Perhaps you’ve seen the 2006 James Bond film Casino Royale. If so, you’ll remember the opening scene, an adrenaline-fueled foot race through an unnamed Madagascan city, Bond pursuing his target—Mollaka—along and above the city streets. Mollaka leaps impossible gaps, rolls, dives, drops to his feet from vertiginous heights, and climbs vertical surfaces with skill and panache that Spiderman, at his best, would be hard-pressed to match. And Spiderman had green screens and a wire team to help him. The actor playing Mollaka? Not so much. It’s all him, start to finish—no tricks, no special effects. Just skill, strength and a whole lot of training. He’s Sébastien Foucan, French traceur and one of the founders of parkour.
For the uninitiated, parkour, or freerunning, is a physical discipline focused on overcoming obstacles by adapting your body’s movement to the immediate environment. In theory, it involves climbing up, vaulting over, or leaping around obstacles. In practice, it’s more like ignoring them completely. For experience
d practitioners it’s not about defying gravity, it’s about denying its existence, about reducing its laws to mere suggestions that can be disregarded at will. The best traceurs and traceuses—male and female practitioners, respectively—move like a mélange of acrobat, gymnast and superhero. And they make it look easy. Search “parkour” on youTube, and you’ll see what I mean: there are literally hundreds of videos of people performing feats of extraordinary strength and agility.
At least, they’re extraordinary to some of us. Gamers do this everyday—virtually, that is: Parkour-like moves have been a staple of videogames since the days of Super Mario 64 and Prince of Persia, and the capabilities of today’s gaming consoles have allowed game developers to expand parkour into major elements of gameplay. Mirror’s Edge, Crackdown and Crackdown 2, Tony Hawk’s American Wasteland all incorporate, and even rely on, elements of parkour to move their characters through the game.
But there’s one series in particular that’s helped bring parkour out of the game world and back into the real: Assassin’s Creed.
Assassin’s Creed is an action-packed historical-fiction adventure that focuses on stealth and, yes, parkour—and it inspired amateur filmmaker and avid gamer Devin Graham to create a series of videos centered around one of the game’s main characters. He contacted traceur and professional stunt man Ronnie Shalvis to embody Syrian assassin Altaïr ibn-La’Ahad. Ronnie played the game to capture Altaïr’s style of movement, and then incorporated it into his own, bringing the character to life. To complete the transformation, Devin enlisted the help of freelance costume designer Allison Dredge, who created a custom outfit that mirrored the character’s look and provided Ronnie the freedom of motion he needed to pull off stunts and help realize Devin’s vision.
And then the fun began. Devin and Ronnie scoped out their location—downtown Salt Lake City—and then created a two minute and forty-one second video that defies reality (spoiler: the only shot that uses any special effects is the first fall). You can check it out here, and while you’re watching, consider this: a videogame, inspired by the real world, creates real-world inspiration.
And the line between real and virtual blurs again.
*pwned=owned, beaten severely, shown to be inferior.
To see how Devin and Ronnie created the video, check this out.
Here’s a link to Devin’s YouTube channel.
And here’s Ronnie’s YouTube channel.
If you’d like to learn more about Allison’s costume work, check out her facebook page.
This link gets you to the Assassin’s Creed main page.
For more info about parkour (including videos!), check out this link…
…this link…
and this one.
It’s official: summer vacation’s ended, taking with it the days of unscheduled freedom and marking a return to the sharp contrast between weekday and weekend—something that I, as a self-employed writer, don’t experience as keenly when my son’s not in school. As such, I thought it appropriate that I bring my long blogging hiatus to a close and get back to business (plus, people were beginning to wonder what happened to me, and I couldn’t give them a good answer).
When you’re talking about pain, nothing comes close to the excruciating intensity of burning alive. Survivors of severe burns report trying anything—anything—to stop the pain, sometimes resigning themselves to death and hoping they won’t be on fire much longer before the end.
The idea behind SnowWorld predates the game by a decade. It’s called immersive VR distraction, and it was co-developed in 1996 by Hoffman and Dr. David Patterson, head of the Division of Psychology of the University of Washington’s Department of Rehabilitation Medicine. Dr. Patterson also works with patients at the university’s Harborview Burn Center, studying psychological techniques for reducing severe burn pain. According to Patterson, the concept is simple:
As any William Gibson fan will tell you, it was only a matter of time.
2011, though, saw a flurry of activity, with both the Army and the Navy exploring the potential of virtual worlds to train their personnel for a variety of battle exercises, from firing torpedoes to preparing for encounters with IEDs and other explosive devices—right down to the nature and damage of an explosion, including haptic (tactile) feedback systems that would simulate being hit with debris.
This morning, I woke up, put on sweats and a T-shirt, and got my ass moving. I ran, practiced my soccer skills, got on the skateboard, did some dedicated strength training, cardio, and stretching, even set up with a sparring partner and worked on jabs, hooks and uppercuts—all in the space of about 30 minutes, and all in the comfort of home.
And I loved it. EASA 2’s environment is visually engaging and transforms with each exercise (sometimes, as with running, even while you’re exercising). The exercises are fun to do, they got me working hard, and they change frequently enough to keep things interesting—thus avoiding the often mind-numbing repetition that causes people to abandon many traditional workout programs. Your trainer is always there, helping you through your workout and providing encouragement and motivation. And most importantly, you’re there as well—in the form of an avatar that you create as part of your personal profile. This is powerful: Not only do you see yourself performing the exercises, you get immediate visual feedback as to how well you’re doing. I identified with my avatar, and really wanted it to succeed—and often pushed myself a little harder—running faster than my trainer, timing jumps better or trying to jump higher—to ensure that it did.
RealD 3D is so last year. Now, if you’re old enough to remember the Dark Ages of 3D cinema, when you had to wear those funny red and green “glasses” and exert an effort of will to lose yourself in a movie, then you may scoff at this. Until yesterday, I myself would have called you crazy for suggesting such a thing. After all, just two years ago, I sat in a darkened theater dumbstruck as the landscapes of Pandora leaped off the screen. Whatever your opinion of the film, there’s no denying Cameron’s technical achievement in bringing Avatar vividly and viscerally to life. Visually, it was captivating.
Though projection mapping is relatively new, the real innovation behind the Sony videos is how they were done. Traditional projection mapping’s downfall is a matter of perspective: the effect is visible only from a single, fixed point. Creating a 3D, immersive movie with the audience at the center that also changes angles and viewpoints was, therefore, impossible. Sony’s production team cleared this hurdle by combining existing technology from two distinct realms of entertainment: movies and videogames. The team connected a standard Steadicam camera mount to several Playstation Move motion controllers, and synced them up with EyeToy motion-capture cameras (used for Sony’s PS3 console). The results are… well, see for yourself. And as you’re watching, bear in mind that these are, according to everyone on the production team, entirely real-time and completely free from post-production editing or enhancement (scroll down to the end to see the
Sunday, November 20, 2011. Providence, Rhode Island. The Civic Center. For team Instinct, this day would be like many others—the four young men would spend a large part of it doing what they do best: playing videogames. The only difference? This was Major League Gaming’s National Championships, the biggest event of the year. It was day three, the final day of competition, and Instinct held the number one spot. They were now within 10 games of claiming the 2011 title and taking home the trophy. At stake: reputation, fan adulation, bragging rights… and a cool hundred grand.
Like any other sport—baseball, football, soccer, you name it—reaching the upper echelons of pro videogaming requires practice, dedication, determination and, yes, skill. Imagine trying to shoot a moving target the size of basketball from 100 yards away while jumping in the air and avoiding getting hit yourself, and you get some idea. That’s only one piece of the picture, though. To be the best—to win a national championship—a pro gaming team has to master a variety of games types—capture the flag, slayer, king of the hill—on different maps (think of them as virtual arenas) that all require different strategies. They have to know the locations within those maps of special items and beat the other team to them. Most importantly, they have to function and communicate as a team—that means knowing where everyone is, who needs backup, who has what weapon… no longer sounds easy, does it? And winning a $100,000 prize purse doesn’t sound like much—especially when you consider that many pro athletes in traditional sports make more per game for doing far less.