Fateless (Hungarian: Sorstalanság) is a Hungarian film directed by Lajos Koltai, released in 2005. It is based on the semi-autobiographical novel Fatelessness by the Nobel Prize-winner Imre Kertész, who also wrote the screenplay. It tells the story of a teenage boy who is sent to Auschwitz and Buchenwald.
The film’s music was composed by Ennio Morricone, and one of its songs was sung by Lisa Gerrard. The film is one of the most expensive movies ever produced in Hungary, with a cost of $12 million. (wiki)
Another World, also known as Out of This World in North America and Outer Worldin Japan, is a 1991 cinematic platformer action-adventure game designed by Éric Chahi and published by Delphine Software. The game tells a story of Lester, a young scientist who, as a result of an experiment gone wrong, finds himself on a dangerous alien world where he is forced to fight for his survival.
Another World was developed by Chahi alone over a period of about two years, with only help with the soundtrack from Jean-François Freitas. Chahi developed his own game engine, completing all the game’s art and animations in vector form to reduce memory use, with some use of rotoscoping to help plan out character movements. Both narratively and gameplay-wise, he wanted the game to be told with little to no language or user-interface elements. The game was originally developed for the Amiga and Atari ST but has since been widely ported to other contemporary systems, including home and portable consoles and mobile devices. Chahi has since overseen release of various anniversary releases of the game.
Another World was innovative in its use of cinematic effects in both real-time and cutscenes, which earned the game praise among critics and commercial success. It also influenced a number of other video games and designers, inspiring such titles as Ico, Metal Gear Solid, Silent Hill, and even Delphine’s later Flashback. (wiki)
As the world around us increases in technological complexity, our understanding of it diminishes. Underlying this trend is a single idea: the belief that our existence is understandable through computation, and more data is enough to help us build a better world.
In reality, we are lost in a sea of information, increasingly divided by fundamentalism, simplistic narratives, conspiracy theories, and post-factual politics. Meanwhile, those in power use our lack of understanding to further their own interests. Despite the apparent accessibility of information, we’re living in a new Dark Age.
From rogue financial systems to shopping algorithms, from artificial intelligence to state secrecy, we no longer understand how our world is governed or presented to us. The media is filled with unverifiable speculation, much of it generated by anonymous software, while companies dominate their employees through surveillance and the threat of automation.
In his brilliant new work, leading artist and writer James Bridle surveys the history of art, technology, and information systems, and reveals the dark clouds that gather over our dreams of the digital sublime. (VERSO)
“(…) perhaps the crash will look like a string of blockbuster movies pandering to right-wing conspiracies and survivalist fantasies, from quasi-fascist superheroes (Captain America and the Batman series) to justifications of torture and assassination (Zero Dark Thirty, American Sniper). In Hollywood, studios run their scripts through the neural networks of a company called Epagogix, a system trained on the unstated preferences of millions of moviegoers developed over decades in order to predict which lines will push the right – meaning the most lucrative – emotional buttons. Their algorithmic engines are enhanced with data from Netflix, Hulu, YouTube and others, whose access to the minute-by-minute preferences of millions of video watchers, combined with an obsessive focus on the acquisition and segmentation of data, provides them with a level of cognitive insight undreamed of by previous regimes. Feeding directly upon the frazzled, binge-watching desires of news-saturated consumers, the network turns upon itself, reflecting, reinforcing and heightening the paranoia inherent in the system.
Game developers enter endless cycles of updates and in-app purchases directed by A/B testing interfaces and real-time monitoring of players’ behaviours until they have such a finegrained grasp on dopamine-producing neural pathways that teenagers die of exhaustion in front of their computers, unable to tear themselves away. Entire cultural industries become feedback loops for an increasingly dominant narrative of fear and violence.”
New Dark Age: Technology and the End of the Future