brow, low-brow trap — and they shouldn’t. Games don't have to be as moving as The Sopranos or The Godfather; they can be as funny as Superbad or as fight-heavy as The Matrix. Or they can just do the hoodoo that they do so well — and forget about the comparisons. Before too long, we'll be reading reviews of novels and TV shows and films that say they aspire to the sandbox creativity, the liberating amorality, and the groundbreaking open-endedness of Grand Theft Auto IV.
Logan Hill na New York Magazine.