Not exact matches
From the magic lantern - style innovation of his sculpture installation Six Men Getting Sick to the fixed camera placements of The Alphabet to the rudimentary
narrative of The Grandmother (whose heavy's freakishly accentuated jawline transforms his countenance into that of a snarling villain in the «Perils of Pauline»
mode) to, finally, the total aesthetic compromise of the shot - on - video The Amputee, the first few entries contained on «The Short Films of David Lynch» imply that there is only one destiny for the medium, whether its evolution is spread out
over a century or concentrated in the time it takes for an artist to develop a conscience.
Her fantastic work on the Tomb Raider reboots are obviously her standout credits, but it was great to see what lessons she learned from her more challenging writing experiences when she was a «
narrative paramedic» on projects and how she's pushed to new
modes of working
over the years.
The game does have an online campaign
mode which is a meaty chunk of
narrative served
over a series the game's multiplayer maps.
The Story
mode does do one weird thing, where some
narrative portions are rendered with in - game graphics but then suddenly switch to a slideshow of the anime with voice -
over, going so far as to even include a side quest that is literally just watching a slideshow.
That
mode is so monotonous and soulless — from its endless use of the same enemies
over and
over again, to its trite and tired
narrative — that it drew my attention to just how fatigued this entire franchise is feeling with multiple releases every year.
The
narrative is an important aspect of this series and each of your choices
over the course of the game affects the rest of your experience in an open - ended story -
mode that requires strategic decisions on the battlefield but also outside.
-- «Competitive Rankings and Matchmaking for Our Games» by Nick Gaulin — «Bringing Day of Infamy's Characters to Life» by Gabriel Fronza — «Pushing Our Cinematic and
Narrative Capabilities» by Andrew Spearin — «Day of Infamy's Level Design and Multiplayer Game
Modes» by Jeroen van Werkhoven — «Day of Infamy's New AI and SP / Coop
Modes» by James - Lea Baran — «Improved Menu Design Workflow with Coherent GT» by Stephen Swires — «Voice
Over and Writing in Day of Infamy» by Michael Tsarouhas
The content of her work meanwhile questions conventional
modes of filmmaking: linear
narrative is passed
over for a circular approach, and recurrent themes — investigations of time, duration, and the act of seeing — favor visual explorations instead of traditional representation.
I've taught a lot of books: I taught Northrop Frye, who is good because he classifies
narratives in terms of the protagonist's control
over the environment, so you start in the heroic
mode where the protagonist has total control and you end up in the ironic
mode where the protagonist turns into a beetle.
The earnest «reflexivity» of the narration, which constantly draws attention to its
modes of discourse; the smug female voice -
over artist, who bizarrely mispronounces the numerous French words; the use of another medium — in this case dance — to create a kind of abstract demonstration of the film's content — these things all hark weirdly back to the «materialist» theory that influenced art school teaching in the Nineties, and further back to the frequently soul - destroying «deconstructed
narrative» cinema of the late Seventies and early Eighties.