Mike Jones Digital Basin
cinematic media rinse cycle


« August 2007 »
SunMonTueWedThuFriSat
   
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
25
 
       
Today

Blogroll

Newsfeeds

Controls

 
Wednesday Aug 29, 2007
 

'Bioshock' : Architecture as cinema.

I've written many times about the re-thinking of cinematic composition being pressed upon us from a range of techno-aesthetic shifts: 3D graphics, the virtual camera, surround sound and of course gaming. After a spate of intensely mediocre game experiences of late the world is once again set to rights with Bioshock. Of course I could wax lyrical for days about the glorious textures and tones, exquisite sound design, great voice acting and indeed a great and superbly written story (not to mention perfectly envisioned blood splatters). But what really has me singing from the rooftops in this game is the superlative use of spatial composition, landscape architecture as a macro-mise en scene (or as I have termed in other essays and posts, the mise-en-space). Bioshock is a game as cinematic if not more so than any exulted in the world of movies rivalling for style, form and visual autuership Blade Runner, Apocalypse now and Metropolis. And yet it constructs this cinematic experience through the composition of architectural space above and beyond the singular frame. As with any great work of architecture the freedom to look anywhere is curtailed by a finely and carefully crafted set of vistas where the designer continually prompts the viewer/player to be positioned and to gaze at features, views and 'frames' specifically arranged for specific visual impact and narrative engagement. Inserted below is the first 5 minutes of the game and whilst as a player I am in control of my views and actions I am none the less compelled into engaging the composition of the space itself.




 
 
 


Controls