From the author of the Choose Your Own Adventure books comes this unintentionally silly multimedia space adventure, which has a rocky time telling a story in a digital format.
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.
Ghosts and Weird invite you into virtual museums of the paranormal. They walk a thin line between misinformation and good-natured spookiness. And Christopher Lee is there!
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.
The live-action interactive Wild West movie Mirage is an incoherently surreal fiasco. Turns out there’s a surprising reason why it’s so confusing…
Real World’s multimedia art collage uses its fragmentation to reveal anxieties about relationships and social behavior, an idea that outpaces the parts dedicated to Peter Gabriel’s music.
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.
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.