#1 ·
I was just sitting here reading this interview with Dušan Makavejev in one of our local weekly magazines.
So, I was thinking about that era when Menahem Golan and Yoram Globus were actually trying to do something more than just churn out cheap, low-budget action flicks and those cheesy sex comedies they were famous for. It’s kind of funny looking back, because Cannon Films had this reputation for being total bottom-of-the-barrel trash, but there was this one moment where they actually tried to chase some serious artistic credibility. They decided to pivot away from the usual grindhouse stuff and went so big that they basically handed Jean-Luc Godard complete creative control along with a massive million-dollar advance just to see what he could cook up for them. It was such a wild, unexpected move for a studio that usually just focused on the quick buck.
All they ever managed to recover was a single reel of film, featuring nothing more than a recording of Norman Mailer reading aloud. Macbeth 😁
I’m just sitting here catching up on Darak Macan’s latest column over on Strip Vest.
He’s talking about how Kevin Eastman hit it big after that massive commercial success with his comic book. Teenage Mutant Ninja Turtles So, he basically rounded up some of the absolute best artists out there, handed them tens of thousands of dollars upfront, and gave them complete creative freedom with a one-year deadline—all just to bundle their work together into a single graphic novel.
It’s been an entire year, and honestly, it feels like only two people actually stepped up and pulled something together. 😁
I was just sitting here scrolling through GameSpy, catching up on their list of the 25 absolute dumbest moments in the history of the gaming industry.
A good chunk of those "moments" actually ties back to the legendary... Romero-IonStor-Eidos-Daikatana Honestly, what an absolute disaster.
So, back in the mid-nineties, id Software really managed to change the game, largely thanks to... DoomI'm sorry, I didn't quite catch that—it looks like your message might have been cut off! If you were trying to share something or ask a question, please feel free to send it over again. I’m all ears and ready to dive into whatever you've got on your mind! QuakeBack then, the genre was practically synonymous with the first-person shooter, and its founding fathers—John Carmack and John Romero—were treated like absolute rock stars, with everything they touched turning to pure gold. But, naturally, Romero got a little too caught up in the fame, eventually leaving id Software to strike out on his own and launch his own studio, IonStor. His publisher, Eidos Interactive, basically threw millions of dollars at him, treating him like royalty and indulging just about every extravagant whim he had.
I can't help but find myself constantly drifting back to this dream of a developer's utopia—a place where you have absolute, unbridled creative freedom, and the only rule you ever have to follow is that Design is the Law. Design is the LawSo, John Romero went out and bought up the penthouse in one of those ultra-exclusive skyscrapers in Dallas, decked it all out with high-tech gear, a massive glass skylight, and these heavy-duty mechanical metal shutters—because, let’s face it, game developers generally have a complicated relationship with natural light, don't they? :) After launching this whole thing with a massive, over-the-top marketing blitz, he officially kicked off work on... I honestly can't stop thinking about the absolute disaster that was Daikatana. It’s one of those legendary failures that just stays with you, isn't it? You look back at everything that went wrong during its development, and it feels like watching a slow-motion car crash where everyone involved was just trying their best to steer through a hurricane. It’s such a shame, really, because there was so much potential there, but instead, we ended up with a game that just couldn't find its footing.I honestly feel like we’re on the verge of seeing a game that is going to completely redefine our expectations, setting such high standards for gameplay that it might just leave every other FPS in its dust.
The whole saga surrounding the development of Daikatana was a total nightmare that dragged on for four grueling years, during which Eidos essentially flushed forty million dollars down the drain at IonStor, only to end up with a mediocre game that everyone forgot about almost immediately. 😁
Look, I know not every single example comes from the world of cinema—but they all share this strikingly obvious common thread that only serves to reinforce one of the fundamental laws of the universe:
Let’s be honest—the idea that artistic freedom actually exists is nothing more than a beautiful myth! 😁
I mean, we’ve all heard those endless urban legends about those ruthless producers and studio heads who basically bully directors into cramming extra "gratuitous nudity and violence" into their artistic visions just to move more tickets. 😁
Look, I'm certainly not standing here claiming that those shady producers don't exist—they definitely do—but if we want to be truly objective about this, I really think we need to take a moment to look at the other side of the coin.
New Hollywood didn't go down the drain just because George Lucas decided to step in and change the game. Star WarsHonestly, things really started to go downhill once Cimino completely lost the plot. Heaven's Gate It’s basically the ultimate product of absolute creative freedom, born from a world where nobody was actually watching the bottom line.
...
Is the concept... When you start thinking about artistic freedom, it really makes you wonder where we draw the line between pure creative expression and everything else. It’s one of those heavy, swirling topics that seems to change depending on who you ask, but I’ve always felt there's something deeply personal at stake when an artist tries to push the boundaries of what's acceptable. Sometimes it feels like we're constantly balancing on this thin tightrope, trying to protect the right to create without losing sight of the impact that work has on the world around us. It's a bit of a messy, complicated dance, isn't it? Personally, I tend to lean toward giving creators as much room to breathe as possible, though I definitely recognize how tricky things can get when different perspectives start clashing. Did some lazy, talentless "artists" actually come up with this whole concept just to have a convenient way to mask their own lack of skill and work ethic?
.................................................. ......
Actually, that's not quite right. Heaven's Gate I honestly don't know what to say about this one. Heaven's GateSo, this first one is actually an Errol Morris documentary. My bad!
So, I was thinking about that era when Menahem Golan and Yoram Globus were actually trying to do something more than just churn out cheap, low-budget action flicks and those cheesy sex comedies they were famous for. It’s kind of funny looking back, because Cannon Films had this reputation for being total bottom-of-the-barrel trash, but there was this one moment where they actually tried to chase some serious artistic credibility. They decided to pivot away from the usual grindhouse stuff and went so big that they basically handed Jean-Luc Godard complete creative control along with a massive million-dollar advance just to see what he could cook up for them. It was such a wild, unexpected move for a studio that usually just focused on the quick buck.
All they ever managed to recover was a single reel of film, featuring nothing more than a recording of Norman Mailer reading aloud. Macbeth 😁
I’m just sitting here catching up on Darak Macan’s latest column over on Strip Vest.
He’s talking about how Kevin Eastman hit it big after that massive commercial success with his comic book. Teenage Mutant Ninja Turtles So, he basically rounded up some of the absolute best artists out there, handed them tens of thousands of dollars upfront, and gave them complete creative freedom with a one-year deadline—all just to bundle their work together into a single graphic novel.
It’s been an entire year, and honestly, it feels like only two people actually stepped up and pulled something together. 😁
I was just sitting here scrolling through GameSpy, catching up on their list of the 25 absolute dumbest moments in the history of the gaming industry.
A good chunk of those "moments" actually ties back to the legendary... Romero-IonStor-Eidos-Daikatana Honestly, what an absolute disaster.
So, back in the mid-nineties, id Software really managed to change the game, largely thanks to... DoomI'm sorry, I didn't quite catch that—it looks like your message might have been cut off! If you were trying to share something or ask a question, please feel free to send it over again. I’m all ears and ready to dive into whatever you've got on your mind! QuakeBack then, the genre was practically synonymous with the first-person shooter, and its founding fathers—John Carmack and John Romero—were treated like absolute rock stars, with everything they touched turning to pure gold. But, naturally, Romero got a little too caught up in the fame, eventually leaving id Software to strike out on his own and launch his own studio, IonStor. His publisher, Eidos Interactive, basically threw millions of dollars at him, treating him like royalty and indulging just about every extravagant whim he had.
I can't help but find myself constantly drifting back to this dream of a developer's utopia—a place where you have absolute, unbridled creative freedom, and the only rule you ever have to follow is that Design is the Law. Design is the LawSo, John Romero went out and bought up the penthouse in one of those ultra-exclusive skyscrapers in Dallas, decked it all out with high-tech gear, a massive glass skylight, and these heavy-duty mechanical metal shutters—because, let’s face it, game developers generally have a complicated relationship with natural light, don't they? :) After launching this whole thing with a massive, over-the-top marketing blitz, he officially kicked off work on... I honestly can't stop thinking about the absolute disaster that was Daikatana. It’s one of those legendary failures that just stays with you, isn't it? You look back at everything that went wrong during its development, and it feels like watching a slow-motion car crash where everyone involved was just trying their best to steer through a hurricane. It’s such a shame, really, because there was so much potential there, but instead, we ended up with a game that just couldn't find its footing.I honestly feel like we’re on the verge of seeing a game that is going to completely redefine our expectations, setting such high standards for gameplay that it might just leave every other FPS in its dust.
The whole saga surrounding the development of Daikatana was a total nightmare that dragged on for four grueling years, during which Eidos essentially flushed forty million dollars down the drain at IonStor, only to end up with a mediocre game that everyone forgot about almost immediately. 😁
Look, I know not every single example comes from the world of cinema—but they all share this strikingly obvious common thread that only serves to reinforce one of the fundamental laws of the universe:
Let’s be honest—the idea that artistic freedom actually exists is nothing more than a beautiful myth! 😁
I mean, we’ve all heard those endless urban legends about those ruthless producers and studio heads who basically bully directors into cramming extra "gratuitous nudity and violence" into their artistic visions just to move more tickets. 😁
Look, I'm certainly not standing here claiming that those shady producers don't exist—they definitely do—but if we want to be truly objective about this, I really think we need to take a moment to look at the other side of the coin.
New Hollywood didn't go down the drain just because George Lucas decided to step in and change the game. Star WarsHonestly, things really started to go downhill once Cimino completely lost the plot. Heaven's Gate It’s basically the ultimate product of absolute creative freedom, born from a world where nobody was actually watching the bottom line.
...
Is the concept... When you start thinking about artistic freedom, it really makes you wonder where we draw the line between pure creative expression and everything else. It’s one of those heavy, swirling topics that seems to change depending on who you ask, but I’ve always felt there's something deeply personal at stake when an artist tries to push the boundaries of what's acceptable. Sometimes it feels like we're constantly balancing on this thin tightrope, trying to protect the right to create without losing sight of the impact that work has on the world around us. It's a bit of a messy, complicated dance, isn't it? Personally, I tend to lean toward giving creators as much room to breathe as possible, though I definitely recognize how tricky things can get when different perspectives start clashing. Did some lazy, talentless "artists" actually come up with this whole concept just to have a convenient way to mask their own lack of skill and work ethic?
.................................................. ......
Actually, that's not quite right. Heaven's Gate I honestly don't know what to say about this one. Heaven's GateSo, this first one is actually an Errol Morris documentary. My bad!