Showing posts with label fashion. Show all posts
Showing posts with label fashion. Show all posts
Thursday, March 13, 2014
Blips: Conference Chic
Source: How to Be Visibly Femme in the Games Industry
Author: Maddy Myers
Site: Paste
So there's a big video game conference coming up –what are you going to wear? There aren't great official standards place for many of these sorts of events (for better or worse), so it's up to you to figure this out for yourself. Maddy Myers just posted an article on Paste where she recounts what it's like to attend these types of events as a woman in an overwhelmingly male-dominated environment and how clothing selection plays such a profound role in how seriously you're taken by your peers. Jeans and t-shirts are considered "professional" attire (or "professionally casual," really), a notion that feels unique to the game industry –a concept born of the programmer man-cave perhaps. In contrast, to appear "cute" is to be disempowered, and unfortunately there's a lot of truth in that, which, as Myers explains, makes for an uphill battle for a woman of short stature in a crowd of dudes. Myers story is deeply personal and touching. She talks about how she's felt pressured to dress like "one of the guys," despite more recent inclinations to don more femme attire. Please give the whole story a read; you might even learn a bit about certain fashion trends along the way (I did).
Monday, October 14, 2013
Blips: Gamer Chic
Source: Prêt-à-Jouer and Videogame Couture
Author: Nathan Altice
Site: Metopal
Video games and fashion might seem like oil and water, but they actually have a lot in common, especially when it comes to the cyclical nature in which they function as industries. This was the premise of Nathan Altice's presentation at this year's No Show Conference, and it's an idea that has a lot of merit. Games, and in turn games writing, focus on the cinematic elements of games, operating from the correlation of games as interactive moving pictures. It's true that games and movies have been sharing an increasingly common DNA since the advent of polygonal characters and environments, but these film-like touches tend to overshadow other correlations and dominate the conversation. Consider that both games and fashion operate on seasonal cycles based around 3 major press events, and both have a tenuous outsider status in the art world.
Altice even refuted the one argument I was going to make against his analogy toward the end of his piece: that there is no gaming couture. This is acknowledged though, and using personal games as a substitute does fit on a certain level (games not meant for wide distribution with the distinct traces of an individual auteurist (there's that film language again!) hand). However, framing games and fashion in respect to capital, it's worth noting that even the most technologically advanced new games rarely cost beyond $60 unless they come with accessories. Then again, you can't play games without a console or a PC, both of which are definitely in the range of luxury items, but then the metaphor starts to get a bit muddy.
While I think that speaking about games through the language of fashion sounds incredibly refreshing, it does require a certain level of familiarity with fashion to pull it off, one which I don't think most game designers and writers possess. Film is a much more natural parallel in this regard due to the high rate of nerd culture crossover. The exchange of ideas between film and games is obvious and explicit, and to read into fashion in games is to interpret subtexts. I'm not saying this can't change, because it certainly sounds cool, but it would definitely take a collective effort from a lot of different people.
This isn't entirely dissimilar from my approach to games through art. In fact, I use this angle to pitch myself as having a unique perspective on games at a time when we're seeing them pop up in museums more often. Few people in the video game industry seem to know the language of art, the history of art, or the contemporary dialogues of the art world, and if they do, they're not framing what they have to say through this context or other voices are drowning them out by hierarchy or sheer volume. I have to imagine it's a similar situation with fashion, and part of me thinks it just comes down to having a limited amount of time and energy to invest in different fields of interest. I might not ever be the person who writes about games from a fashion perspective, but I'd definitely love to hear from someone else who knows what they're talking about.
Wednesday, March 27, 2013
Half-Tucked: Uncharted: Drake's Fortune (PS3) Review
Nothing dates a game quicker than its alignment with a fashion trend. Enter the half-tuck, a clothing statement brought to the mainstream by action hero protagonist, Nathan Drake in 2007 for his debut in Uncharted: Drake's Fortune (UDF). What exactly is the half-tuck? It's when you tuck in about half of your shirt, starting front and center, and continuing to tuck about 3/4 of the way back on one side. The rest of the shirt hangs loose. Nathan Drake wears a plain ol' grey long sleeve T-shirt in UDF, but the look can also be accomplished with a button-up for a more pronounced contrast between tucked and untucked.
The problem with the half-tuck is that it's an inherently conflicted fashion statement. It's a style that is visibly and hopelessly contrived, like sculpting your hair to look like you have "bed-head." You want to appear like you don't care about your appearance, but obviously you care a whole lot. The half-tuck is a signature of UDF, but it's also metaphor for the game's aspirations and shortcomings.
What are you supposed to think when you see someone sporting a half-tuck? Perhaps that even though they don't have time for fashion, they can still be fashionable. The half-tuck implies dressing with nonchalance or in a great hurry. They would have tucked their shirt in all the way if they simply had the time, but they don't and dammit they have more important things to worry about! Maybe they were even interrupted in the act of tucking and were so preoccupied that they never got around to finishing the task.
This is the dream back-story of the half-tucker, but in reality you're envisioning a desperate individual in front of a mirror delicately pinching tufts of fabric around their waistline, failing, and starting the process all over again, until reaching just the right aesthetic to illustrate the unspoken tall-tale. It's either that or it looks like the individual is just really bad at shirt tucking. Not helping matters is the half-tuck's frat-boy association as a cousin to the much maligned collar pop of the mid-00s.
The thing is, Nathan Drake, and the whole of UDF sort of pulls off the half-tuck, but not without revealing the artifice behind it. UDF is a gorgeous game, rendering ocean ripples, jungle foliage, and crumbling stonework in exquisite, realistic detail. Drake himself is a handsome guy, believable both as an adventurer and action movie star. There's a cocky swagger to the half-tuck that sets out to deflect focus from the contrivance of the situation. The pretty visuals and captivating character performances are essentially UDF's big, shiny belt buckle, doing their part to sell the whole ensemble. If the game wasn't otherwise so chock full of enemy bullet sponges and prescribed arenas it might have had me. Drake realizes and embodies the "interrupted" half-tuck fantasy as the whole game revolves around dudes with guns surprising him when he's going about his treasure hunting business. While this duality of activities suits Drake quite well as a character, as an interactive experience UDF feels torn between wanting to be a film and a game.
Surprisingly UDF actually has more problems being a game than it does a movie. The blockbuster action flicks that UDF tries to evoke (most obviously the Indiana Jones series) are delivered to viewers with a snappy pace and constant forward progress. The old 7-second shot length standards for film were brought to the fore in blockbusters to ensure that the film was holding viewers' attention, constantly offering fresh angles and scenes. Through UDF's cutscenes and more directed, narrowly focused adventuring bits, it possesses that blockbuster energy. However, when most firefights break out, that momentum slows to a crawl or stops entirely, like an ill-conceived long-take in desperate need of an editor.
Nathan Drake and that whole of UDF is in the constant state of interruption, and not to its benefit. While the incredible body count Drake racks up is truly preposterous and at odds with his archaeologist chops and nice-guy demeanor, gunfights also bog the gameplay flow down, like the game is stretching to fill time. There are a couple sequences where you navigate narrow waterways on a jet-ski as foot soldiers fire upon you and floating explosive barrels that line your path. Conventional action movie logic says that jet-skis should go fast, and if you can take out some key barrels and enemies on your way from point A to B, then you've got a potentially thrilling scene on your hands. The problem is that you'll die and restart the sequence from the beginning if you try to run n' gun it. In order to best the gauntlet, you have to treat the area like a stealth sequence, edging your way around corners, taking out nearly every shooter and barrel from a distance before treading out into open water. It's the wrong kind of nonsense.
The jet-ski areas are the most extreme example of the failed logic behind UDF's pacing, but this approach is apparent in nearly every instance where you enter a room full of waist-high barriers. The level design itself is actually quite inventive in most cases, but third-person shooting, when dialed to the repetitive settings of UDF, in incongruous with the cadence the game is otherwise going for. Is Nathan Drake an everyman or a super-soldier? Depending on which part of the game you're playing, either could be correct, but never both at once. You see where I'm going with this?
In fact, Drake's half-tuck is perfect, too perfect. It remains in immaculate order throughout the entire game despite numerous climbing and jumping sequences that would surely untuck a lesser man's garment. Over time, the half-tuck becomes more of a running motif than a simple costume accessory. At every vault, splash, and shimmy, the half-tuck defies the laws of physics and remains in place, an unflinching facade. While that dedication is something a script supervisor could be very proud of, it's all too telling of UDF's style-over-substance approach to game design. On occasion, exceptional style can be enough to go on, but with UDF, we're not talking about high-concept fashion. We're talking about the half-tuck.
The problem with the half-tuck is that it's an inherently conflicted fashion statement. It's a style that is visibly and hopelessly contrived, like sculpting your hair to look like you have "bed-head." You want to appear like you don't care about your appearance, but obviously you care a whole lot. The half-tuck is a signature of UDF, but it's also metaphor for the game's aspirations and shortcomings.
What are you supposed to think when you see someone sporting a half-tuck? Perhaps that even though they don't have time for fashion, they can still be fashionable. The half-tuck implies dressing with nonchalance or in a great hurry. They would have tucked their shirt in all the way if they simply had the time, but they don't and dammit they have more important things to worry about! Maybe they were even interrupted in the act of tucking and were so preoccupied that they never got around to finishing the task.
This is the dream back-story of the half-tucker, but in reality you're envisioning a desperate individual in front of a mirror delicately pinching tufts of fabric around their waistline, failing, and starting the process all over again, until reaching just the right aesthetic to illustrate the unspoken tall-tale. It's either that or it looks like the individual is just really bad at shirt tucking. Not helping matters is the half-tuck's frat-boy association as a cousin to the much maligned collar pop of the mid-00s.
The thing is, Nathan Drake, and the whole of UDF sort of pulls off the half-tuck, but not without revealing the artifice behind it. UDF is a gorgeous game, rendering ocean ripples, jungle foliage, and crumbling stonework in exquisite, realistic detail. Drake himself is a handsome guy, believable both as an adventurer and action movie star. There's a cocky swagger to the half-tuck that sets out to deflect focus from the contrivance of the situation. The pretty visuals and captivating character performances are essentially UDF's big, shiny belt buckle, doing their part to sell the whole ensemble. If the game wasn't otherwise so chock full of enemy bullet sponges and prescribed arenas it might have had me. Drake realizes and embodies the "interrupted" half-tuck fantasy as the whole game revolves around dudes with guns surprising him when he's going about his treasure hunting business. While this duality of activities suits Drake quite well as a character, as an interactive experience UDF feels torn between wanting to be a film and a game.
Surprisingly UDF actually has more problems being a game than it does a movie. The blockbuster action flicks that UDF tries to evoke (most obviously the Indiana Jones series) are delivered to viewers with a snappy pace and constant forward progress. The old 7-second shot length standards for film were brought to the fore in blockbusters to ensure that the film was holding viewers' attention, constantly offering fresh angles and scenes. Through UDF's cutscenes and more directed, narrowly focused adventuring bits, it possesses that blockbuster energy. However, when most firefights break out, that momentum slows to a crawl or stops entirely, like an ill-conceived long-take in desperate need of an editor.
Nathan Drake and that whole of UDF is in the constant state of interruption, and not to its benefit. While the incredible body count Drake racks up is truly preposterous and at odds with his archaeologist chops and nice-guy demeanor, gunfights also bog the gameplay flow down, like the game is stretching to fill time. There are a couple sequences where you navigate narrow waterways on a jet-ski as foot soldiers fire upon you and floating explosive barrels that line your path. Conventional action movie logic says that jet-skis should go fast, and if you can take out some key barrels and enemies on your way from point A to B, then you've got a potentially thrilling scene on your hands. The problem is that you'll die and restart the sequence from the beginning if you try to run n' gun it. In order to best the gauntlet, you have to treat the area like a stealth sequence, edging your way around corners, taking out nearly every shooter and barrel from a distance before treading out into open water. It's the wrong kind of nonsense.
The jet-ski areas are the most extreme example of the failed logic behind UDF's pacing, but this approach is apparent in nearly every instance where you enter a room full of waist-high barriers. The level design itself is actually quite inventive in most cases, but third-person shooting, when dialed to the repetitive settings of UDF, in incongruous with the cadence the game is otherwise going for. Is Nathan Drake an everyman or a super-soldier? Depending on which part of the game you're playing, either could be correct, but never both at once. You see where I'm going with this?
In fact, Drake's half-tuck is perfect, too perfect. It remains in immaculate order throughout the entire game despite numerous climbing and jumping sequences that would surely untuck a lesser man's garment. Over time, the half-tuck becomes more of a running motif than a simple costume accessory. At every vault, splash, and shimmy, the half-tuck defies the laws of physics and remains in place, an unflinching facade. While that dedication is something a script supervisor could be very proud of, it's all too telling of UDF's style-over-substance approach to game design. On occasion, exceptional style can be enough to go on, but with UDF, we're not talking about high-concept fashion. We're talking about the half-tuck.
Subscribe to:
Posts (Atom)