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Author Archives: Mikael Vesavuori
Wrap-up: It’s All Fun and Games Until Someone Blows Their Brains Out
On January 21st, around 9pm GMT +1 time, I closed the very first exhibition of It’s All Fun and Games Until Someone Blows Their Brains Out, feeling that things for once turned out even better than planned. Aside from fairly … Continue reading
Posted in Uncategorized
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2012: Some plans and thoughts
With the new year almost here (in Swedish time), I decided to put some kind of summary together to gather thoughts and inform you about the next steps and dreams. What is now history 2011 was the first whole year … Continue reading
Wrong?: Pre-release postmortem
My workload at Valand has been rather excruciating in the two months that have passed. Most of my focus has been on the exhibition It’s All Fun and Games Until Someone Blows Their Brains Out which is to be shown … Continue reading
Posted in Postmortem, Wrong
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Deus Ex: Human Revolution – Fails humanly, all too humanly.
So, I very recently finished Deus Ex: Human Revolution and felt like putting out a few words about my experience of it. This will, disappointingly, not be a fantastically detailed analysis of epic proportions but I will summarize and touch … Continue reading
Posted in Critical, Musings, Thinking
Tagged critique, deus ex, human revolution, short informal review
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Aesthetics of the battlefield, Part 3: Death, rebirth, identity/class, “optimal life span”
Let’s start with the “stray bullet theory”. The way of dying I acted and reenacted so many times is something that seems to have grown in occurrence in later years. That way is what I call “death by invisible and/or … Continue reading
Posted in Critical, Musings, Theory, Thinking
Tagged aesthetics, battlefield, critical theory, death, game analysis, life, part 3
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Aesthetics of the battlefield, Part 2: Permanence, architecture, history, the other
This time we will direct attention to the places that make up a map and the people who use that land. Let’s start with a retelling of a recent round. I am sorry that the images are not from the … Continue reading
Posted in Critical, Musings, Theory, Thinking
Tagged aesthetics, architecture, battlefield, civilians, part 2, permanence, war
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Aesthetics of the battlefield, Part 1: Distance, maps, optics and the art of spotting
This will be the first in a short series of posts concerning the aesthetics and systems of war as portrayed in Battlefield Bad Company 2. It will be unsimilar to the usual reports and such that I post regularly but, … Continue reading
RIP Propaganda Bureau 1.0, 2009-2011. Comrades, onwards to PB 2.0!
This is most likely the longest post I will post for a very long time. It will likely be a post like that of many on the internet, read by few, and mostly for the continued structuring process of the … Continue reading
Redux, part 2: Don’t Get Raped
Part two of my short series of posts on the redux versions of DGR, Equalizer and Welcome Home turns to DGR today. My redux work is really all about making these the games I envisioned from the start: better, more … Continue reading
Redux Times Three: Equalizer, Don’t Get Raped, Welcome Home getting updated
Something I’ve never been quite happy with is the first version of Equalizer. In retrospect its faults are even more apparent. Equalizer is something that was rushed and much, much less polished than it should have been. Of course, as … Continue reading
Posted in Don't Get Raped, Equalizer, Progress report, Welcome Home
Tagged comparison, dont get raped, equalizer, updates, welcome home
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