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Which clippings match 'Barren Land' keyword pg.1 of 1
28 NOVEMBER 2014

Videographer uses drone to capture footage of Pripyat, Chernobyl

"Some tragedies never end. Ask people to name a nuclear disaster and most will probably point to Fukushima in Japan three years ago. The nuclear meltdown at Chernobyl in Ukraine was 30 years ago, but the crisis is still with us today. That's because radiation virtually never dies. After the explosion in 1986, the Soviets built a primitive sarcophagus, a tomb to cover the stricken reactor. But it wasn't meant to last very long and it hasn't. Engineers say there is still enough radioactive material in there to cause widespread contamination. For the last five years a massive project has been underway to seal the reactor permanently. But the undertaking is three quarters of a billion dollars short and the completion date has been delayed repeatedly. Thirty years later, Chernobyl's crippled reactor still has the power to kill."

(Bob Simon, 23 November 2014, CBS News)

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TAGS

19862014 • 60 Minutes • abandoned places in Eastern Europebarren land • Bob Simon • building and ruinsCanon 7DCBS NewsChernobylcontaminationdangerous placesDanny Cookedeserted places • desolate • desolate space • devastated place • devastation • DJI Phantom 2 • droneFukushima • ghost town • GoPro • Hannah Miller • liminal space • neglected land • no mans landnon-placenuclear disaster • nuclear meltdown • nuclear reactor • overgrown • physical destructionplaceless placeplacelessnesspreservationPripyatquadcopterradiation • radioactive material • ruin • ruinssarcophagustime capsuletombUkraine • urban desert • videographer • wasteland

CONTRIBUTOR

Simon Perkins
13 DECEMBER 2012

Journey (Video Game)

"The studio describes it as an interactive parable, the story of a lone traveller and their path through life told in the form of a voyage that starts in the vast expanses of a desert and ends ... well, to tell you how it ends would spoil it. You think you know what Journey is going to be about after the first five minutes, but you don't. I came to it expecting something charming, visually stunning and perhaps even mildly edifying. I left thinking that it may well be, in many ways, the best video game I have ever played.

You play a traveller swaddled in red robes, beginning atop a desert sand dune with a view of a shining mountain on the horizon. You're given no direction; instead you're guided by the natural impulse to move towards that looming, distant beacon. Control is intentionally simple and unobtrusive; you can only walk, jump and sing, but Journey still crafts some astounding scenarios from those bare gameplay ingredients. It has you surfing down sand dunes in the fading light, scaling towers, flying on the wind and cowering in underground ruins as you slowly uncover what could have happened to the civilisation that must have once lived there."

(Keza MacDonald, 13 March 2012, The Guardian)

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TAGS

2012abandoned ruinsancient cityatmospheric presence • Austin Wintory • barren land • beacon • clothcontinuous • crevice • cutscene • desertdesolate space • endless desert • environment as antagonist • float through the air • floating in spaceflyinggame worldheros journeyhorizonindie game • interactive parable • Journey (2012) • lone traveller • mountain • musical chime • natural impulse • open worldPlaystation 3quest • reach the summit • redrobe • robed figure • ruins • sand dune • scarf • smooth spacesnowSony Computer Entertainmentstone • Thatgamecompany • timelessnesstower • underground ruins • video gamevoyagewindwordless

CONTRIBUTOR

Guannan (cassie) Du
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