Home
soldiers.

> recent entries
> calendar
> friends
> m, inc: rss
> profile
> previous 33 entries

Monday, July 6th, 2009


english_russia
10:26a
Fall Out for Real

Russian fallout goes Real 2

There are a lot of fans of "Fallout" game across the world. In Russia this electronic entertainment piece is widely recognized too. Sometimes the anticipation to game goes so strong that devoted people are trying to transfer the gameplay to real life, stating that some Russian abandoned locations are a perfect fit for an image of "New California" after it was bombed by nuclear missiles.

Brothers of steel, rangers, peaceful citizens, raiders and many others are those who you can meet if to visit one of those locations. "Game is so attractive when it's played for real that sometimes you even forget that this is the game", says one of the participants. "Especially if you try to keep the quality of the costumes and everything as much high and close to the game as possible", he adds.

read more..

(break their crown)

skulladay
10:03a
Skull Purse

Heather Rigney, who made this cigar box purse, said: "Around the time that I created this purse I had been fascinated with the religious overtones mixed with skull imagery found in old New England cemeteries near my home. The entire box is covered in bible verses from a Catholic bible I found on the street. The back of the bible, strangely enough, had floor plans for various cathedrals. Those are the cross-like, yellow shapes on the sides. The next layer is a mixture of purple rice paper and ceremonial Chinese Joss paper. The image of the skull with wings was created by combining two 17th or 18th century gravestone rubbings of a skull and an angel. I had combined the two images in Photoshop. "

Fashionista C Says:

Another fashionable skull accessories. I love the reuse of materials that would normally end up as trash. This an an excellent example of "upcycling ".

Too bad most schools are out of session for the summer, because it would be great to see what your class would come up with for our monthly contest. Never fear we have some wonderful contest ideas for when school is traditionally in session for all the teachers out there. That's right one guaranteed activity a month for your class provided by your friends at Skull-A-Day.

(break their crown)

paizo_blog
7:00a
... Snagged from the Vault: Pathfinder RPG Bestiary Monday, July 6,...


Snagged from the Vault: Pathfinder RPG Bestiary

Monday, July 6, 2009

As promised, we shall continue to astound and delight you with pictures pilfered from the pages of the infamous Pathfinder Bestiary. Featured here today are four mighty and terrible creatures from the Great Beyond. We leave it in our readers' capable hands to determine which type of fiend each illustration represents...

<td align="center">Art by Ben Wooten</td><td align="center">Art by Kevin Yan</td>
Art by Tyler WalpoleArt byTyler Walpole

Vadid and Nahk
Preview Purloiners

Tags: Ben Wooten, Kevin Yan, Monsters, Pathfinder Roleplaying Game, Tyler Walpole


(break their crown)

english_russia
9:56a
The UAZ Model

Russian car UAZ model

This story was circulating around Russian discussion boards this weekend. It's about an Italian guy who got in love with... Russian car UAZ and because of that wanted to replicate a small but almost like the real thing model of the Russian utility vehicle.

read more..

(break their crown)

english_russia
9:56a
Over Stocked

Russian cars

That's a photo of some random airport near St. Petersburg. A few years ago it was looking like this.

What's going on there let's see inside:

read more..

(break their crown)

english_russia
9:56a
The Canditate

Russian candidate

"Who is your candidate?", such slogans are not rare in Russia too. While other world discusses Palin in Russia another candidate celebrity got exposed recently to a general public due to her not very secure use of facebook-style Russian social network.

She was going to join one of Russian "Dumas" the legislative chamber. Some say that now she has even more chances.

What you see above was her official propaganda poster placed all around the city. What's inside is what was found from her social media by Russian bloggers.

read more..

(break their crown)

questionablerss
4:42a
Sousuke-Kuuuuun!

Aw Angus you big ol' softie


(5 gunslingers | break their crown)

frankens
4:53a
The Spirit of Ed Wood Blogathon

Beginning today and running all week, Cinema Styles is celebrating the 50th anniversary of Plan 9 From Outer Space with a brilliant blogathon dedicated not only to Ed Wood but any and all filmmakers who have created something that is, somehow, more than the sum of its tacky parts. The Spirit of Ed Wood Blogathon celebrates the so-bad-it’s-good school of movies, the low-budget but big-hearted classics, and some of the classiest schlock ever made.

I’ll be posting my own Frankenstein-flavored contribution later this week. I am also posting Ed Wood related images on Monster Crazy. First ones are up already.

Be sure to check Cinema Styles every day (just click the badge up there on the right-hand menu) for a continuously updated list of links to participating blogs.

I'll bet my badge that we haven't seen the last of those weirdies.



(break their crown)

inhabitat
5:00a
The Swimming City: A Water World for Future Generations

sustainable design, green design, seafaring city, seastead, andras gyorfi, swimming city, green building, sustainable architecture

Much like a floating Club Med, “The Swimming City” by Andras Gyorfi could be the perfect solution for ocean-bound adventure seekers. As most of us have daydreamed about abandoning our complex land-ridden existence for the simple life at sea, Gyorfi - the winner of Seastead’s first design contest - has brought this idea to new heights. His design is playfully inviting, with many recreational facilities including a large swimming pool, outdoor amphitheater, helicopter landing pad, and shaded marina.


Read the rest of The Swimming City: A Water World for Future Generations


Permalink | Add to del.icio.us
Post tags: , , , , ,


(break their crown)

teamicogamers
6:42a
Twitter Update: The Mysterious Appeal of Ueda's Worlds

Over the weekend, Pat pointed me to a post by Gamasutra's Leigh Alexander called The Mysterious Appeal of Ueda's Worlds. It goes in-depth on Fumito Ueda's game worlds and their structure. Loved reading it and I'm giving you a heads-up so you do the same.

Link: http://bit.ly/15D82M

(break their crown)

scarygoround
12:00a
strip for July 6, 2009

strip for July  6, 2009

(break their crown)

teamicogamers
6:08a
Dreams about Reality - Fumito Ueda's Legacy

Marcus translated for us this interview with Fumito Ueda by Swedish magazine LEVEL.

Written by: Thomas Wiborgh
Interview by: Fredrik Schaufelberger
Translated into English by: Marcus


Fumito Ueda creates the most beautiful of fantasy worlds, though what he struggles for is to create something that resembles our everyday reality.

He wants to leave something for future generations but doesn't want to see his games in a museum.

He prefers to stay working at his desk but gives LEVEL a chance to get to know one of the modern gaming-world's most original designers a little better.

Ueda looks a little lost.

He's once again the focus of attention without necessarily wanting to be so. The shy game designer seems to be caught between the will to explain when everybody misunderstands him and the will to just stay in his Tokyo office and let his games speak for themselves. His face is almost totaly free from signs that reveal his allnighters and the fact that he is soon to turn 40. His apperance is more like that of a young boy than a middleaged man.

Not since Shigeru Miyamoto gave interviews at ETCS 1998 at the age of 45, dressed in a colourful red t-shirt and a bright yellow plastic watch has somebody impersonated his own games so well.

Fumito Ueda always speaks in Japanese and with a calm thoughtful voice even though he clearly understands English as he from time to time stops his interpreter and corrects him when he is not satisfied with the translation.

When we meet him it's only days after the "Project TRICO" leak and while he doesn't comment on the game we soon understand what he means when he tells us that the new game lends inspiration from of his old school projects.

With a nostalgic smile on his lips he talks about how he filled an aquarium with sand and put an airpump at the bottom of it. A couple of meters away he put a big red button and encouraged people to get involved with his project. When the button was pressed the pump shot small bursts of sand in random directions and made the impression that something was living under the sand in the aquarium.

Ueda called this installation "The cat under the sand", and with this he wanted to make people curious and surprised. These are themes that have followed him from being a student to becoming an internationally acclaimed designer.

- My deepest hope is to entertain people. I know a lot of people point out how emotional my games are, but the way I see it I get to players' hearts by pulling their emotional strings, to make a person cry is never the goal but if I create an entertaining experience by using that tool I feel that I have succeded.

With the scenes from The Last Guardian fresh in our memory, it doesn't take much to see the connection to his earlier games, namely the relationship between someone weak and something strong. He seems more interested in the dynamics of two different creatures than any other game creator, from the way they have different basic conditions to the way they have to aid each other. It's also an interesting contrast to the rest of the gaming industry where games tend to circle around a physically or psychologically strong and powerful main character who is ready to carry the world's fate on their shoulders.

- One of the main reasons why I decide to design my games this way is because of the underlying game mechanics. Ico needed to be weak and the protagonst in Shadow of the Colossus too. Otherwise as a gamer you wouldn't identify yourself with them. It's also about credibility towards the puzzles and game world. A weak character makes easy looking puzzles work as they feel consistent. A powerful character could just beat the colossi with raw power, as you can imagine. There is of course something aesthetically appealing in a weak character in an adventure game, but it's also about me getting into the mechanics in a different way and therefore needing different tools.

It's an answer that would surprise most people who thought ICO and Shadow of the Colossus were aesthetic perfections. But it's also an answer that makes perfect sense when thinking of what he often talks about - namely realism.

The fact that his games look and feel the way they do perhaps comes from that he works so hard to hide the underlying mechanics of the games.

- I always want to use the full technical potential. Even before we start developing our games I try to predict how close to reality we can come, and then start working from that point. Reality is actually the key point. After we come to a conclusion regarding that we start deciding what type of game we are making and how it should look.

He laughs and seems to have found a new idea.

- I both hate and love the technical limitations. It's kind of a Catch-22 for me. If we don't have any limit to work from, it becomes hard to make anything good out of an idea. But if we on the other hand have a very distinct technical limit it's impossible to go beyond it. It will put the bar in a certain place without any way to raise it. It's thanks to that my games have a very special aesthetic profile. It's a way to make the player forget about technical limitations and focus on the gaming experience. If a player sees a beautiful landcape or pretty light effects that's probably what he will remember and not the bad texture next to it.

That the reason Ueda's games look so beautiful is because he is trying to make them look like our own (often grey) reality may seem strange. Maybe he is seeing something most people don't. His vision is good and so is his hearing.

Ueda talks about why he left ICO with almost no music at all, and instead focused on ambient soundscapes. It wasn't an active choice but rather something that came naturally. He asked Oshima, his composer, to try and make music that would fit every part of the game. It ended up being a heartbreaking soundtrack full of emotional strings and pianos. Ueda listened to the first track but felt that it somehow took away much of the illusion of strange reality he had been trying to create with the graphics. Ueda asked her to take away that track and instead replace it with naturally occuring sounds. History repeated itself and the first time Ueda played through the whole game he realised there was no music left. He became surprised because he had thought that a tleast half of the soundtrack was kept, but he trusted his gut feeling and kept his silent game as he felt that the game unconsciously told him it wanted to be that way.

- I could talk about realism here too, but instead I choose to call the sounds natural. For me they are just natural, nothing to notice, if you stood alone out in a giant forest you would hear the same sounds we put in ICO. Calm, wide, open landscapes like the ones in our games sound just like that. So why force something else into the soundtrack?

Ueda patiently explains that he doesn't talk about realism in the traditional sense, He is more than aware of the shadow creatures and supernatural events that occur in his games.

- If people don't believe what I'm trying to tell there is no need to tell it at all.

ico

Freedom and Theft

Something that kind of goes in the opposite direction to the ambition of reality is the fact that Ueda has created his own languages in his games. And The Last Guardian doesn't sem to be any different.

- A made-up language gives us freedom. I think that people can more easily identify with something he or she is interpreting themselves, but most of all it's about freedom in our development of the game. A real language creates invisible barriers for developers as real life voice acting is hard to change and replace. Most developers stay in that situation but I want to have as much freedom as possible. If we feel that something should be changed in the last minute, we have the possibility to do that. In ICO we actually made changes to the gold master just before mass production.

Fumito Ueda's well-known perfectionism shows itself once more. He talks about his inspirations and that his will to strive for fulfillment often makes it hard to enjoy culture.

- Inspiration comes from music, books and movies, but more than anything it derives from games. I play a lot of games and always look at them with a critical point of view. In the middle of a death-scene I can stop and think "That was a good idea but I could change it like this, correct that and make it much better."

One example is a little bit surprising - Grand Theft Auto 4. He talks about the biggest problem with that game being the lack of original game elements. The graphics are impressive but not the basic foundation which is just like the earlier versions. After making it clear that one of the last year's most beloved games was boring he continues to the next one. When we ask him if he had played Super Mario Galaxy - since it has a level that is a clear tribute to Shadow of the Colossus - he shows us a shy smile.

- Of course I have played it, I couldn't resist after hearing that Miyamoto-san was inspired by me. But I have to say that I had expected a little more. That particular level (and the rest of the game) wasn't as entertaining as it could have been. I think the press and the fans made too much of a fuss about him (Miyamoto) borrowing from me. And the atmosphere on the internet became a little heavy. What I'm critical against isn't the fact that they borrowed something that actually isn't even originally from me, but the fact that they didn't make anything more interesting out of it.

shadow of the colossus

Impossible Expectations

To say that the expectations of The Last Guardian are staggering is hardly an exaggeration. He expresses a frustration that the press and fans make such a big thing out of, and find such pretention in his simple fantasy worlds. They are hailed and made out to be something they aren't, and never was intended to be. The silent relationship between Ico and Yorda was interpreted as a symbol of the problems with communication in modern society.

- We built the game around the concept of "holding hands."

He smiles.

- That's all there is to it, thats why Ico and Yorda don't speak. If they had been speaking the whole game mechanic would have been unnecessary, instead they communicate using the only way they know of, physically. The special language in ICO didn't make it into the game until the very last moment. At first, the plan was to make Yorda totally mute.

ICO was subtitled in the PAL version and if you played it again after completing it once, the symbols that represented their language were replaced by English text. This gave the game depth and clarity, but also robbed the game of some of its mystery.


When Ueda hears that we have played the PAL version he asks us how we liked it. He starts talking about the Japanese tradition to write everything out on screen with subtitles, something that is common in Japanese game shows and video games, and he comes to the conclusion that it was a very Japanese thing even in ICO. Shadow of the Colossus was also developed with the Japanese market in mind.

ICO was made with the huge PlayStation player-base in mind but ended up being released on the PS2, and after rather poor sales, Shadow of the Colossus was decided to be developed differently. In ICO it was important for everybody to identify with the characters, but Shadow of the Colossus was made for the hardcore players since those where the only ones who actually bought and liked ICO.

- We made the game for people like me, who love to play games, and that made Shadow of the Colossus a little more advanced than ICO. Every aspect of the game was raised to a new level and that unfortunately made the game selective and hard to get a grip on.

Fumito Ueda tells us that he feels just like any other hardcore gamer out there, but it's hard to think of this superfamous game developer as a regular hardcore game fan. He goes on and talks about how he gets hyped over upcoming games and makes countdowns and surfs international webshops to import games. He even takes days off from developing just to play new games.


toriko the last guardian

From Colossi to Kittens

Ueda keeps talking about Shadow of the Colossus, what he has described as a game full of compromisation. Because he can't talk about The Last Guardian directly everything he says becomes small clues and hints to what the game might actually be like.

- Riding Agro is something I have spent much time thinking about, I wanted to add enemies but felt it would become too much like other games and didn't want to do that. Today I think that the segments between the colossi feel like they are missing something, not enemies, but something else. Unlike what has been criticized though, I really like the long rides on Agro. They give the feeling of searching for something, if the search didn't take time and effort, finding the colossi wouldn't feel so rewarding.

Even though interviews with Ueda often end up in less than romantic rambling about game mechanics his games are always used in debates whether or not games can be seen as an art form.

- It's unbelievably honouring to hear my games being talked about as being art. I'v heard that you have a deeper game research in Europe. And nothing would make me happier than to hold a speech on the subject for those who concentrate on my games. I'm thinking of a university researcher who made a long document about Shadow of the Colossus. It was a 60 page long document about a game starring a boy riding around on his horse, fighting colossi to resurrect his loved one. Sixty pages about that seems a lot if you ask me, but I'm very honoured!

My intentions are never to make games that are art, It all comes from my background as an artist and my will to create things that I think are beautiful. The goal is to make games that are fun, entertaining and interesting to play. If people think that my natural style is art then I take that as a huge compliment but it isn't anything I'm aiming for.


It's easy to believe everything that Ueda says when you watch the trailer for The Last Guardian, everything looks so natural. the mythological creature (a cross between cat and bird as Ueda himself says) plays the role of the strong even though it seems young, maybe it's just a baby in need of constant care and guidance? It's a relationship somewhere between ICO and Shadow of the Colossus.

- To leave something to future generations would feel great. But I don't want my games to end up in a museum. I'd rather see that someone in a hundred years from now finds one of my games and play it. That way it's solid proof that I've made something timeless. and therefore lasting. That would be my legacy.

(break their crown)

Sunday, July 5th, 2009


octopuspie_rss
11:43p
#307 - lifelong buddy

And most dogs don't live to 18, so it's even worse :(

What a lovely weekend! I hope yours was filled with good food and friends and sunshine. I saw some good people and got exactly zero sunburns, so I am pleased.

This comic is a particularly sad one for me. It’s a conversation and awkward hug I imagine many of us have had.


(break their crown)

Monday, July 6th, 2009


lovecraft_mssng
6:00a
Ooops!

After all the work Jason Thompson did on his guest blog (Lovecraft Lives, June 24, 2009), the link to his new comic, “The Strange High House in the Mist”, had the wrong url, now corrected. He’s only three pages in, so it’s easy to catch up. SHH is one of  Lovecraft’s odder stories, and I’ve never quite made up my mind what I think of it, but I’m looking forward to Jason’s adaptation.

Still working on the Amazon store and the t-shirts. I can get ‘em up quickly — if you don’t mind missing a few comic pages down the road. No? Didn’t think so. All things in their own time.

Wednesday, Occult Detectives, Pt. 8.


(break their crown)

ench_doll_blog
6:44a
Such a pretty doll

img_3743

This is an experiment with make up and tonal combinations. The goal was to create a face resembling Cinderella without facial resculping of mouth and chin. I believe the resulting expression is very sweet but not as haunting as Cinderella’s.

This particular snowflake crown is an example of sterling silver finished to a bright shine before the application of patina. Patina is a type of acid which brings out fine details, accentuates recesses and raised areas and gives silver an antiqued, contrasty look playing down the bright shine.  I always prefer treated surface to a shiny one because of the contrast it creates. Pretty as the shiny finish is, I find it reflects so much light from all the surface planes and a lot of detail gets lost in the glare. Although, as can be seen from this fine example, sometimes the untreated, bright finish silver is just the right thing to have.


(break their crown)

Sunday, July 5th, 2009


iphisol

10:58p
intense. )

I figured out how to play the keyboard cat song on the guitar! Here is a tab:

e----------------------------------------------
b----------------------------------------------
g----------------------------------------------
d--2-5-2--2-5-2-----2-------2------------------
a-3------3------0-3---3-0-3---3----------------
e-------------------------------3-3-3-3-3-3----

(break their crown)

Monday, July 6th, 2009


kaliyugablues
3:15a
Photo




(break their crown)

ench_doll_blog
5:35a
Dolls are back!

img_3749

I’ve got my doll collection back from the museum! This means that the owners of costumed Enchanted Dolls and the lucky Enchanted Doll contest winner will finally be getting their dolls!

My house is crawling with dolls again. Figuratively speaking, of course. We unpacked the boxes and took strapped dolls out, but I haven’t got them all sorted out yet. The curator of Villa Terrace exhibitions who packed up my dolls did an amazingly thorough job to make sure they all got home in one piece. I’m afraid she even went a little overboard by painstakingly removing ALL of doll’s costumes with the exception of a few that were just way too complex and multi-layered. All their clothes came neatly folded and wrapped in tissues down to the last little pieces such as hair pins!!!. I really appreciate her efforts in ensuring the safety of the dolls, although most of the costumes were safe to keep on during shipping with the exception of heavy, metal head dresses. I hate to think that I had to put her through hours of extra work because of a mis-communication. Oh well. What’s done is done and the doll’s are home. Thank you Villa Terrace for a wonderful exhibition venue for my work and for keeping it safe for me!

Now….Anybody wanna play dress up?!

img_37721


(break their crown)

ourwaytofeed
5:31a
Love Fifteen

roger federer made tennis history last night by winning his 15th major title, and in classic nike style, a new tvc launched this morning congratulating him on this incredible milestone. nike china also played it’s part, and the team here spent saturday rushing around making sure things got done. check out today’s morning local papers to see what all the fuss is about!


(break their crown)

ourwaytofeed
5:12a
Orba Squara


saw this beautiful site mentioned in okaygreat this morning – singer/songwriter mitch davis, aka orba squara, has a new album coming out called “the trouble with flying.” to help promote the release, he recently (with the random collective) launched a super ambitious web experience that weaves his song’s lyrics with documentation of a ten day journey across america.

the website is literally one long (420 ft!) scrolling set of images that feature a mixture of photo collage work, beautiful typography, and contextual illustration. i don’t know much about his music, but the site is incredible – check it out!


(break their crown)

lovecraft_mssng
5:00a
To Be Continued, pt. 10: Television, Movies and Beyond

guiding-light

The Guiding Light

Soap operas as we know them today were initially designed to sell soap. First on radio, then when they made the leap to tv, they were aimed at housewives, and thus sponsored by Proctor & Gamble, Colgate and others. The storylines have evolved superficially over the years as tastes and morals changed, but the complex love-lives, moral choices and personal dilemmas remain the foundations, even for such contemporary  prime-time soaps as Desperate Housewives. Soaps are popular around the world, but they don’t necessarily translate well; most countries hahave their own sagas.

The popularity of the format can’t be denied. The Guiding Light started on radio in 1937, transitioned to television in 1952, and has run continuously since then. It will end this September, due to declining ratings, but a 72-year run is nothing to be ashamed of. As the World Turns debuted in 1956; according to Wikipedia, it aired its 13,000th episode in 2007. General Hospital, Days of Our Lives, All My Children and The Young and the Restless, while not quite as long lived, still have run for more than 30 years.

At first tv soaps followed the radio format, broadcasting 15-minute episodes five days a week. As television audiences grew, the time expanded, first to a half-hour, then to an hour. Though the story arcs were long and complex, true cliif-hanging endings were a random events.

Peyton Place was the first prime time soap, but it wasn’t until the advent of Dallas in 1978 that the genre embraced the cliff-hanger ending, and that was only after three seasons of stand alone episodes.  These events were largely emphasized in the last dallas-tvepisode of the season, but “Who shot J.R.?” and “Bobby’s dead! How can he be in the shower?” are two of the classic cliff-hangers of all time. Running for a total of 13 seasons, Dallas inspired a whole fleet of prime-time copycats: Knots Landing, Dynasty, Falcon Crest, etc.

The prime-time soap faded in the 1990s, but would resurface in the 21st century with Desperate Housewives, Gray’s Anatomy, and Brothers & Sisters.

Truer to the serial tradition were the chapter plays aimed at children. Fifteen-minute adventure serials like Superman and Chandu the Magician were staples of radio, but they failed to make the transition to the new medium.

Spin & Marty

Spin & Marty

The Mickey Mouse Club (1955-1958) ran ten-minute chapters of original serials featuring characters like The Hardy Boys and Spin & Marty as part of its daily show.

Local television kid shows –at least the one in Oklahoma, Foreman Scotty- sometimes offered serial adventures. In addition to the usual peanut gallery, Foreman Scotty would have adventures on the ranch, told in five minute chapters. The most interesting were the ones in which his pal from outer space, 3-D Danny, sought Scotty’s help.

Later, the Banana Splits show ran featured an ongoing serial, Danger Island.

And oddly enough, several of the early cartoon shows were serialized. Crusader Rabbit , the first cartoon produced for television, was followed by Ruff & Reddy, the first Hanna-Barbera show, in 1956. The format reached its zenith in the 1960s with Rocky & Bullwinkle. ( A favorite of mine was “The

Crusader Rabbit

Crusader Rabbit

Search for the Kerwood Derby,” a title that is likely meaningless to anybody even ten years younger than I am; a popular variety showof that day was The Gary Moore Show, and the star’s foil was a tall, white haired gentleman named Derwood Kirby.)

In 1965, the serial returned to prime-time television with Lost in Space. The first episode, detailing the Robinson family’s mission to colonize other worlds due to overpopulation on Earth. Sabotaged by a stowawy, the ship is damaged, and the first episode ends with Prof. Robinson outside attempting a repair; his tether is undone, and as he spirals away from the ship, the picture freezes, and ‘Continued Next Week’ slides into scene.

By the second season of LIS, Batman had made its debut, setting off a camp craze that is still reverbrating throughout fandom. Though not really a serial, Batman aired twice a week, and a cliff-hanger, usually ludicrous, tied the two together. Responding to the show’s success,

Lost in space

Lost in space

LIS took a campy turn, emphasizing the cowardly Dr. Smith over the heroic John Robinson. By the third season, the cliff-hangers, now also ludicrous, were replaced by teasers for the following episode.

Dark Shadows

Dark Shadows

Running daily at the same time, and out-lasting both of the prime-time shows, was the unique fantasy soap, Dark Shadows.

As televisision began to discover the greater glories of reruns and syndication, serial stories posed a peculiar problem. First, as is true even today, it is difficult to draw in new viewers after the story has begun; second, viewers who miss an episode can, if the story is at all complex, be confused; more problematic is the obvious fact that a serial needs to be seen in its correct order. For many years, the mechanism for insuring that  independent stations bought syndication packages didn’t air the episodes in random order was not dependable. Serial stories were discouraged, if not banned outright.

In 1979, possibly inspired by the buzz surrounding the making of Raiders of the Lost Ark (1981), NBC aired the unique Cliffhangers, an hour-long program that each week contained episodes of three different serials: Curse of Dracula, Stop Susan Williams, and The Secret Empire, the latter an  homage to The Phantom Empire (1935). The series was not a success, and ended before the latter two serials reached their final chapters.

Hill Street Blues (1981) brought the elements of the soap opera to the police procedural. Multiple overlapping story arcs featuring a variety of characters gave overarching continuity to the show, but episodes didn’t end with cliff-hangers. The format was quickly adopted by other shows like St. Elsewhere and L.A. Law and is still with us today in E.R., Boston Legal , lost-logoBattlestar Galactica and others. It is interesting to note that the long-running Law & Order, a show with stand alone episodes, tried this approach for one season before returning to its original format.

But the true serial has finally found its footing and established itself as a television mainstay, with Lost and 24 even evolving the form for the first time in decades. Each episode ends with a cliff-hanger, making each season a serial; but each season also comprises a ‘chapter’ in a larger story, and also ends in a cliff-hanger, making a sort of mega serial out of the entire series.

24

24

Movies, because of cost, have relied mostly on sequels, or films like the Indiana Jones series that capture the flavor and action of the old movie serials without worrying about chapter to chapter continuity. Star Wars is a serial in the European mode, feature films that tell a continuing story but don’t necessarily end on a note of high tension. Pirates of the Carribbean is a three chapter serial. I’m of two minds about Lord of the Rings, but lean toward it being a trilogy, though I would have to give some thought to defining the difference.

Most surprisingly, ‘print’ media is staging a comeback.

Stephen King, whose incredible success gives him the clout to try anything, wrote one of his most popular books, The Green Mile, in six installments in 1996. Though successful, it didn’t set off a whirlwind of serial novels. John Saul did two novels in the same format, but I can’t find any other examples.

But the internet, now that’s another story.

King once again led the way with The Plant in 2000; this year, a motion-comic version of his short story, N, was presented in 25 thirty second installments on the web. Orson Scott Card serialized Hot Sleep, one of his out-of-print novels.

But the real action is in original novels written especially for the web. Freed from the phalanx of agents and readers and editors, unchained from production costs and returns, anyone can now publish their book online. Fantasy, horror, historical, romance -it’s astonishing how many there are, each going up a chapter at a time. Most of them are pretty bad, but then, isn’t that true of most creative endeavors? Bad paintings far outnumber even mediocre ones, bad movies are almost a genre unto themselves, and bad fiction has been with us since people started to write down stories.

But there’s good stuff as well. And the fact that the chapter at a time model is dominant shows there is still life in the printed word.

As I said in an earlier article in this series, serials have always partially been a gimmick to sell you something: soap for soap operas, cereal and toys for children’s shows, various products for television shows, or just getting you to come back to the movie theatre once a week.

With the advent of VHS, though, that changed. Fans began to circulate complete serials on tape amongst themselves, leading to official (and better quality) releases, which continue today on DVD. Serial stories may be a drawback on network television, but DVD sales of serial shows like Lost and 24 are often higher than for regular series. Internet novels will undoubtedly be packaged when completed and offered for sale at prices far less than a small press hardback. The serial has finally come to be valued for itself and its peculiar qualities is demonstrating that it can build up a fan following that exceeds the prior expectations.

This concludes our survey of serial stories, but it’s safe to say the final chapter has yet to be written.

Thanks to Tom Mason and Bart Bush for their contributions.


(break their crown)

kaliyugablues
1:04a
Photo




(break their crown)

kaliyugablues
1:03a
Photo




(break their crown)

kaliyugablues
1:03a
Photo




(break their crown)

dndfeed
4:51a
Divine Power Excerpts: Virtuous Paladin

In today's Divine Power preview, we present a new build for paladins -- the tower of faith, the Virtuous Paladin!

(break their crown)

dndfeed
4:51a
Eberron Campaign Guide Excerpts: Droaam & Encounter

In today’s Eberron Campaign Guide preview, we take a look at Droaam as well as explore a possible starting point for your Eberron campaign!

(break their crown)

dndfeed
4:51a
Previews for July and Beyond

Sometimes even D&D heroes must long for an extensive rest. A vacation. Time to spend their hard-gotten gains ordering mugs of ale on a foreign beach somewhere. . . .

(break their crown)

dndfeed
4:51a
Exclusively Yours

We're so excited about our D&D Insider exclusive content that we may have been less than perfectly clear about what, exactly, "exclusive" means. Allow us to clarify -- exclusive means it's all ours, baby.

(break their crown)

dndfeed
4:51a
Holidays, Fireworks, and Celebrating D&D

Bill celebrates a D&D 4th of July by sharing some inside facts on the 25th anniversary of Dragonlance (including two draconians with stats and miniatures) and a screen shot of the upcoming Monster Builder!

(break their crown)

apod
4:30a
Genesis Missions Hard Impact

A flying saucer from outer space crash-landed in the Utah desert in 2004 A flying saucer from outer space crash-landed in the Utah desert in 2004



(2 gunslingers | break their crown)

lookingforgroup
12:03a
Looking For Group: Page 267




(break their crown)

applegeeks_rss
12:03a
Issue 528 | Fallen



(break their crown)

xkcd_rss
4:00a
Cutting Edge

I remember trying to log in to the original Command and Conquer servers a year or two back and feeling like I was knocking on the boarded-up gates of a ghost town.

(123 gunslingers | break their crown)


> previous 33 entries
> top of page
LiveJournal.com