Wednesday, July 2, 2008
Time to Wake Up: The Darkness, Reflections on Comics and Games
So I'm a bit behind schedule, but also finished Lost and picked up Naruto today, and I have finally finished my reflection on the video game adaptation of the comic series The Darkness. For future reference, I will be using the comic series in Italics and the video game in Bold.
A long time ago, when I was just a sperm concerned with getting inside a vagina to bring forth new life, the comic book industry thrived along with the arcade industry. The two cultures began to mesh as the arcade industry died down and some of the steam of mainstream comics began catering to a more devoted crowd. Flashing forward a little more than 18 years, one will notice very few of the things previously mentioned have changed. The video game industry continues to grow each year, Comic-Con and other festivals expand audiences yearly, and I am still primarily concerned about spreading life. However, both cultures continue to share one trait in common: comics and video games are niche markets. On a mainstream level the fans are sterotypical nerds and geeks who dress up as imaginary characters and rarely leave the home, only for D&D night, to wait in line for the next Star Wars film, or to LARP all over someone's face. The problem is, as most gamers/comic readers will tell you, that these stereotypes are flawed and very wrong. The casual fan is just as important to each industry, and with the influence of comics in other mediums the pairing of these two previously intertwined cultures seems obvious.
Labels:
action,
comics,
death,
destruction,
dreams,
entertainment,
girls,
guns,
Hell,
life,
love,
MultiPlatform,
revenge,
The Darkness,
video games,
xbox
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