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INTERVIEW: AARON A. REED DISCUSSES “50 YEARS OF TEXT GAMES”

Like the earliest examples of books and film, the earliest computer games were defined by the limits of their technology. Games such as Tennis for Two (eventually re-envisioned as Pong) and Spacewar! used monochrome sprites that could be modulated via console-style controls; when graphics had to make the jump to home-based consoles, they became blocky and pixelated, recognizable only by the game’s title and box art. 

John Peck
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INTERVIEW: JAMES J. CONWAY OF RIXDORF EDITIONS

FOUNDED IN BERLIN in 2017, Rixdorf Editions is an independent press dedicated to publishing neglected German texts of the late 19th and early 20th century in new English translations. In focusing on previously untranslated works of the pre-Weimar “Wilhelmine” era, the press sheds light on a literary era that is often overlooked, despite having produced writing as startlingly creative and groundbreaking – if not more so – than the more famous movements that would follow.

John Peck
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TOSHI OMAGARI DISCUSSES “ARCADE GAME TYPOGRAPHY”

IN-GAME TYPOGRAPHY of the arcade age played a role similar to that of neon signs in decades prior: to grab the attention of passersby, define brands and products, and above all make a unique aesthetic statement within the limits of its technology. Arcade games had to not only stand out in dark rooms and corridors, they had to compete side-by-side against other games, and along with eye-catching cabinet designs and sound blaring through speakers, a game’s onscreen display – called “attract mode” – was its primary means of drawing in paying customers. Typography played an essential role in drawing in players and convincing them to spend that first quarter – and after they had done so, in displaying essential information, providing encouragement, and keeping score. For those with enough skills, the experience of entering one’s initials on a semi-permanent High Score screen provided the ultimate type-based endorphin rush.

John Peck
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INTERVIEW: KONSTANTINOS DIMOPOULOS DISCUSSES “VIRTUAL CITIES”

IN THE ERA before the world was fully mapped onto its current grid, creators of atlases had creative license to fill in gaps in the collective knowledge however they saw fit, with sensationalized descriptions of new lands, people, and creatures being the norm rather than the exception. With every corner of the world mapped and measured, what atlases and travel writing have gained in knowledge and accuracy they have lost, at least to some degree, in wonder and creativity.

John Peck
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INTERVIEW: DARMON RICHTER

CHERNOBYL: A STALKER’S GUIDE, new from Darmon Richter and FUEL Publishing, is an impressive hybrid: part travelogue, part memoir, part essay. The book weaves together numerous strands of history, mythology, and ecology that intersect at Chernobyl, ranging from Prometheus as an atomic Marxist saint to pop-cultural references like the Fallout games and HBO’s Chernobyl to mushrooms as a potential solution nuclear waste solution. Richter, who has spent decades exploring and writing about what he calls “ideological architecture” (which often, but by no means always, focuses on Communist-era buildings) does an impressive job of unifying these numerous trajectories, resulting in a highly focused and immensely readable study of a fundamentally misunderstood place.

John Peck
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INTERVIEW: CIARÁN FAHEY OF ABANDONED BERLIN

FOR THE PAST decade, journalist Ciarán Fahey has been documenting Berlin’s abandoned places: factories, train stations, hospitals, power stations, shuttered embassies, decaying villas, and everything in between. On his website Abandoned Berlin he documents these disappearing places in photos and words, focusing on the stories hidden behind crumbling walls and boarded-up windows. The human side of these modern ruins lies at the heart of his project: as the site’s welcome message says, “every crumbling building, creaking floorboard, fluttering curtain and flaking piece of paint has a tale begging to be told.”

John Peck
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