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Nerve@SXSW 2006.
Blogging the Roman Orgy of Indie-music Festivals.
Coming Soon!
Coming Soon!
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The Daily Siege
An intimate and provocative look at Siege's life, work and loves.
Kate & Camilla
two best friends pursue business and pleasure in NYC.
Naughty James
The lustful, frantic diary of a young London photographer.
The Nerve Blog-a-log: kid_play
The Nerve Blog-a-log: Super_C
The Nerve Blog-a-log: ILoveYourMom
A bundle of sass who's trying to stop the same mistakes.
The Nerve Blog-a-log: The_Sentimental
Our newest Blog-a-logger.
The Nerve Blog-a-log: Marking_Up
Gay man in the Big Apple, full of apt metaphors and dry wit.
The Nerve Blog-a-log: SJ1000
Naughty and philosophical dispatches from the life of a writer-comedian who loves bathtubs and hates wearing underpants.
The Nerve Video Blog
Deep, deep inside the world of online video.
The Nerve Blog-a-log: charlotte_web
A Demi in search of her Ashton.
The Prowl, with Ryan Pfluger
Nerve @ Cannes Film Festival
May 16 - May 25
ScreenGrab
The Nerve Film Blog
Autumn
A fashionable L.A. photo editor exploring all manner of hyper-sexual girls down south.
The Modern Materialist
Almost everything you want.
The Nerve Blog-a-log: that_darn_cat
A sassy Canadian who will school you at Tetris.
Rose & Olive
Houston neighbors pull back the curtains and expose each other's lives.
The Nerve Blog-a-log: funkybrownchick
The name says it all.
merkley???
A former Mormon goes wild, and shoots nudes, in San Francisco.
chase
The creator of Supercult.com poses his pretty posse.
The Remote Island
Nerve's TV blog.
Brandonland
A California boy capturing beach parties, sunsets and plenty of skin.
61 Frames Per Second
Smarter gaming.
The Nerve Blog-a-log: Charlotte_Web
A Demi in search of her Ashton.
The Nerve Blog-a-log: Zeitgeisty
A Manhattan pip in search of his pipette.
Date Machine
Putting your baggage to good use.

61 Frames Per Second

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  • Love-Hate: In Defense of the Cutscene

    As a follow-up to yesterday's post about the intersection of passive and active media in games, I'd like to defend the humble cutscene, for when used in moderation, cutscenes can enhance the experience of play. The way I see it, Blizzard has mastered the cutscene. They are brief, infrequent, and they pack a wallop. For example, the epic scale of the battles truly comes alive here: 

    Wow! Look how huge that battle cruiser is! Did you see that zergling rush at the end? Here we are given a dramatic representation of what presumably goes on behind the familiar sprites during the game's core play experience. We see the panic in our soldiers' eyes and the callousness of our generals. The film does more than just further the story, it enhances the game. It grants players a sense of empathy by creating an emotional connection. It's much easier to relate to a marine than before, when all we've seen of him is this:

     

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  • It’s What’s On the Inside That Counts: Rise of the Argonauts and the Pressures of HD Development

    Rise of the Argonauts premiered at E3 2007 and in the time since Codemasters debuted its action-RPG – as the title implies, it’s based around Jason’s mythical quest for the Golden Fleece – HD gaming has started to mature. Which is to say, videogames running on high-end systems have started to look absolutely ridiculous. Titles like Naughty Dog’s Uncharted, 2K Boston’s Bioshock (and a number of other games that artfully use the Unreal Engine 3), and, of course, Crytek’s Crysis have set a precedent for game visuals that’s becoming increasingly difficult to live up to. When I sat down with Codemasters to get a look at Rise of the Argonauts, I was disappointed. Not necessarily with the game, as some of the ideas behind its role-playing, such as currying favor with gods to develop a character’s abilities, are very interesting. I was disappointed in myself for recoiling from Rise’s visuals. Why is the character just sort of floating over the ground instead of having his feet naturally deform to the terrain? Why isn’t every grain of dirt perfectly rendered? Where are the character model’s pores? It took a moment for me to step back and realize how ridiculous it was to think like this. Not every game can feature the detail of the best of the best and not every game world needs to function like our own. But it doesn’t change the fact that I’m starting to expect these things from every game and I’d bet I’m not the only one.

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  • Where is The City of Metronome?



    Back in 2005, Swedish developer Tarsier came to E3 with a big game they’d been cooking up called The City of Metronome. Metronome, even three years later, remains a visual feast, its faceless characters, early 20th century fashion, and twisting cityscape sitting somewhere between Edward Gorey and Pixar, Ralph Bakshi and Alex Proyas’ Dark City. Tarsier had also created an exciting foundation for play in Metronome; every action was based around sound. A player could control the city’s citizens, alter architecture, and even fight using sounds recorded in the game. And recording wasn’t just a clever twist on item collection either, as the player could create their own noise to record by interacting with the world (breaking glass, having a conversation, etc.) Few games in the past five years have been as conceptually exciting or strange as Metronome.

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  • Bringing Sexy Back: Susan O’Connor

    Back in the day, Nerve had a motto: Good writing is sexy. In the past ten years, as Nerve’s grown out of its spunky, firebrand early days and into its current incarnation as a mature, established purveyor of cultural commentary, the motto has disappeared from the magazine. But it lives on in everything we do. Good writing being sexy is a belief we cannot shake, a universal truth that colors all of our endeavors, and it’s at the heart of 61 Frames Per Second.

    Painful as it is to say, good writing is still rare in games. Dialogue, expository text, all writing really, takes a backseat to the creation of every other asset in a game. Hell, in some cases, I’ve seen promotional materials better written than the game they’re humping (I’m looking at you Metroid Prime 3. Suburban Commando called, it wants its dialogue back.) That’s why Susan O’Connor is sexy. Recently named one of the most important women in games, the fact of the matter is that O’Connor is one of the most important people working in games, period.

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  • Games to Film: Et Tu, Bioshock?



    I had a peculiar experience shortly after turning thirteen years-old. My uncle Bob was the epitome of class and cool in my mind. He lived in New York City with his artist boyfriend and knew about a world of culture that I only had the vaguest ideas about. As a birthday treat, Bob offered to take me to what would be my first Broadway show, a performance of Show Boat. As we drove into the city though, I was increasingly perturbed by the signs plastered all over town for Big: The Musical. What the hell was the point of that? Big was perfectly fine as a movie! I couldn’t conceive of a single reason why this perfectly charming story needed inexplicable dance numbers crammed into it. Ever since, I’ve been very much at odds with adapting works of art to other formats. It is, by and large, a pointless endeavor with rare positive results.

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  • about the blogger

    John Constantine, our superhero, was raised by birds and then attended Penn State University. He is currently working on a novel about a fictional city that exists only in his mind. John has an astonishingly extensive knowledge of Scientology. Ultimately he would like to learn how to effectively use his brain. He continues to keep Wu-Tang's secret to himself.

    Peter Smith is like the lead character of Irwin Shaw's The 80-Yard Run, except less athletic. He considers himself very lucky to have this job. But it's a little premature to take "jack-off of all trades" off his resume. Besides writing, travelling, and painting houses, Pete plays guitar in a Led Zeppelin/Talking Heads/Police/Replacements-covering power trio called Shovel, and will gladly rock your world if you so desire.

    Cole Stryker is an American freelance writer living in York, England, where he resides with his archeologist wife. He writes for a travel company by day and argues about pop culture on the internet by night. Find him writing regularly here and here.

    Derrick Sanskrit is a self-professed geek in a variety of fields including typography, graphic design, comic books, music and cartoons. As a professional hipster graphic designer, his recent clients have included Nerve, Pitchfork and MoCCA, among others.

    Amber Ahlborn - artist, writer, gamer and DigiPen survivor, she maintains a day job as a graphic artist. By night Amber moonlights as a professional Metroid Fanatic and keeps a metal suit in the closet just in case. Has lived in the state of Washington and insists that it really doesn't rain as much as everyone says it does.

    Nadia Oxford is a housekeeping robot who was refurbished into a warrior when the world's need for justice was great. Now that the galaxy is at peace (give or take a conflict here or there), she works as a freelance writer for various sites and magazines. Based in Toronto, Nadia's prized possession is a certificate from the Ministry of Health declaring her tick and rabies-free.

    Bob Mackey is a grad student, writer, and cyborg, who uses the powerful girl-repelling nanomachines mad science grafted onto his body to allocate time towards interests of the nerd persuasion. He believes that complaining about things on the Internet is akin to the fine art of wine tasting, but with more spitting into buckets.

    Send tips to 61fps@nerve.com