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The Hooksexup Film Blog
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Each month a new artist; each image a new angle. This month: Giovanni Cervantes.
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A fashionable L.A. photo editor exploring all manner of hyper-sexual girls down south.
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Almost everything you want.
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A San Francisco photographer on the eternal search for the girls of summer.
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Houston neighbors pull back the curtains and expose each other's lives.
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The creator of Supercult.com poses his pretty posse.
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61 Frames Per Second
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  • 10 Years Ago This Week: Super Smash Bros

    A vital addition to the Nintendo 64 catalog, Super Smash Bros (released April 27, 1999) was a phenomenal critical and commercial success. It helped cement the console’s legacy of innovative four-player game design, while at the same time creating a new flagship franchise for Nintendo and starting the game’s creators, Masahiro Sakurai and particularly Satoru Iwata, on a trajectory that would eventually see them leading the industry. As such, it’s one of 1999’s most historically important titles.

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  • 10 Years Ago This Week: Requiem: Avenging Angel

     

    A rare effort from 3DO to create a first-person shooter franchise, Requiem: Avenging Angel (released April 4, 1999) had a fascinating premise but nevertheless was a critical and commercial dud. It was also the last game to come out of Cyclone Studios, a short-lived development house that never managed to find its footing despite having a string of interesting game concepts. So it's an interesting footnote in the history of the genre, with interesting lessons to be learned from some of its specific shortcomings.

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  • 10 Years Ago This Week: X-Wing Alliance

     

    X-Wing Alliance (released March 24, 1999) was the last entry in Totally Games’ X-Wing series of space sims, and one of the last games in the genre to experience significant retail success. It thus represents a significant marker in the collapse of the space simulator as a market force, even if it’s not a particularly notable game on its own.

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  • 10 Years Ago This Week: EverQuest

    10 Years Ago is a recurring feature that looks at whatever the new hotness was around this time 3,652 days ago. Ostensibly it will look at the game’s impact both in past and present terms, but mostly it will just make you feel really old.

    While not the first successful MMORPG (Ultima Online is frequently cited for this accolade), EverQuest (released March 16, 1999) was undoubtedly the first truly culturally relevant MMORPG, and the first one to achieve critical mass in its player base. The things EverQuest did in its five years at the top of the genre defined not only the way MMORPGs are designed. It also codified how the MMO business is structured, cemented a great many aspects of massive game player culture, and began the controversies that continue to haunt the genre to this day. It’s hard to overstate how much EverQuest has contributed to the medium, and you could certainly make an argument for it being the most important game of the last ten years (though you only have the rest of the day to do so).

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  • 30 Years Ago This Week: The CD

    We’re taking a break from our regular 10 Years Ago column this week, but only because nothing happened ten years ago this week—unless you are some kind of terrible extreme sports game aficionado, in which case you can talk about EA’s Rush Down by yourself. Fortunately for the rest of us, something great did happen this week. It’s just something we have to go back a little bit further to discuss.

    The Compact Disc (released, sort of, on March 8th, 1979) was first publicly demoed thirty years ago this previous Sunday. It went on to become one of the major driving technologies of the digital media revolution. It also broadened the horizons of videogames as a medium, and to an extent democratized the industry as well.

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  • 10 Years Ago This Week: Army Men 3D

    10 Years Ago is a recurring feature that looks at whatever the new hotness was around this time 3,652 days ago. Ostensibly it will look at the game’s impact both in past and present terms, but mostly it will just make you feel really old.

    It’s hard to imagine a time when the world wasn’t glutted with terrible Army Men games. And yet, that’s exactly the world that Army Men 3D (released March 2, 1999) was born into. Army Men 3D was the game that made the series’ descent into crushing awfulness visible to all.

    Army Men has been the poster boy of franchise overexertion and laziness since its 1998 debut, but that wasn’t always immediately apparent. While only the most generous of reviewers considered the first Army Men title to be even mediocre, there was no denying that the concept of little plastic green men fighting little plastic tan men was an interesting game space to explore.

    But Army Men 3D didn’t explore it. Instead, it was a 3D remake of the 2D original—an incredibly brazen move, since that first game was less than a year old and generally disliked. This was the first real sign that 3DO didn’t actually have a plan for the Army Men series beyond driving revenue—and the product matched the intention.

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  • 10 Years Ago This Week: Silent Hill



    Silent Hill (released February 24th, 1999) did not mark a pivotal moment in the original Playstation’s lifecycle. Technologically speaking, Silent Hill was a solid effort, but nothing unusual for the time. Foregoing the pre-rendered backgrounds that were horror games’ stock-in-trade, Silent Hill’s full-3D environments weren’t as pristinely rendered as Konami’s own, year-old Metal Gear Solid. The CGI cutscenes, another requisite of the era, were competent but by no means up to the Squaresoft gold standard. Its control was wonky, its camera unwieldy, and the voice-acting was stiff even for a Playstation game. Of course, none of that matters. Silent Hill was a pivotal moment in game’s maturation as an affecting, expressive medium. Forget technology; its technical failings made it a stronger work. Forget genre; Silent Hill is not survival horror. It’s just horror.

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  • 10 Years Ago This Week: Syphon Filter

    10 Years Ago is a recurring feature that looks at whatever the new hotness was around this time 3,650 days ago. Ostensibly it will look at the game’s impact both in past and present terms, but mostly it will just make you feel really old.

    Syphon Filter (released February 17, 1999) was the moment of redemption for Eidetic, the studio that had previously sullied its name with the execrable Bubsy 3D. Whereas that game represented a spectacular low for the 3D mascot platformer, Syphon Filter was a dizzying high for the 32-bit third-person action game. It was the culmination of many of the console design methodologies in place at the time and stands as one of the PlayStation’s iconic titles, even if it’s not particularly enjoyable by modern standards.

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  • 10 Years Ago This Week: Alpha Centauri

    10 Years Ago is a recurring feature that looks at whatever the new hotness was around this time 3,650 days ago. Ostensibly it will look at the game’s impact both in past and present terms, but mostly it will just make you feel really old.

    Sid Meier’s Alpha Centauri
    (released February 12, 1999) represents a curious interregnum at developer Firaxis. It was the only turn-based strategy game to come out of the developer before the company regained its Civilization franchise, for one. It’s only the only game that was designed for Firaxis by co-founder and master strategy craftsman Brian Reynolds.

    Billed as a “spiritual sequel” to Civilization II—the idea being the story came as a direct result of a Civ technological victory—it doesn’t step an extraordinary distance from the original Sid Meier design. Yet it feels hugely different. Alpha Centauri differs most primarily from Civilization in one particularly interesting way: while Civ presents its power struggle as a battle to dominance by nations, Alpha Centauri is about the struggle between ideologies to best survive as, and transcend, humanity. This makes each game of Alpha Centauri a much more emotional, and unnerving, conflict.

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John Constantine, our superhero, was raised by birds and then attended Penn State University. He is currently working on a novel about a fictional city that exists only in his mind. John has an astonishingly extensive knowledge of Scientology. Ultimately he would like to learn how to effectively use his brain. He continues to keep Wu-Tang's secret to himself.

Derrick Sanskrit is a self-professed geek in a variety of fields including typography, graphic design, comic books, music and cartoons. As a professional hipster graphic designer, his recent clients have included Hooksexup, Pitchfork and MoCCA, among others.

Amber Ahlborn - artist, writer, gamer and DigiPen survivor, she maintains a day job as a graphic artist. By night Amber moonlights as a professional Metroid Fanatic and keeps a metal suit in the closet just in case. Has lived in the state of Washington and insists that it really doesn't rain as much as everyone says it does.

Nadia Oxford is a housekeeping robot who was refurbished into a warrior when the world's need for justice was great. Now that the galaxy is at peace (give or take a conflict here or there), she works as a freelance writer for various sites and magazines. Based in Toronto, Nadia prizes the certificate from the Ministry of Health declaring her tick and rabies-free.

Bob Mackey is a grad student, writer, and cyborg, who uses the powerful girl-repelling nanomachines mad science grafted onto his body to allocate time towards interests of the nerd persuasion. He believes that complaining about things on the Internet is akin to the fine art of wine tasting, but with more spitting into buckets.

Joe Keiser has a programming degree from Johns Hopkins University, a tiny apartment in Brooklyn, and a fake toy guitar built in the hollowed-out shell of a real guitar. He writes about games and technology for a variety of outlets. One day he will stop doing this. The day after that, police will find his body under a collapsed pile of (formerly neatly alphabetized) collector's edition tchotchkes.

Cole Stryker is an American freelance writer living in York, England, where he resides with his archeologist wife. He writes for a travel company by day and argues about pop culture on the internet by night. Find him writing regularly here and here.

Peter Smith is like the lead character of Irwin Shaw's The 80-Yard Run, except less athletic. He considers himself very lucky to have this job. But it's a little premature to take "jack-off of all trades" off his resume. Besides writing, travelling, and painting houses, Pete plays guitar in a rock trio called The Aye-Ayes. He calls them a 'power pop' band, but they generally sound more like Motorhead on a drinking binge.


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