![]() In -r-xr-xr-x, Wagenknecht applies gold leaf to a pair of closed-circuit television cameras. The information is then visualized via surface mounted LEDs, through a series of blinking patterns. Passively interactive, the behavior of these pieces is driven by custom hardware and packet sniffers, which capture all the live data passing through the area. In the exhibition, two new pieces are featured: Cloud Farming, a ceiling-suspended sculpture and XXXX.XXX, a multi-panel wall-mounted sculpture. An assembly of custom printed circuit boards and Ethernet cabling, each work is dark and austere, manifesting “the cloud,” social networks, data, leaks, and that which forms social capital into a single object. “Data and Dragons” is a series of sculptures that intercepts and logs anonymous live data captured from surrounding WiFi signals. She creates them with small-scale drone aircraft, and in the process, utilizes simple flight commands such as “barrel roll,” “take off” and “land.” Among the most recent are works on paper that incorporate heat- and UV-sensitive pigments, furthering her first explorations with liquid acrylics on canvas. It includes pieces making their debut in New York, as well as works from her ongoing series “Black Hawk” and “Data and Dragons.” ”Black Hawk” is a mechanically assisted series of action paintings that Wagenknecht started in 2007. The exhibition at bitforms gallery presents Wagenknecht’s painting and sculpture. Her installation work has also been exhibited recently at Phillips, New York Museumsquartier, Vienna Haus für electroniches Künste, Basel LEAP Berlin and Eyebeam Art + Technology Center, New York. The first solo exhibition of Wagenknecht’s work was presented in Dublin in June 2014. A leader of the open-source hardware movement, she co-founded NORTD Labs with Stefan Hechenberger in 2007, creating projects that have been used and built by millions worldwide. Formally trained in computer science, Wagenknecht is a member of the New York-based arts and activist group Free Art and Technology Lab (also known as “F.A.T. ![]() In her work, a critical space between lived experience and sculpture emerges, as she plays with the contemporary anxieties of post-Snowden information culture. An American artist based in Austria, Wagenknecht builds installations, interventions, paintings and sculpture that investigate the cultural connection between technology and social interaction. Bitforms gallery is pleased to announce Addie Wagenknecht’s first solo exhibition in the United States.
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“Through social networks and reporting progress on a monthly basis. How are you planning on involving the Community in your development process? Once it is completed and officially launched, it will then go on to cost some money.” “While the game is on Early Access it will be free. Will the game be priced differently during and after Early Access? You can get more information in the game description.” Aspects such as combat, allied skills, character recruitment, etc. During the creation phase, content will be added until an open fantasy world loaded with content is felt. There are maps with a lot of content, but others with little content. The whole base of the game, maps and a lot of content has already been created. “The game is almost half way through its development. What is the current state of the Early Access version? Since it is thought to end up being a total open world.” And you will have many more alternatives of game, of which there are currently. We are also working on making the game richer and better on a visual level. New features will be added, and those that already exist will be polished. In addition, all possible bugs in the game will have been tested and corrected. And the final version will have maps with more content. Currently there are about 4 or 5 hours with some bugs and maps with little content. ![]() We think that all the errors will have been solved and that it will be a fantasy experience of many hours of gameplay. “The final version will be more complete and improved. How is the full version planned to differ from the Early Access version? The release date will be announced in time.” “It will be at least 2 years, as we are working on bringing in a large open world full of content. ![]() And I would like to complete and improve it as much as possible before its release.”Īpproximately how long will this game be in Early Access? Currently the game is in development, although you can already enjoy it for a few hours. “I would like to receive criticism and suggestions to improve the game for its official release. With each of the ten Gods that you invoke - which may also easily be de-summoned later on - a specific deadly perk will be added to all of your foes, in turn making them both far deadlier and profitable to take down than they would be otherwise. Although the tale’s narrator - with an air of disdain - claims that you can’t ever count on the Gods for help, it would certainly seems that you can definitely piss them off in order to invoke their wrath. Since each of the game’s eleven primary weapons all feature radically different intended usage strategies, this enables players to heavily customize the pacing and tempo of Bastion’s action to their personal taste.īy the way - speaking of things enabling you to customize game play to your personal taste - now would probably be a good time to discuss Bastion’s deity system, wherein you can freely fine-tune the game’s difficulty (as well as the rewards that come with it). Although players will always have their Bullhead Shield on hand (which can bounce back projectiles after a last second block), they may otherwise freely dual up on either melee or ranged gear whenever they see fit (even if having one of each is usually wiser). Speaking of which, the most prominent game play feature of Bastion - especially during a “New Game +,” wherein you begin already owning all possible armaments - is that players may freely equip whatever two weapons they want (all without any penalty). Although in the original I generally preferred to use the Army Carbine and Brusher’s Pike - for high damage when at range, and high damage for close up stuff - here it’s quite a bit awkward to fumble with weapon swaps whenever stuff closes the gap. Although you have a nice enough range of weapons to select from - quick/slow, heavy/light, melee/ranged - they were all generally designed with very different uses in mind. My chief concern with this scheme is that - unlike the original version, which contained a separate action button for each of your two current weapons - Bastion’s iOS port gives you a button that lets you switch between which weapon the attack button currently fires. All of the other actions - such as attacking, blocking, dodging, and using abilities - have been placed on the screen’s lower right-hand side, and all of these buttons were thankfully rather easy to accurately hit (even though they were all bunched up together). You can control where the kid moves with one of two controls schemes: you may either tap on any part of the screen in order to move there (if possible), or you may use the screen’s left hand side a virtual analog joystick (I personally preferred the latter method). The first - and biggest - concern with any action heavy game port is to determine if the original’s controls managed to come through unscathed, and in this regard I believe they probably did about as well as was imaginable (yet not as well as I might have preferred). While already extremely well received on both PCs and consoles, we’re here today to instead specifically discover just how well Bastion fared after transitioning to the realm of iOS based devices. The game is also quite well known for having one of the most amazing narrators ever, whom manages to seamlessly deliver much information - without ever stopping the game’s action - all with a healthy dose of wit and sarcasm. Such is the setup to Bastion ( out now, $4.99), the top-down Action-RPG by Supergiant Games that deals heavily with themes of isolation - how people deal with loss - as well as a metric-ton of ass-kicking. Thusly the kid sets off - the world forming together beneath his very feet as he goes - in order to track down the energy cores needed to power the reactor, and possibly see if anyone else managed to survive this disaster. What’s a kid to do when one day he wakes up to find the entire world around him has cracked apart, separated into disparate floating chunks cast adrift upon a now endless expanse of sky? What he knows for sure is that - should anything bad go down - everyone was told to meet up at the Bastion, a Caelondian refuge that supposedly has the ability to reverse The Calamity. |