Death of the Critic

Violence

Anatomy of a Scene - Dredd

Written by: Tom Blaich

Dredd


Violence can be abrupt, and horrible, and graphic, but at the same time, it can be oddly beautiful. 2012’s
Dredd adds its own take on the action genre through its highly-stylized depiction of violence that is at once horrific yet also strangely beautiful. The titular Dredd is taking along a new recruit onto a mission for her to prove herself before she is otherwise forced out of the judge’s academy. She is our surrogate throughout the film, the naïve lens through which we can start to interpret the horrors that we see.

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Gun Porn - Our Fascination with the Firearm

Written by: Tom Blaich

Guns_Lots_of_Guns


We love guns. Big and small. As long as it goes bang, we want to be able to sit and watch. Guns are ingrained in the American culture and they fill our media to the brim. It is hard to play a game or go to the movie theater without seeing a few of them. It has gotten to the point where the depiction of guns in movie and games crosses the boundary into the real world. You can see it in gunstores across the country, where teenagers stare at racks of rifles and pistols, lusting after the high-tech weaponry like a dog with a bone.

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Violence

Written by: Tom Blaich

DOOM_Head_Rip


It is dark outside and a pair of headphones wrap around my head. I can’t hear my family, but I can see them standing next to me. On screen, I watch as my gloved fingers sink into the top of a demon’s skull and split it in half like an apple. My brother laughs, my mother gasps. I had gotten him
DOOM for Christmas, and he insisted that I try it out on his new TV. My dad used to play the original with us when we were kids until our mom made him stop after one of us got too enthusiastic about the usage of a chainsaw.

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Living Life Down the Barrel of a Gun

Written by: Tom Blaich

DOOM_Factory


For all of the broad range of experiences that games can offer to us, the actual ways in which we are allowed to interact with them is rather limited. Most game screens look remarkably similar from a UI point of view. There is some sort of health bar, possibly a map or objective indicator in one corner, maybe a crosshair in the center of the screen, but invariably, the bottom right corner of the screen is almost always taken up by a gun. There are a few games that don’t follow this, but in the mainstream, first-person games that don’t shove a gun into your hands are the vast minority. And if your hands are filled with a gun, they have a knife, or a sword, or a bow, your weapon is offscreen, waiting to be pulled up with a single button press, aching to strike out at someone.

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