Comment Two points of dispute (Score 2) 153
Sounds like a pretty good book. I'll have to try to get my hands on a copy. But, I have to comment about two points that I don't really agree with.
Poole believes that the The Matrix is one of the best and most successful examples of the two media in-breeding with one another.
Hyperkinetic grammar?
Exaggerated sound effects?
Disregard for gravitational laws?
This sounds far more like inspiration drawn from comic books than video games. And the influence of comic art and sensibilities in the Matrix is obvious. But I suppose it is understandable that the author draws this conclusions as many video game designers draw inspiration from comic books, directly and indirectly.
One of the world's first virtual celebrities, Croft is one of the initial video game characters to break out in so global and commercial a way, as synergistic marketing propels her way beyond the videogame culture.
Initially I rejected this idea immediately, but the more I think about it, the more accurate it seems. This is probably the first video game icon to have as much appeal with older gamer audiences as well as children. For some rather obvious reasons.
But I think in any analysis of the impact of video games, one has to look back to the first virtual celebrity, Nintendo's Super Mario. He was a cultural phenomenon and Mariomania in the late eighties and early nineties was insane. From movies (the dismal Super Mario Brothers movie itself and the SMB3 promotional vehicle, "The Wizard", which still grossed over 100 million despite) to cartoons to lines of merchandise that would almost make George Lucas jealous. I can even recall (vaguely, it was 10 years ago) Mario being used in advertising campaigns for other products.
But then again, people might liken Mariomania more to the Pokemon craze than Lara's current efforts. Still, I think people respected Mario a little more.
Kryal.
Poole believes that the The Matrix is one of the best and most successful examples of the two media in-breeding with one another.
Hyperkinetic grammar?
Exaggerated sound effects?
Disregard for gravitational laws?
This sounds far more like inspiration drawn from comic books than video games. And the influence of comic art and sensibilities in the Matrix is obvious. But I suppose it is understandable that the author draws this conclusions as many video game designers draw inspiration from comic books, directly and indirectly.
One of the world's first virtual celebrities, Croft is one of the initial video game characters to break out in so global and commercial a way, as synergistic marketing propels her way beyond the videogame culture.
Initially I rejected this idea immediately, but the more I think about it, the more accurate it seems. This is probably the first video game icon to have as much appeal with older gamer audiences as well as children. For some rather obvious reasons.
But I think in any analysis of the impact of video games, one has to look back to the first virtual celebrity, Nintendo's Super Mario. He was a cultural phenomenon and Mariomania in the late eighties and early nineties was insane. From movies (the dismal Super Mario Brothers movie itself and the SMB3 promotional vehicle, "The Wizard", which still grossed over 100 million despite) to cartoons to lines of merchandise that would almost make George Lucas jealous. I can even recall (vaguely, it was 10 years ago) Mario being used in advertising campaigns for other products.
But then again, people might liken Mariomania more to the Pokemon craze than Lara's current efforts. Still, I think people respected Mario a little more.
Kryal.