Chasing the Transcendent: From Macross Plus to Mesmerica

Many people seek out art, music, nature, or even certain stories, hoping to find that deeper connection—that feeling of being transported. It's a desire for something that isn't just consumed but deeply felt until it almost becomes an integral part of you – for me, this is the idea of soaring through clouds at incredible speed. It’s been my personal benchmark ever since for what I look for in art and experiences. Let me explain…

I can trace that dream back to a specific moment: a scene from the 1995 anime series, Macross Plus. There’s a scene where Isamu Dyson, a test pilot, is on a flight in a new craft, and he's subtly drawn into a hypnotic trance by a rogue piece of AI, Sharon Apple. As Yoko Kanno's music swells (and seriously, her work is transcendent!), the visuals and sound just blend together into this unbelievably beautiful, utterly entrancing experience. Dyson almost falls for the lucid dream but manages to save himself just in time but that moment really stuck with me; it was a powerful reminder of how media can go beyond being a disposable form of entertainment and actually change you in a deeply profound way.

Ever since, I've been hooked on the idea of synesthesia – that cool blurring of the senses where you can practically see the sound and feel the vision. For me, it's a direct pathway to something truly transcendental. That's why Tetsuya Mizuguchi's games speak to me on such a deep level. Rez and Child of Eden weren’t just games you played; they were experiences you felt. They wrapped you in this incredible tapestry of light and sound, creating a feedback loop of sensation that somehow elevated the everyday into something sublime. You didn’t just hear the music; you become part of its rhythm, its pulse echoing right in your core.

Then virtual reality entered the picture with PSVR and my experiences with Rez Infinite and Tetris Effect were kicked up to another level entirely. They weren't just games anymore; they were as close as I’ve gotten to a spiritual awakening, (separate from things like prayer or fasting). This craving for transformative media wasn’t limited to gaming, though. The deeply immersive and often meditative compositions of Pauline Oliveros's Deep Listening, along with the vast, evocative soundscapes from Jean Michel Jarre and Mike Oldfield, consistently hit that same spot of profound sonic escape. The Euphoria albums that gained prominence in the mid to late 90s often sent me to that sublime space and this was without the use of any drugs (I’m a tea-totaller and have always been drugs free). Visually, the Surrealist art of Dorothea Tanning and Leonora Carrington, with their dreamy, symbolic imagery, unlocked subconscious connections and conjured a sense of uncanny wonder that perfectly mirrored my waking dream experiences. And, perhaps most powerfully, David Lynch's entire body of work, especially Twin Peaks, masterfully built worlds that hinted at hidden dimensions and spiritual undertones, pushing the boundaries of traditional storytelling to deliver that same deeply resonant, sometimes unsettling, transcendental experience I've always looking for.

So, it probably won't surprise you that when I was scrolling through my Facebook feed recently, an ad for James Woods' Mesmerica made me stop scrolling completely. It looked like the real-life version of that pivotal Macross Plus scene – a promise of visual and auditory immersion designed to lull you into a state of heightened awareness, maybe even a waking dream. It felt like the perfect next step in a long search, an answer to that persistent craving for something beyond the ordinary.

Much to my wife's bemusement (she probably figured it was just another weird show/ exhibition/film I'd be dragging her to), I immediately bought tickets for my family and me. But for me, this isn't just a night out; it's almost like a pilgrimage, with a journey to blessed Plymouth - which is almost an hour away from my home.

It's a journey to chase that elusive feeling of soaring through the clouds, that sensation of being pulled into a transcendent state where the boundaries of the self just dissolve and something almost spiritual takes hold. My expectation isn't just to be entertained; it's to have an experience that resonates with the deepest parts of my being, fulfilling that enduring dream of synesthetic transcendence. I'm genuinely buzzing for the moment Mesmerica begins, hoping it will once again allow me to truly fly. No pressure then James Wood!

LINK: Japan: My Journey to the East

LINK- Pure Invention: How Japan's Pop Culture Conquered the World- Book Review (and Personal Reflections)

LINK- The Rise of Retro Gaming During Covid

LINK- Blood, Sweat and Pixels- Book Review

LINK- On And On And Colston ( Or, How We Kinda Sort of Learned to Talk About the Legacy of Colonialism and the British Empire)

LINK- Battle Angel Alita: And So It Ends

LINK- The Moomins 80's Soundtrack Vinyl Review

LINK- Akira Soundtrack Vinyl Review

Astro Bot- Video Games As Art

I’ve been a big advocate for VR and especially PSVR. We have used many games and experiences in lessons and it always goes down well but for your average person, VR isn’t a thing that’s going to stick… it’s like 3D telly… something that comes out cyclically but never sticks. However, sometimes a proof of concept comes out and shows people how amazing a new piece of kit can be and this is exactly what Astro Bot is. Much like how Mario 64 showed how 3D worlds could be realised, Astro Bot shows how VR can be used effectively to create an amazing game that couldn’t exist in any other way. The screenshots I’ve taken on my playthrough don’t do it justice, you really have to play it to understand how much of a game changer it is.

Moss- Video Games As Art

Moss is a VR action-adventure puzzle game, which takes all the classsic hallmarks of the genre and then gives it a VR twist by creating a world that seems vast and expansive but is actually little more than small dioramas.

In Polyarc’s words:

Quill is a young mouse who dreams of greatness beyond the confines of her sleepy community. When an ancient magic is awakened, she becomes linked with another - you, the player - who will take on their role in the story.

As a distant evil extends its reach, the two of you are called together to embark on an incredible journey brought to life with storybook-style narration that will draw you into a rich world of myth and magic. 

The game is short, at about 3 hours, but is a must play experience as the level of detail and creativity on show is stunning. The puzzles themselves are self-contained and pretty easy but the world draws you in. I can’t wait for the second chapter!

PlayStation in Concert- Review

This evening I was lucky to be at a world premiere of the Royal Philharmonic Orchestra performing the music of PlayStation games at London’s Royal Albert Hall.

I purchased the tickets a couple of months ago as I love the Royal Albert Hall for its acoustics and atmosphere, and the chance to hear some of my favourite video game soundtracks performed in such a space by arguably the foremost orchestra in the world, was too good an opportunity to pass up.

Me, chilling outside the Royal Albert Hall before the concert.

The day before the event I received an email notification to download a free app called EnCue, which provides information on the track being performed and details about the composer and the game. I was a bit reluctant as I thought it would take me out of the moment but I did download it, however on the night I didn't use it, preferring to let the music take me on a journey... and what a journey it was!

The ceiling of the Royal Albert Hall is a thing of beauty. The sound dampeners look like magic mushrooms!

The presenter for the performance was Jessica Curry, one of my favourite video game composers who, as well as soundtracking 'Dear Esther' and 'Everyone Has Gone to the Rapture,' hosts the Classic FM video game soundtrack show 'High Score.'

Her compering was short and brought context to the pieces, an amuse-bouche for the ears if you will. She encouraged audience participation via Tweets and read a few out between pieces after the interval. Her witty repartee and jokes at the expense of Hastings and Shropshire were hilarious and endeared her to an already enraptured and enthusiastic audience.

My rather blurry panorama of the Royal Albert Hall.

My rather blurry panorama of the Royal Albert Hall.

The music itself was exhilarating, to hear some of my favourite pieces performed by a full symphony orchestra with a sympathetic light display was magical. The pieces took me from the deepest depths of the oceans to vast desert vistas to the post apocalyptic near future where robotic dinosaurs ruled the world.

The music was played roughly chronologically from the ps1 era right through to the current PS4 and the tracks were:

CRASH BANDICOOT- Medley
WARHAWK- Theme
RESIDENT Evil- Medley
MEDIEVIL- End Titles
ARC THE LAD- Victorious Fanfare/ Main Theme
ICO- Castle in the Mist and You Were There
DARK CLOUD- Main Theme
flOw- The World of Flow
LITTLEBIGPLANET- The Gardens
ECHOCHROME- Prime #7
SHADOW OF THE COLOSSUS- Suite
MOSS- Quiet As A Mouse... With A Sword
KILLZONE 2- Birth Of War
WONDERBOOK- Book of Spells
JOURNEY- Apotheosis
THE LAST OF US- The Last of Us
BLOODBORNE- The First Hunter
HORIZON ZERO DAWN- Years of Training and Aloy's Theme
EVERYBODY’S GONE TO THE RAPTURE- The Light We Cast
THE ORDER 1886- The Knight's Theme
BLOOD AND TRUTH- Ryan Marks
GOD OF WAR- Main Theme
THE LAST GUARDIAN- Overture: Lore
UNCHARTED- Medley

Some of the tracks, like 'The World of Flow' from 'Flow' and 'You Were There' from 'Ico,' were intensely emotional and touching whilst the 'Dark Cloud' theme and the 'Little Big Planet' track were playful in a big band kind of way, full of jazzy brass and swagger. There were definite highlights for me, the tracks from 'Ico,' 'Shadow of the Colossus' and 'The Last Guardian' were particular favourites as they are some of my most listened to soundtracks ever and also because the rose tinted nostalgia I get from recalling when I played those games at certain times in my life. The choral piece from 'Everyone Has Gone to the Rapture' was enthralling and deeply touching and the encore, an 'Uncharted' medley was a fitting way to end this celebration of PlayStation.

I thoroughly enjoyed the concert and hope that it is the start of something annual as it is a great way to bring a lot of people, who may not traditionally visit places like the Royal Albert Hall or attend classical music performances together for a magical, almost otherworldly experience. Also, events like this bring the music of video games to the forefront, challenging the misconception that video game music is all bleeps, bloops and chiptunes and that all games are inherently violent wastes of time. The Royal Philharmonic Orchestra might be solving the problem of reaching new, younger audiences via video game soundtracks and I for one am glad. The beauty of the music shows that there is another side to video games; an artform. I only wish that Sony had got their act together and sorted out some merch as they would have made a killing and the fans would have gone away with a momento of a magical night.

Resident Evil 7 in VR is a Marvel

As a teacher I've been intrigued by virtual reality for a while and the wonderful possibilities that it holds as a means to engage and excite pupils, however as a gamer there hasn't really been anything released that has appealed to me. All this changed when it was announced that Resident Evil 7 would have VR features, this had me intrigued as I have felt that the series had lost its way by becoming more action orientated, and so I bought it on the day of its release.
I played the first couple of minutes at home in my man-cave at home but it felt wrong, I had the feeling that games like this should be experienced with friends using the old unwritten rules; life, level or up to a save point. Back in the day that's the way I used to play that with my friends and that the way I wanted to play this, so one Friday after school I put up a poster welcoming my colleagues to play the game, only 3 people responded and so in we went, us steadfast four, headfirst into the old Dulvey Mansion, in Louisiana; the setting for this game.
The few gaming teachers and I shared the VR headset and swapped around, as per the rules, but still experienced mostly the same thing as the system was connected to the interactive white board with the super loud speakers. The PSVR really does add a lot to the game and it is a lot more immersive than seeing it played out on the interactive white board but playing the game for long periods in VR is quite disorientating and so swapping regularly helps. 
Being winter it gets dark early and so the stage has been perfectly set for immersing ourselves in this game. The mood whilst playing the game has been one of camaraderie punctuated with moments of on-screen horror and jump-scares that have bonded us in our collective fear.

The game itself is wonderfully claustrophobic and as we are 8 or so hours in I look forward to the rest of the game and whatever surprises it may bring.

I have heard people decrying the game saying that it doesn't feel like a traditional RE game but as a long-time fan of the series with plenty of experience I can tell you that when you have to collect 3 dog head sigils to open a door then you're definitely in old skool RE territory. Friday after school has become RE 7 night and I love it!

Using the PSVR in School

I've spoken recently about how at my school we recently purchased a Playstation 4 and a VR headset. The PSVR headset arrived a couple of weeks ago and there was a sense of excitement amongst the pupils and teachers, although for many of the teachers there was also a sense of trepidation of another thing to learn, another potential 'hot new thing' that would be gone soon. To try to get the teaching staff on board I organised an after-school demo session where they had a chance to experience the technology for themselves. The results were extremely positive and many of the teachers were converted, seeing the possibilities such technology could bring into the classroom to excite and engage the pupils.

I have used the headset with my own class, connecting it up to the interactive white board with relative ease. This way the whole class could see what the individual could see within the VR headset and they could also be part of the experience. VR is here to stay I believe and to get on board it needn't be prohibitively expensive. The PS4 and PSVR cost just under 600 pounds in total and with time I'm sure it will get cheaper, which may make it one of the best ways to immerse children in an interactive and immersive digital world.

A few of the Digital Leaders, children inspired by and advocates of the use of new technologies, researched what software was available and carried out inquiries on how they could be used to be a art of the curriculum. I will be sharing their research and lesson plans here at a later date but what they did find was very intriguing, they saw possibilities of its application in software I hadn't even considered.

Personally I have used the platform to play Resident Evil VII (out of school time obviously and not with any children present) and the game is unnerving and immersive. The experience was unlike any other I have had in VR and has sold me on the possibilities of its use in gaming.

Using PSVR as a Writing Stimulus

At school we recently purchased a Playstation 4 and a VR headset. The PSVR headset just arrived today, after meeting the huge backlog in demand and Christmas rush, but we hope to use it as a contextual hub for learning. I've spoken many times before about how video games can be used as an instrument to hang learning on but with VR you can BE there, in the world.
I have been using the past few weeks since the PS4 purchase to play and record a few games which I feel can be used as a writing stimulus and will be working alongside my colleagues in creating exciting and fun lesson plans based on these soon. Today, with the arrival of the PSVR I played the demo disc, which contained several experiences of varying quality, and again hope to be using these to assist in developing the English curriculum.

VR could be an integral part of education and PSVR seems to be one of the most affordable commercial ways to get in on the ground level. Whether the potential is realised is to be seen but at my school we'll be giving it a good shot!

The PSVR does require a lot of wires.

The headset itself is extremely comfortable and adjustable, even for a glasses wearer like me.