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Sandman: gamer's diary

A

Abishai100

Guest
Recent video game explorations into divination themes have yielded malice-combat video games such as "The Evil Dead" (Palace Software) and "Dante's Inferno" (Visceral Games) for the diabolique colloqualization market.

This modern colloquialization and consumerist approach to taboo themes or sacred ideas reflects the new age approach to mass convenience consumerism: trading shares of Wendy's fast food company on eTrade from my handheld mobile phone makes me more "comfortable" to talk about labor spirit.

These developments were voiced in the timeless old world play "The Merchant of Venice" (Shakespeare) in which a protagonist is compelled to deal with the civilization complexity conflict between economics and religion.

In this environment, the translation of the ambition-flexibility comic book villain avatar Sandman (an ominous superhuman who can change shape like sand to suit his labor apocalypse ambitions) into the divination motion picture adaptation video game "Spider-Man 3" (ActiVision) reveals the modern marketability of transformation-spirit Hollywood (USA) movies such as "Avatar" (2009).


:crosseo: