i wish we just kept growing so old people would be walking around like 12ft tall
Think about the places where the action happens in The Hobbit. The Misty Mountains. Mirkwood. The Lonely Mountain. Lake-town. The Long Lake. River Running. Notice anything? The names actually mean something. Tolkien, of course, had other words for these places, the names in his own invented languages. But he refrained from using them. This may have been simply to avoid putting off young readers, but it gives the places a concrete, real feeling: The Lonely Mountain is an incredibly evocative name because the name itself gives you a visualisation - a mountain, all on its own, in the middle of a wilderness. Likewise Mirkwood; it hardly needs a description once you’ve read the name. It’s a dark forest. A murky wood. Lake-town: it’s a town on a lake (literally).
This private estate was far enough away from the explosion so that its bamboos, pines, laurel, and maples were still alive, and the green place invited refugees—partly because they believed that if the Americans came back, they would bomb only buildings; partly because the foliage seemed a center of coolness and life, and the estate’s exquisitely precise rock gardens, with their quiet pools and arching bridges, were very Japanese, normal, secure; and also partly (according to some who were there) because of an irresistible, atavistic urge to hide under leaves.
—John Hersey, “Hiroshima”
"Girl in and out of jumpsuit"
92x64 7 colours
The beautiful and utterly dominant racer Brianne Davies and her beau. Hilariously/misogynistically, the caption assumes “the gentleman is showing a lady his longboard”. In reality Brianne is perhaps the singly most successful racer in the history of the IGSA. She won seemingly every race she entered in the mid to late 2000s.
It is the inertia of Mario’s run that endeared him to us. It didn’t have anything to do with brand strength or graphic design. Those things were secondary. It was all about the inertia, the acceleration, the to-a-halt-screeching when you change direction. You can feel the weight of the character. People never put these feelings into words when talking about games, though they really, really are everything.
This is the most important piece of videogame journalism ever written. I go back and reread it about once a year.