You would see an object, but there was no contextual
story around that object.
Not exact matches
As you tell the
story, you'll pass
around each box, and let the kids reach in to feel the «creepy»
object.
Your routine can include rocking, singing, a bath, a bedtime
story, cuddling with a transitional
object (such as a soft blanket or stuffed animal), being carried
around the house and saying goodnight to each room — whatever makes sense for your family.
Here the acting is wooden (puppet wooden), lines spoken too fast (as if to emphasize their meaninglessness), the child characters generally acting like adults, adults acting like children, all running
around in a simple
story, but even more, after awhile, you realize it is about a bunch sets and
objects that look like a kid's dreams of military heroism and futile activities carried out in an oddly precise manner.
You can precisely place and move these
objects around the viewer, including above and below, to create a complete audio environment with discrete sounds that perfectly follow the onscreen
story and fully immerse the viewer in a more realistic, more visceral, and more emotive experience.
Our objective for most of the
story missions, which are usually short, revolve
around running on the world map from point A to B, while occasionally stopping on the way to fulfill
objects.
Structured
around the
objects being returned after a breakup, this girl - meets - boy
story rises far above par due to Handler's deft depiction of the couple's alternately gushing and halting emotions.
The
story is told from Min's perspective, a bittersweet diatribe of their breakup arranged
around objects, which are artfully depicted in Kalman's full - color paintings.
It was just
around lunchtime, so the
story goes, when Stefan Michalak saw several unusual silver
objects cross the sky in Manitoba's Whiteshell Provincial Park.
Walking through the forested landscape leading up to the house, back
story and several plot points are introduced as players look
around and examine different
objects.
Quick Time Events are how the combat is dictated, you walk
around examining
objects and talking with people to advance the
story along, and you have only a limited amount of time to make dialogue decisions when speaking with others.
The rest of the trophy list centres
around achieving and unlocking pretty much everything the game has to offer, although there are some easier trophies such as The Force, It's Calling To You bronze trophy for collecting a certain amount of studs in any given level which can be achieved by breaking the majority of the
objects you find in the surrounding environments and destroying enemies in the first
story mission.
His debut game, the ball - rolling extravaganza Katamari Damacy, where the player rolls
objects into an ever - increasing clump, has enthralled experienced and novice gamers alike all
around the world with its addictively simple gameplay, its weird back
story, and one of the more infectious soundtracks in video game history.
The game has
around 70
story missions, and then there's the Strangers & Freaks missions, some of which unlock various
objects for you to find in the city and the countryside, with the potential for the game to last you upwards of 30 hours.
Because unless businesses and brands get their head
around the Social
Object concept, their marketing will fail, end of
story.
Yet perhaps the most compelling
story to be told about the artwork centers on the material life of the
object itself, a narrative that includes Rauschenberg tussling with the implications of his own evolving artistic strategies in a significant reworking of the piece
around 1955.
Instead of being fascinated by Zittel's personal
story, we see our own shifting relationship between the use
object and the art
object; our unique need and obsession
around each; our relationship to genuinely significant value structures and the shift and slippage when use
objects become art
objects.
They use
objects that they find, what they see
around them, and experiences they have to tell
stories with their artwork so that their meaningfulness is never lost.
With art and brands, aren't we just buying the
story / meaning
around the
object?
It is built
around the awareness that each
object holds a wealth of additional meaning and that there is always a multi-layered
story behind it.
Taking her cue from Edgar Allan Poe's short
story «The Gold Bug,» in which a man is believed to have been bitten by a mysterious golden insect that in fact helps him find buried treasure, the artist embarked on what she terms «drifts,» a means of collecting
objects from
around New York while «deconstructing habits of experience and discovering an area or a city.»
Having recently returned from an artist residency in Finland along with Paul Senyol, Durban artist Wesley van Eeden and Hope Project present «BROADCASTS» - A series of paintings and illustrations on found
objects, translated from
stories by people
around the world who Wesley has interviewed.
Saar taps the symbolic richness of found
objects, reusing cast iron frying pans as ideally - sized surfaces for portraits — the pans» «seasoning» (the aromatic patina that builds up after frying stuff) becoming part of the
object's
story, focused
around domestic labor.
It was just
around lunchtime, so the
story goes, when Stefan Michalak saw several unusual silver
objects cross the sky in Manitoba's Whiteshell Provincial Park.