January 5, 2010

Pocatar

(found here, via Laremy)

comments

  1. I’ve Heard This Before « this is probably an interesting blog (but it might not be…) on January 5th, 2010 at 2:51 pm

    [...] (Clusterflock) [...]

  2. Andrew Simone on January 5th, 2010 at 3:07 pm

    Exactly.

  3. Andrew Simone on January 5th, 2010 at 3:08 pm

    Also, you MUST see it in 3D.

  4. Kelsey Parker on January 5th, 2010 at 3:50 pm

    Shh! I haven’t seen it yet!

  5. Kelsey Parker on January 5th, 2010 at 3:51 pm

    Although, really, this is exactly what I expect.

  6. Rick Neece on January 5th, 2010 at 5:29 pm

    It was astonishing to watch. Lush and beautiful. The movement and energy. I said this before it was a couple hours after seeing it, it shifted in my mind. I said something like “as real as the CG seemed in the moment, in memory, the animation is as if “painted.” I will see it again, though I may wait for the DVD release.

  7. Kári on January 5th, 2010 at 5:53 pm

    The story is a sad one, told many times.
    [...]
    How the west was won and where it got us

  8. Pocatar (via clusterflock) at CraigGrocott.com on January 6th, 2010 at 12:52 pm

    [...] Pocatar (via clusterflock): [...]

  9. Avatar and the Hyperreal : clusterflock on January 6th, 2010 at 5:09 pm

    [...] Avatar’s story may be terrible, but the technology behind it is not: As anyone plugged into the matrix will know, Avatar is an event film for reason of the boundary-pushing technology that powers its spectacle. The technology I refer to is not so much the 3D aspect (the use of which has existed since the 1950s, though perhaps never as spectacularly, or as integrated into the bone of the narrative, as it is used in Cameron’s film); rather, it is the innovative virtual camera system that Cameron developed for the manipulation of live-action within a hybrid CGI world which has dramatically upped the standards for film and camera technologies. Virtual camera technology is one unknown to most filmmakers because it has been mainly used to design video game environments in popular games like the Resident Evil series or the immersion-heavy Bioshock. Resident Evil is one such game that, to my mind, was greatly responsible for demolishing the old and ordinary standards of horror cinema. I can think of no horror film this past decade which consistently delivered such purely cinematic feats of terror as those that arise in the Resident Evil games. To the cineaste, such a statement will undoubtedly arouse indignation: video game art should not seriously be compared to film art, should it? [...]

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