In the last decade, we have “enjoyed” an onslaught of new Star Wars media. As tempting as it is to try to summarize this new era of Star Wars with a blanket critical statement, it’s challenging to actually do so. Some new Star Wars adventures have been excellent, some have been forgettable, and some have been shockingly bad. Of course, few can ever seem to agree on which adventures are which.
However, I think the one thing that unites so many recent Star Wars stories is “nostalgia.” From the moment the first Force Awakens trailer was released, it became clear that our memories of Star Wars were now hard currency. That’s been true of many post-original trilogy releases to some degree, but this era is a bit different.
There was always an understanding that many of us harbored at least some positive feelings toward the Star Wars franchise.
However, I think the one thing that unites so many recent Star Wars stories is “nostalgia.” From the moment the first Force Awakens trailer was released, it became clear that our memories of Star Wars were now hard currency. That’s been true of many post-original trilogy releases to some degree, but this era is a bit different.
There was always an understanding that many of us harbored at least some positive feelings toward the Star Wars franchise.
- 5/1/2023
- by Matthew Byrd
- Den of Geek
Star Wars Jedi: Survivor is shaping up to be a phenomenal game and that rare kind of sequel that makes its already great predecessor feel outdated by comparison. Specifically, Survivor‘s larger environments offer opportunities that Jedi: Fallen Order simply did not. Then again, many fans and critics of Fallen Order previously said that they believed that game would have greatly benefited from larger environments and more activities. In some ways, Surivor‘s design is simply addressing those requests.
However, while Survivor is a much more open game than Fallen Order, it is certainly not an open-world title in the modern sense of that phrase. It’s closer to an expanded version of the Metroidvania/Soulslike exploration elements that helped define the Fallen Order experience. Of course, that news may disappoint some who simply wanted Fallen Order to be an open-world Star Wars game.
Well, the Survivor team seems to...
However, while Survivor is a much more open game than Fallen Order, it is certainly not an open-world title in the modern sense of that phrase. It’s closer to an expanded version of the Metroidvania/Soulslike exploration elements that helped define the Fallen Order experience. Of course, that news may disappoint some who simply wanted Fallen Order to be an open-world Star Wars game.
Well, the Survivor team seems to...
- 4/10/2023
- by Matthew Byrd
- Den of Geek
The long take — a sequence shot in one unbroken camera move — isn’t easy to pull off. Many films are remembered for such virtuosity. Think Alfred Hitchcock’s “Rope,” which appears as one continuous take; the Battle of Dunkirk shot in the middle of Joe Wright’s “Atonement”; and the 17-minute unbroken visual at the beginning of Alfonso Cuarón’s “Gravity.”
This year we can add a video game to that pantheon: The latest iteration of “God of War,” directed by Corly Barlog and shot by cinematographer Dori Arazi. The Sony Interactive Entertainment game, developed by Santa Monica Studio and released for the Playstation 4 console, is the eighth chapter of the action-adventure franchise that debuted in 2005.
“God of War” is made up of 100 long takes, totaling 25 to 35 hours of game play. “I had the strong instinct that not having a cut, especially as the game was played over time, would create a sense of immediacy,...
This year we can add a video game to that pantheon: The latest iteration of “God of War,” directed by Corly Barlog and shot by cinematographer Dori Arazi. The Sony Interactive Entertainment game, developed by Santa Monica Studio and released for the Playstation 4 console, is the eighth chapter of the action-adventure franchise that debuted in 2005.
“God of War” is made up of 100 long takes, totaling 25 to 35 hours of game play. “I had the strong instinct that not having a cut, especially as the game was played over time, would create a sense of immediacy,...
- 5/25/2018
- by Debra Kaufman
- Variety Film + TV
At its heart, “God of War” is the story of a journey, an odyssey undertaken by father and son in the face of incredible odds. It’s a game with an incredible story, and one that’s masterfully told, but it’s not a “story game” that sacrifices gameplay for narrative. Its an important distinction, and one that’s supported by a novel one-shot camera that never wavers or cuts, regardless of whether we’re in a quiet scene of Kratos and his son interacting or a bombastic action sequence where gods and giants clash.
For the ninth game in a franchise, “God of War” is remarkably pioneering. While many games treat the ephemeral nature of the camera in games as one of the medium’s strengths, allowing them to do things with it that would be impossible in film, “God of War” treats it like a physical object. The...
For the ninth game in a franchise, “God of War” is remarkably pioneering. While many games treat the ephemeral nature of the camera in games as one of the medium’s strengths, allowing them to do things with it that would be impossible in film, “God of War” treats it like a physical object. The...
- 5/1/2018
- by Brian Crecente
- Variety Film + TV
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