Synopsis
Endless Sea is a textural, oneiric exploration of the inability to escape captured within the confines of Grand Theft Auto: Andreas.
Endless Sea is a textural, oneiric exploration of the inability to escape captured within the confines of Grand Theft Auto: Andreas.
Pushes Solomon’s GTA ideas to their eventual collapse.
QC for the remaster. Or more like redux as this one didn't even have a project file; all I could go on was an H.264 render. No ProRes, nothing. And somehow the glitches, which I incorporated in the original edit, have been ironed out of the original footage in the subsequent 8 years. Weird.
So, I had to rebuild it from scratch and took the opportunity to restructure some of the edit, revisit the sound mix and revert back to the original aspect ratio. I felt increasing 'why is this in scope' vibes in the intervening years.
Note: the original '15 version is still up on KG for those so inclined. If you wanna watch the new one, you gotta rent it through Cinema Du Jeune or send me a nice message somewhere.
Volatility of a dying world. Planes crash, cars explode, birds fly, people run in circles. In Phil Solomon’s GTA San Andreas shorts, the world already ended a while ago. Here, it’s falling apart right now and it may keep doing that for a long time. Blurry digital clouds drifting towards the camera like a horsemen. Sunsets so saturated they could be nuclear. Virtual Pacifiction.
This is what my dreams feel like, but they're rarely this beautiful. Almost fully divorced from it's source material, Endless Sea shows both the power of modern processing, the beauty of glitch and a sort of agnosticism towards source material. Like with sound, modern processing has made it possible that even within video, anything can be anything and I can't get enough of that concept!
without having seen aggro dr1ft, i think i can still confidently say this crosses that same bridge between the phil solomon esque technique present in promotional material and the psychedelic, epic style korine aims for, but it was all done almost a decade earlier. it leans farther towards the side of being solomon related - entirely based in gta, non-narrative, the idea of translating this game into something transcendental and sentimental. ruiter brings in that psychedelic angle through either texture glitching or a mod of some sort, washing everything in beautiful, surrealistic color. aggro dr1ft will still end up being an entirely different beast (i've got tickets already...) but its amazing how similar these two are in retrospect. i wonder if korine has seen this.
exciting use of machinima form, breaking the game pushing it to its technical limits to try and find what? something else? something beyond?
Pós-vida de solidão, beleza e destruição. Se perder no meio da névoa a ponto de virar uma alma vagante, sem conseguir a possibilidade de enxergar qualquer fim a frente, condenação a sempre em movimento.