An interview with Bob Stein, co-founder of the Voyager Company. Stein dives into the continually changing nature of digital information and the role that the CD-ROM and multimedia played in feeling out the future of art and content.
This early CD-ROM novel by Hyperbole Studios imagines how to tell a story across multiple perspectives and mediums, an inventive idea even though the story is muddled.
This unique, stunning surrealist self-help guide gets arrogant when it uses the strengths of the multimedia CD-ROM format to make players examine how they think.
Real World’s multimedia art collage uses its fragmentation to reveal anxieties about relationships and social behavior, an inventiveness that outpaces the parts dedicated to Peter Gabriel’s music.
Short update about a stream for Prince Interactive in memory of the artist’s death. Includes a link to the video of the playthrough and discussion. (April 22, 2016)
Stark, frightening, silly, muddled, complicated – the multimedia collaboration between performance artist Laurie Anderson and the Voyager Company is a fragmented reflection on the murkiness of the electronic age.
An old CD-ROM review directory serves as a reminder of the cultural significance of multimedia – and why that period is worth reevaluating.
B-movie horror studio Full Moon Features at one point planned to release CD-ROM games and software. I found prototypes of their two titles and have released them into the wild.
Rhizome’s event celebrating the re-release of Theresa Duncan’s CD-ROM games is a pivotal moment in CD-ROM history – both critically and technically. Luckily, I took notes! Read about the importance of Chop Suey, Smarty, and Zero Zero in feminist gaming history, as well as Rhizome’s groundbreaking work on server-side emulation.
Phantom Funhouse uses a surprising amount of made-up books and files to create the life of a sci-fi punk artist – and then to question the nature of reality.