Joanne McNeil
Since 2010
Works in Brooklyn United States of America

writer (Los Angeles Times, Wired UK, Frieze, etc) // former editor of

Jane Pinckard on Tetsuya Mizuguchi's Rez and Children of Eden

Children of Eden
Jane Pinckard writes about Tetsuya Mizuguchi's Dreamcast and PlayStation 2 game Rez:

There have been other game designs since that have stimulated those emotionally-charged pleasure centers-–Rock Band comes to mind-–but Rez remains unique in its ambition to create synesthesia as a playable experience. It was the first mainstream art game (and it wasn't that mainstream, as it turned out.) The creators of the game moved on to other things, the studio was merged with other corporate units, and that was that...the game was by no means a hit when it was released. It was recognized by a small circle of aficionados as something quirky, beautiful, and different. In the years since, Rez has captured more mindshare; partly because more people accept the idea of art games, partly because maybe it just took that long for people to discover it and play it. By 2008 there was enough of a movement to convince Microsoft to release Rez HD as a downloadable game for the Xbox 360. It got rave reviews from game critics, but, seriously, it was the exact same game, redone graphically to look pretty in HD. It was the same game, so you didn't get to relive that moment of intense anticipation and discovery of playing it for the first time.


Pinckard says Children of Eden, released this month for Kinect, was the game she "waited a decade" to play:

I played it for the first time at a friend's house, after a day of barbecue in the sun, accompanied by several excellent glasses of wine. He insisted I put on the headphones. I lifted my right hand to begin. And then I was suddenly falling upward through a liquid field of stars. I don't really know how else to describe it. It was exhilarating, because for the first time in a very long time I felt again that excitement of experiencing something utterly new and strange and beautiful. I started dancing subtly to the beat as I played without even really realizing it.

Children of Eden

In Praise of the Sci-Fi Corridor

Corridors make science-fiction believable, because they're so utilitarian by nature - really they're just a conduit to get from one (often overblown) set to another. So if any thought or love is put into one, if the production designer is smart enough to realise that corridors are the foundation on which larger sets are 'sold' to viewers - Martin Anderson

via Autodespair

Proun, an abstract indie 3D racing game

Proun is an abstract indie 3D racing game by Joost van Dongen (who named the game after El Lissitzky, and points to Kandinsky, and Mondrian as other inspiration.

Weekend Clicking

Adrien Missika, All sunset postcards available in Hawaii, (2011) Adrien Missika. via VVORK
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  • Questions Remain After Ai Weiwei's Release (Hyperallergic)
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  • Findr: Jacob Gaboury and Todd Shalom are using Grindr as a psychogeography research tool over Gay Pride Weekend. Interview on the project. It's not that we're rehabilitating a potentially problematic technology, it's that we are using the technology to find new ways to interact and create a shared, networked physical space. We're hoping to create new forms of contact between anonymous strangers, and in so doing create new ways of navigating the city.
  • Summer 2011 issue of Afterall themed around "the act of mapping, the land and locality."
  • 2011 Frieze Projects announced: The artists commissioned to create site-specific works for Frieze Art Fair 2011 are ...
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