Digital Vertigo, by Andrew Keen
Without a doubt, @ajkeen is a fine writer. The only word I can think of to describe the introductory chapter to his latest book, Digital Vertigo, is 'intoxicating'. He led me through the rainy streets of London to the corpse of Jeremy Bentham and expressed his inner turmoil over the posting of a neo-Cartesian tweet with such skill that, when I paused to reflect at the chapter's end, I wondered if there hadn't been some literary slight of hand involved, if the quality of the writing was blinding me to some sophistry. But no, it is simply that Keen is a fine writer.The style settles down somewhat after that, but the method does not. Keen sees connections everywhere, and the result is a heady concoction of philosophy, history, cinema, art, hippy culture and technological commentary. I will not attempt to summarise the argument in any detail: it twists and turns like a twisty-turny thing. Perhaps it goes too far sometimes—I was never entirely convinced by the relevance of Hitchcock's Vertigo (from which the book draws its name), although that may be in part due to my unfamiliarity with the film, which Keen would undoubtedly be horrified by. But there is a great deal that can be said about the modern sharing, public, digital world by taking a step back and looking at it from a wider historical / philosophical perspective, and I greatly appreciate Keen's efforts in drawing attention to such parallels.
One of the central arguments of Digital Vertigo is that the major proponents of the social web are those who stand to gain the most from it. It may ostensively be 'free' to join Facebook, but the consequence is that you are not actually a customer, in the traditional sense, of Facebook, but rather a product. And, as a product, the more you share, and the more social you are, the more valuable you become to the company. As such, it is no wonder that such the entrepreneurs behind such companies believe that privacy is dead, or that the future is social, or that humans are, by their very nature, social animals. It is no wonder because these technological gurus have a vested interest in encouraging you to be as social as possible.
Keen wishes to go further than that, however, arguing that we risk losing the essence of what makes us human when we succumb to the pressure of becoming hyper-social. Referring to Mill, he says that
our uniqueness as a species lies in our ability to stand apart from the crowd, to disentangle ourselves from society, to be let alone and to be able to think and act for ourselves.Or to put it another way, the digital narcissism implicit in today's social networks is dangerously dehumanising.
Keen is no Luddite, which is why it's a cheap shot to criticise him for inviting people to follow him on twitter (as the book cover playfully illustrates). If anything, he's interested in informed consent; people should be aware of what they're getting into, of the dangers of excess, and free to choose not to. And naturally enough, the default setting of the social network should be privacy: we should choose to be public, not choose to be private.
If I have concerns about Digital Vertigo, it's with the occasionally disingenuous argumentation. Needless to say, Jeff Jarvis and his recent Public Parts comes in for a fair amount of criticism, but Jarvis is generally more sophisticated than Keen's treatment suggests (that being said, Jarvis' unquestioning idolisation of Mark Zuckerberg began his book with a sour taste that I could never quite dismiss). But there are other points where the polemical narrative seems to take over: for example, in describing Josh Harris, the subject of We Live In Public, Keen suggests that Harris is now more-or-less living in isolation and disgrace in Ethiopia. Not so, according to Jarvis, who spends several pages describing 'The Wired City', a next-generation reality show planned by Harris (admittedly a kickstarter project which failed). Another example: Eric Schmidt's rather ridiculous comment that young people should be able to automatically change their names on reaching adulthood, which, as Jarvis points out, was intended as a joke. Keen is well aware of this, as I've seen him acknowledge in an interview, but it's not mentioned in the book, presumably because it would have weakened, or distracted from, the point he was trying to make. Also, I've always considered novelists less than reliable sources for philosophical arguments (because what they are writing is, by its nature, fiction), but Keen is more than happy to cite authors, novels, and films to illustrate his argument that we're heading in the wrong direction.
These points may well be pedantic, and I do, in principle, agree with where Keen is trying to go with the book; there were just times when I was sceptical about how he was getting there. And that is true of pretty much every mention of The Social Network, a (semi)fictionalised account of the birth of Facebook which Zuckerberg refused to be interviewed for. The film may have been Oscar-nominated, but that hardly grants it any credibility; and suggesting, as Keen does at the end of Digital Vertigo, that we should watch it in order to help make the choice "between being human and being an elephant or a sheep" is almost farcical. At best, this is preaching to the converted, because none of the 'proponents' of the social network will have any time for the film (think: hatchet job). At worst, it's a cynical deception: trust a Hollywood, old media, fictionalised cinematic account rather than seeking the truth. I don't actually think that Keen is being so manipulative; but if Jarvis' hero-worship of Zuckerberg is the sour taste in Public Parts, Keen's praise for The Social Network is the bum note in Digital Vertigo.
All in all, though, I enjoyed my time with Digital Vertigo, and my copy is enthusiastically dog-eared. It's a well-written, insightful account of the potential dangers of the social web we find ourselves increasingly caught up in. And if, at times, Keen gets a little too wrapped up in the point he's trying to make, it doesn't stop that point being any less vital or timely.
[Keen's recent opinion piece on CNN is worth a read to get the gist of what the book is about...]
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23 Jun 2012 05:17
Kamasutra (o.s.t.), by Can / Irmin Schmidt (2009)
According to The Can Book, the band did not hit upon their name until December 1968; and music included in this soundtrack was recorded a month before that. And so Kamasutra is credited to Irmin Schmidt & Inner Space Production. Indeed, none of the musicians involved in the recording are mentioned in the sleeve notes, which instead summarise the contents of the obscure German film. Only Malcolm Mooney, and one Margarete Juvan, receive any credit, and only because they sing on one track each.And in a way, that's fair enough. This is, after all, proto-Can, Can before they found their groove and identity. In some ways, the music here resembles some of the entries in their occasional Ethnic Forgery Series, but that's not quite fair, as the most of the EFS pieces which have been released are decidedly tongue-in-cheek—they're 'forgeries', after all—while the ethnic elements appropriated here are played more conventionally. Both the ethnic elements and the rock elements sound fairly typical of the sound of the late 60's, and so unrepresentative of Can themselves. That's not to say the album is of no interest to a Can fan; it's just a recording of the band in their earliest stages of development. And at several points I thought I heard references to later pieces, riffs or rhythms which would soon make their way onto record in a different form.
It's also interesting to hear David Johnson's flute playing here; if I remember correctly, there were only a couple of points on Unlimited Edition where we've heard it before. To be sure, that flute is what part of what makes the album not quite sound like Can; but this was apparently the only time when the six musicians of Inner Space played together, and it's a fascinating insight into the band's development.
__________
Verdict: Much as I appreciate this release, it's hard to rate the album higher than Decent. Dedicated Can fans may consider this to be an essential part of their collection, but anyone else is not likely to be impressed.
[Review also posted on rateyourmusic]
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17 Jun 2012 07:05
Livemiles, by Tangerine Dream (1988)
Untainted by any hint of nostalgia, I've just listened to the album for the first time. One of the words often used in connection with Livemiles is 'warm', and that seems appropriate to me. In a way that's surprising, because all those keyboards and computers were typically thought to lead to soulless music (in part Kraftwerk's influence, no doubt). But warm this album is, while thankfully avoiding being too drippy or saccharine.Despite that, Livemiles is still basically wallpaper, or coffee-table music. It doesn't challenge, it doesn't really excel, it doesn't excite. It does what it does well—and warmly—but it never even attempts to scale the heights of previous Tangerine Dream albums, live or otherwise. For its time, and its place in the band's discography, it's pretty good; but that's like saying it's the best of a bad bunch, or the lesser of many evils.
To be fair, I probably will listen to Livemiles again; somehow, I see the point. I wish it was a more interesting point, but at least it has one.
__________
Verdict: Not really good, but not a total waste either. Still, the album probably represents the point at which I part company with Tangerine Dream.
[Review also posted on rateyourmusic]
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17 Jun 2012 05:05
Underwater Sunlight, by Tangerine Dream (1986)
Way back when, I used to listen to a compilation of Tangerine Dream which, bizarrely, contained a single track from their pre-Phaedra records, and then material from nearly a decade later, skipping their Virgin years entirely. It made for a weird mix—krautrock experimentation rounding out a selection of 80's electronica.In the early 90's, of course, the 80's were not so far away, and I had not yet come to a) despise the 80's as the worse decade of music in the entire history of the universe, and b) love early krautrock. And so I thought the two-part (and side-long) 'Song of the Whale' was pretty damn epic and pretty damn fine. Twenty years later, I decided to pick up the remastered edition of Underwater Sunlight, the original album containing that piece.
The problem is, in the end, that I've delayed so long in picking that album up because I've been testing how far my patience with Tangerine Dream goes. I love the pure krautrock years of the band, and I like most of the Virgin period a great deal. But by the time we hit the 80's, my interest begins to wane; there are just too many synths, too much New-Ageiness, too many soundtracks. Though I appreciate the band were still capable of putting out side-long tracks on both studio and live albums, the overall feeling I get from them at this point is of pastiche rather than progress.
And so 'Song of the Whale', while clearly the best thing on Underwater Sunlight, is far away from what I really want to hear from Tangerine Dream. To be sure, after all this time, I still know the whole track note-for-note, and the Big Guitars™ which turn up about half way through each part of it do remind me of what my younger self liked about this, bombast notwithstanding. But it no longer captures my imagination—musical or otherwise—in the way it did, and I've never been very susceptible to nostalgia (in the sense of liking what I used to like because I used to like it).
The rest of the album is increasingly worse, gradually dropping the guitar solos and devolving electro-pop, with the bonus 'Dolphine Smile' representing just how far Tangerine Dream had fallen by this point.
__________
Verdict: I considered being lenient towards this, given the nostalgia I said I wasn't affected by. But I can't. Underwater Sunlight is simply Bad. The only time I'm ever likely to listen to it again is on a Tangerine Dream marathon, and then only to make myself sad about how good they used to be.
[Review also posted on rateyourmusic.]
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17 Jun 2012 03:14
Clannad (2007)
I came to Clannad principally because the second season, After Story (reviewed separately), is the highest rated show on the Anime News Network. Needless to say, user ratings should always be taken with a pinch of salt (as should any ratings), but After Story is highly rated on other sites as well. As someone with a general interest in good anime, this was enough to make me check it out, even as the character designs screamed their warnings at me.Make no mistake: Clannad is moe. To be sure, the body designs look like adults (or teenagers) rather than children, but the facial design, particularly of the girls, is very much the big-eyed, tiny-mouthed stereotypes that most people associate with anime. This isn't the kind of thing I normally like, unless it's being spoofed (as in Lucky Star), but to get anything out of Clannad you'll have to be able to deal with it.
While we're counting potential black marks against the show, it should be said that Clannad is also a high-school romance. If you can't stomach school kids failing to communicate their feelings, this show may not be for you. And finally, the show is based on a visual novel (by Key/Visual Arts). Visual novels, for those who don't know, are basically role-playing games; they often fall into the dating-sim or erotic territory, though thankfully Clannad doesn't go there.
To summarize the list of preconceptions: Clannad is a visual novel-based moe-style high-school romance. That mixture has lead to some of the most dreadful examples of anime ever created, and would be more than enough to make some viewers avoid the series like the plague.
But the thing is, Clannad does what it does very well. While its various story arcs do have a certain feel of questing about them—solve the riddle of Fuko, make Kotomi come out of her shell and come to terms with her past, find a way to get the drama club established for Negisa—the writing introduces the various plot lines some time before they become the main focus, making the structure of the series as organic as it can be, rather than a succession of stages which need to be completed. Perhaps more importantly, there is never really any question that Tomoya will get together with Negisa; other possible romances are entirely one-sided affairs, and only really occupy two episodes late in the series (in which Toyoma is suitably flummoxed by the attention he's receiving). So Clannad avoids cheap 'Which one will he choose?' dramatics, and instead allows its two romantic leads to grow together gradually. (Three of the other romances are given room to breathe in two of the specials which accompany Clannad and After Story, but they are presented as just that: alternate romances in alternate realities).
The other thing that keeps Clannad from slipping into mediocrity (or worse) is that it has underlying theme: family. Tomoyo says in episode 18:
"When I say family, I don't necessarily mean your real family—it could be your friends instead. All that matters is that you have something like a family to support you."From this perspective, pretty much the entire show is about family, be it Tomoya's estranged father, Negisa's crazy parents—who steal every scene they're in—or her favourite song (hell, one of the plays shown late in the series is Oedipus). Kotomi's arc is a good example: although concerned with her parents, it really involves her friends gathering around her to offer support, ultimately through actions rather than words. It ends up being far more subtle than 'Tomoya solves the problems of possible romantic partners', and Clannad should be commended for that.
Tomoya himself is a genuinely nice guy with a playful sense of humour (as is true of the series as a whole), and that helps the show considerably, not least in providing a fairly convincing reason why all these girls might be interested in him (rather than wish fulfilment of the player/viewer). And as for the girls themselves… Ryon wins the Complete Drip award, as Negisa (arguably) manages to grow a spine as the series progresses. Tomoya and Kyon, as the boisterous tsundere-types, are much more dynamic and fun. Tellingly, Kyon has to train the socially inept Kotomi in the art of delivering comebacks; so guess who is responsible for more comebacks over the course of the show? But all of them, detached as they are from their possible roles as romantic interests for Tomoya, fare better than they might have otherwise. Moe or not, Clannad is mainly focussed on friends doing things together.
(Incidental aside: Kyon and Ryon are twins, and mirror the twins Kagami and Tsukasa from Lucky Star, even down to the colour of their hair, and the fact both Complete Drips (Ryon and Tsukasa) have short hair and the tsundere types (Kyon and Kagami) have long hair. It must be a tradition, or an old charter, or something).
That isn't to say that it doesn't delve into melodrama and sentimentality, especially at the climaxes of Fuko's and Kotomi's arcs, launching into Clannad's Sentimental Music Cue™ and Emotional Fireworks Display™. Whenever this occurred, I found myself disappointed; the show is, for the most part, too well written and structured for such heavy-handedness. These emotional 'pay-offs' seem more like cop-outs to me, as if the writers were unwilling to let the stores play out to their natural conclusions, and instead felt obliged to offer viewer an Uplifting Resolution™. In both arcs, the journey is rather better than the destination, and that may be true of the show as a whole.
Special mention should also be made of the haunting 'Girl in the dying world' sections; these are probably my favourite sections of the series. The understated images, the narration of the little robot, and the tone of loneliness they set are simply another reason why those descents into sentimentality just don't work for me.
Ultimately, Clannad is an often funny, occasionally cute, sometimes sentimental, but always leisurely high-school romance, bolstered by a surprising thematic depth. It isn't as funny as Azumanga Daioh, as clever as Haruhi, or as bizarre as Lucky Star, nor as complex (and generally different) as His and Her Circumstances. To be sure, it doesn't exactly rise above its origins, but it does largely play them down, for the most part successfully. If you're going to make a visual novel-based moe-style high-school romance, Clannad is pretty much the way to do it.
After Story is an entirely different beast, however.
__________
Verdict: Very good: don't miss it. Really, unless those potential black marks I mentioned at the start are just too much for you, Clannad is definitely an enjoyable watch.
[Version watched: Region 1 English dub; review also posted at MyAnimeList]
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10 Jun 2012 03:31
E2-E4, by Manuel Göttsching (1984)
Clearly way ahead of it's time, that's for sure.Recorded 1981, released in 1984, E2-E4 was arguably the first recognizable trance album (I say arguably because I don't know of any other contender, but could be proved wrong). In some ways following on from where 1974's Inventions for Electric Guitar left off, E2-E4 is a single 59 minute track, composed principally of electronic rhythms. For the first 30 minutes it builds and builds, adding more instruments and variations until a solo guitar enters the scene. At that point, for my taste, the album becomes a little less impressive: the guitar somehow never quite takes off, and I prefer the moments when it falls into playing rhythm and lets the electronics carry the melody (such as it) is. Also, although it continues to vary, the background electronic rhythm more often becomes just that: a background to the guitar in the foreground.
Personally, I like it less than Inventions: it's perhaps just that little bit too long, that little bit too monotonous, with a little bit too much guitar noodling, to reach quite the same level. That being said, E2-E4 is still a landmark album in modern (electronic) music.
__________
Verdict: I'll say it's Very Good, but it should really be in anyone's collection, unless you're the kind of person who despises all forms of electronic music.
[Review also posted on rateyourmusic]
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05 Jun 2012 07:12
Starcraft II: A half review of disappointment
A day after release, I picked up the Starcraft II collector's edition. Last night I completed the single player campaign. These are my thoughts about the game. Spoilers indicated.
Mac Land / Performance
[No spoliers]
As usual, Blizzard remain committed to the Mac platform like no other major developer. The standard release of Starcraft II contains native versions of the game for both Windows and Mac on a single disc. Even as more stores are stocking Mac games because of increasing market share, it's still rare for a company to develop their own port and release it in the same package. Witness the two games I've played recently: The Witcher was never ported to Mac at all, and Dragon Age: Origins was fobbed off with a prompt, performance-challenged, and seemingly unsupported Cider port. But despite this, all is not well in Starcraft II Mac land.
First of all, a niggling issue that bugged me. The collector's edition contains a somewhat heavy usb flash disc which replicates the dog-tags seen in the game. It come with both the original Starcraft and the Broodwar expansion pre-installed; but only for Windows. Thankfully, the registration key can be used on the battle.net site to register the game and you can then download a Mac version in whatever language you like. Unfortunately, you need to launch the Windows installer to find out what that key is.
Much more important is the performance of the game, which is terrible. My Macbook is pretty new (late 2009) even if it is not the most powerful. But it easily meets the requirements for the Starcraft II. Nevertheless, the game has to be set to the lowest possible settings to be playable; and then it looks little better than Warcraft III. On the same machine under Windows 7, I can boot the settings up on everything at least a notch, which makes a considerable difference. And it seems from the forums that this is more-or-less a universal problem for Macs of all capabilities, because of drivers and broken shaders / lighting. Hopefully this will be fixed soon (and knowing Blizzard it probably will be), but at the moment Starcraft II is only just playable on Macs, if at all.
Battle.net / DRM
[No spoliers]
Next up is battle.net integration. To register Starcraft II, you have to log on to battle.net; after that, whenever you boot up the game you'll be asked to sign on with you battle.net account. This allows a number of cool features, such as achievements and online saves. This latter is quite sweet: when I installed the game on Windows today and logged on for the first time, I was able to pick up my single player game from where I left it. However, the implementation is a little clunky: Starcraft II will remember my account name but not my password (Dragon Age remembers both), meaning I had to change my password to something a lot simpler and less secure so I could type it in every time I boot the game.
If this sounds suspiciously like a form of DRM which requires you to have an internet connection at all times, you wouldn't be far wrong. Starcraft II does have an offline mode, which means that if no internet connection is detected you should be informed and can play anyway (so long as you've registered once). Sounds fine; except for many people it isn't working, and anything you do during this offline phase will not be recorded or synced with battle.net next time you reconnect.
This is what happened to me. I was playing along, completing missions and picking up achievements, when all of a sudden all my save games had gone. It turns out that I had been disconnected from battle.net while playing, and so everything I did after this was automatically saved as a new, unidentified user. I no longer had access the the old files. But with no huge pop-up explaining the problem I had no idea what was going on and soldiered on. In fact, several hours later, I completed the game, let the credits role, and only then was notified that I'd been disconnected. The problem is that when I reconnected, all of that recent gameplay vanished – as it belonged to an unidentified user rather than my battle.net account. As far as Starcraft II was concerned, I hadn't completed any of those missions, nor the game as a whole. I'm sure that if I disconnected again, those saves and missions would be available – but none of the preceding ones the would be. And there is currently no way to merge the two sets of files.
To put it simply, this sucks. Being set back several hours because of a weak internet connection is dreadful service. And what if, for example, I want to visit my girlfriend's parent's, where I don't have access to the internet. If I'm lucky I can play, I can even continue the game, but it won't be acknowledged in anyway.
Many games require an internet connection nowadays – Dragon Age does. But not having one will not negatively affect gameplay. I remind you that this concerns the single player campaign, not multiplayer: I'm playing against the computer. The internet is not required at all for this. But Blizzard have integrated the save game system into battle.net in such a way that it is easier for me to carry on from where I left of when I install the game on a new computer, than when the internet drops out for a couple of minutes. That's crazy.
Knowing that I have to replay those final missions just to get an achievement to say that I've done so put a serious dampener on my enthusiasm for the game.
Story mode
[Minor spoilers]
On to the starship environment which forms you base of operations. Starcraft II definitely boasts a much improved 'story mode'. Where the original game simply loaded the next mission, Starcraft II allows you move to four different locations on your ship (armoury, bridge, canteen, lab) and talk to various crew members about the last mission, or buy upgrades for units. There's far more interaction with NPCs than ever before, and it looks much better than the cut-scenes in Warcraft III, for example. But improved as it is, I wanted more. The locations you can visit are static, with an occasional NPC wandering about. So you get one view of the bridge, and that's it. Interaction with NPCs and objects is just as limited: click on an object, trigger the cut-scene, move on. There's no scope for dialogue options at all.
An example: at one point you pick up a female scientist whose planet is under attack. You evacuate her colonists, relocate them, and kick her off the ship. All well and good. While she's on board, you have a handful of brief dialogues, and as she leaves, she kisses you on the cheek having developed some feelings for you. All well and good. But because of the limited interaction, she's utterly undeveloped as a character. Just take a look on her character profile on battle.net – obviously enough, she's got an entire life history. Can you find out any of this in the game? No. Is there any indication of any of it in the game? No. On battle.net, she's a fully fleshed out character. In the game, she's more-or-less a hitch-hiker. You pick her up and take her to her destination. That's it.
True, I may have been spoilt by games like Dragon Age, in which you can actually talk to your group of NPCs and they will either grow to like you or hate you depending on what you say to them. In the end, these starship sequences are good, but feel so much like a missed opportunity. There's only three members of the crew who have anything like realised characters, and that's Jim Raynor (your character), Tychus Findlay (more on him below), and arguably Matt Horner (ship's captain).
Part one of three
[Minor spoilers]
Now we come to the hub of the problem with Starcraft II: the story. The first thing to mention is that the game I've been calling Starcraft II is really Starcraft II: Wings of Liberty. It's the first part of a trilogy of games, and single player campaign has 29 missions focussed on the Terran (human) forces. There's a brief section in which you can play Protoss, and at no point do you play as Zerg. Where the original game (and Warcraft III) had three 'chapters' – one for each race – of some 10 missions each, Blizzard decided this time to spend almost the same amount on one race at a time. We'll get round to campaigns focussed on the other races in the sequels.
I have, in principle, no problem with this. Twenty-nine missions allows greater involvement with the Terrans than before. Theoretically it allows for a more gradual build-up of the story-line; and indeed, for the first few missions you really are just bumming around raiding and pirating. But... Many of the missions are really side quests (I'm curious how many could be avoided altogether). The afore-mentioned scientist has a series of missions which have absolutely no bearing on the main 'plot'. There's a renegade wraith (an enhanced ghost) whose missions are exactly the same.
Now, the advertising for Starcraft II boasts that your actions will affect the development of the game, and indeed they do, but strictly speaking only in three cases are you actually given a choice. Once is at the end of the game, when you can choose to cripple either the ground forces or their air forces of the Zerg before the final battle. The other two cases are in the side quests mentioned above: you may choose to support the renegade wraith, or betray him; and you may choose to support or abandon the scientist when her colonists are about the be purged for Zerg infestation by the Protoss. The choices have an impact on the individual story-lines, but since these story-lines are effectively isolated from the main plot, so are the choices. In the end, the only real choices which have any effect on the campaign are the order in you complete the missions, which determines what units you have available at a given point, and what upgrades to research or purchase. That's fine, but given the extent to which recent RPG games (again taking Dragon Age and The Witcher as examples) allow you to affect scenarios, this has to be chalked up as another missed opportunity.
The Betrayal
[Major spoilers]
On to the story proper. I have to say, this was the first time I've been disappointed with a Blizzard story (I haven't played the first two Warcraft games, nor World of Warcraft). First of all, we have Tychus Findlay, an old buddy of Raynor's who's being blackmailed into betraying him. That's the plot twist. The problem is that from the very start of the game it is clear that Tychus is going to betray Raynor in some way. From the fact it's his face on the cover, to the opening cinematic, to his unwillingness to discuss his escape from prison, to hints dropped by all and sundry. The only thing we don't really know is how he'll betray Raynor, and who he's working for.
Who is obvious enough, in fact: Arcturus Mengsk, who betrayed Raynor in the first game by sacrificing an entire planet in order to take power in the region. Mengsk has been the villain since the end of the first chapter (of six, counting the expansion) of the original game. So no surprise there. What is surprising is that, while working undercover for Mengsk, Tychus enthusiastically works against Mengsk, along with Raynor. At no point is there any indication that he's trying to sabotage Raynor's operations, even when Raynor gets hold of a recording of Mengsk issuing the order to lure the Zerg to that planet in order to take control in the ensuing chaos. Needless to say, broadcasting that recording is devastating: imagine a recording of George Bush from before the Iraq War admitting he knew there were no WMDs and going ahead anyway. And multiply it by a thousand. But the mission in which you take over the UNN to broadcast the recording is the one in which Tychus in most directly involved.
Okay, you might say, but any subterfuge on Tychus's part would risk giving the game away. Yet the game has already been given away to all but Raynor, who will brook no criticism of his buddy. Any villain worth his or her salt would take steps to avoid the kind of damage which Raynor causes: after all, if Tychus is there to assassinate Raynor, it should be done before Raynor manages to undermine the whole regime.
But Tychus isn't there to assassinate Raynor. He's there to assassinate the Queen of Blades, the ruler of the Zerg created from Raynor's old flame Sarah Kerrigan who was betrayed and left behind by Mengsk when the planet was sacrificed. It seems that Mengsk, in an amazing feat of premonition, knows that Raynor will ultimately succeed in battling through swarms of Zerg forces to Kerrgian in the hope that she can be deinfested and redeemed; and that Raynor's mercy will mean that Tychus will have to step in and take her out.
I don't buy this at all.
To begin with, at the start of the game when we meet Tychus for the first time, there is no indication that Kerrigan could become deinfested and so weakened to a point where she could be easily killed (other than Mengsk's fabulous skills of prediction). Secondly, everybody has been running circles around Mengsk throughout the game. Raynor has been making significant progress in his war of liberation; the disenfranchised on planets everywhere are in uproar; and even Mengsk's son Valerian has been vying for a position of strength. He's been secretly funding the recovery of an ancient artefact of immense power (which Raynor has been collecting the in fragments), and ultimately snatches away half of the imperial fleet and allies himself with Raynor for an assault on the Zerg homewold. So: the only time in the entire game in which Mengsk seems to be on the ball is at the moment of Tychus' betrayal, and by that time it is barely plausible. In comparison, imagine it had been Valerian who was behind Tychus' betrayal. Valerian is funding the Möbius company to search for the artefact, and Tychus originally says that it was this company who paid his bail. Likewise, Valerian knows exactly what the artefact does, or at least suspects at the start of the game. He's also trying to step out from under his father's shadow, and bears no personal grudge again Raynor. It's more than plausible that he would want to achieve something big (such as defeating the Queen of Blades) and would be more than happy to use Raynor to achieve that goal, which would double as rude gesture to his father as well.
In the end, it seems to me that the decision to have Mengsk himself behind Tychus' betrayal was motivated by an awareness that Mengsk seems to be complacent to the point of incompetence throughout the game; and that does not a good arch-villain make. The fact that it makes the whole betrayal preposterous seemingly slipped under the radar.
Finally, let's talk about the artefact. It's totally a deus ex machina. It effectively comes out of nowhere and saves the world. All of a sudden, the Zerg are (seemingly) completely defeated and Raynor has his girl back, and carries her off into the sunset. The only thing which keeps me from thinking that this is completely lame is knowing that there will be two sequels: the Protoss mini-campaign hints at a cataclysmic battle to come, although to be honest it didn't seem to add anything beyond what was already hinted at in the original game. And I know that it isn't fair to compare the end of Wings of Liberty to the end of Starcraft I (which was apparently voted the best end of a game in 2003). The artefact can't begin to compare to Tassadar's ramming a battle ship into the Zerg Overmind and (seemingly) loosing his life in the process. But if the end of this instalment brings us a third of the way through Starcraft II, then it may be fair to compare it to the end of the first chapter of the original game. Yet against Mengsk's sacrifice of an entire planet, and the betrayal of Kerrigan which sets in motion so many events to come, Tychus' betray just doesn't cut it.
Conclusion
There is plenty to like about Starcraft II. The graphics, when they work, are very good. The single player missions are well designed. The cinematics are excellent, as are the 'story-mode' animations. The variations brought into the campaign allow for interesting replays. And of course, this is no more than a half review, as I'm not touching on multiplayer at all. Ultimately, it may be no more than a quarter review, or even a sixth, if the sequels bring more to the multiplayer table. But my feelings remain the same: for the first time, I'm underwhelmed by a Blizzard game. And most surprising of all is that the story is its greatest disappointment.
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01 Aug 2010 02:57
Flag: The Movie
Just finished re-watching the movie version of Flag (which seems only to be available in German-speaking countries), and it is everything that Mind Game is not. I won't pretend to be writing a full review here, as that would hardly be fair with a 100-minute edit of a 13 episode series—and I can hardly assess the edit properly until I've seen the full series. But here's a couple of observations.Firstly, the mecha elements of the show, which some people find inappropriate. Do we really need to have piloted robots in a UN-based operation set not too far in the future? Maybe not, but the robots here resemble the Tachikomas and Uchikomas of Ghost in the Shell (minus the artificial intelligence) more than they do the giant machines of Mobile Suit Gundam or Neon Genesis Evangelion. The HAVWCs of Flag are presented as if they are plausible developments of military hardware, powerful and maneuverable, but far from indestructible. On one level, they are an attempt to imagine what the conflicts of the near future might look like; on another, they are an attempt to reclaim the whole mecha genre from impossibly huge machines piloted by whining brats.
More importantly, the first person perspective—everything is seen through a lens—is not a gimmick. Flag is about the power of the image, and in particular the photographic image; to be constantly reminded that we are watching images is completely appropriate. In a sense, Flag is coldly objective in its resemblance to a documentary, stripping away (almost) all the usual bombast and noise associated with military drama. But not only that: by showing us what is seen through the viewfinder, rather than just the final product, we're being reminded that photography and film are a process, and at the same time that there is always a person behind the lens who sees.
This representation of photography is also a reference to traditional animation, and perhaps to film itself, which is precisely about using still images to create motion, narrative and meaning. Flag is at once a tribute to the camera, the media, and the operator, both in form and content.
As you might guess, I think that Flag is considerably more subtle that the military-political thriller it appears to be on the surface. Maybe at some point I'll attempt a more comprehensive and coherent review.
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22 Nov 2009 11:53
Mind Game, directed by Masaaki Yuasa
Synopsis
Nishi and Myon were shy sweet-hearts at school but haven't met for some years. Nishi visits Myon and her sister Yan, who run a cafe. While there, two thugs turn up looking for Myon and Yan's father, who is in trouble with the local mafia. One of the thugs goes berserk, attacks Myon, and shoots Nishi.
His spirit leaves his body and meets a constantly shape-shifting God, who informs Nishi that he's dead. Not wanting to accept this, Nishi forces his way back to life through sheer determination, and finds himself in the cafe a few seconds before his death. This time he kills the thug, and flees with the two girls. A car chase ensues; just as capture seems inevitable, the trio drive off a suspension bridge and are swallowed by a whale.
Inside the whale they meet an old man who has been stranded there for 30 years; he helps them to survive and encourages them to make the most of the situation.
Finally, they escape.
Review
I like arty and pretentious anime as much as the anyone. I think Neon Genesis Evangelion, whose seemingly innocuous mecha beginnings give way to stream-of-consciousness psychoanalyzing, is a high-water mark. Confusing or confused, it's worth it. And I'm a huge fan of Satoshi Kon's work, all of which pushes the limits of anime. I enjoy the challenging stuff.
So when I read several fairly glowing reviews of Mind Game, I was curious. But I'm not sure if we were all watching the same film. Yes, the art and animation are spectacular, shifting between contrasting styles with grace and ease. It's certainly a visual showcase. Yet none of the reviews mention the aspects I'm going to talk about below; and I'm inclined to think that beyond the artwork, Mind Game is really just art-house by numbers. Fill in the dots between seemingly edgy elements, and you'll have a great piece of cinema. Or not.
Take the characters. Nishi is a wannabe Manga-artist. Fine. Myon wanted to be a swimmer until her breasts got in the way. Um, fine. The old man prepares gourmet dinners and talks to his friends, the dinosaurs. Whatever. And Yan wants to be a performance artist and likes nothing more that taping balloons to her chest, covering herself with paint, and throwing herself at canvas. While trapped inside a whale. Er… what?
This is all meant to be psychedelic and avant-garde, I suppose. Subtle it isn't. For example: Nishi tells Myon a story about space explorers for whom the only source of food on the planet they were stranded on was alien excrement. But then it turns out that the space explorers were actually on a cell in Myon's body, and they grew larger until being flushed out of her system. You can imagine the details, I'm sure. This charming tale has the inexplicable effect of seducing Myon; I can only suppose that her eyes were so clouded with love that saw in it the unrestrained imagination of her beau, and that the story was meant to have the same effect on the viewer. Personally, I just thought it was tasteless.
Duly seduced, Myon and Nishi have sex. Fortunately, there isn't any nudity, as their bodies dissolve into a kaleidoscope of lines, colours and images. Unfortunately, this sequence resembles nothing so much as a 1969 sketch by Monty Python: trains entering tunnels and then crashing, waves lashing against the shore, that sort of thing. Only in the sketch, we ultimately pan away to reveal an inept guy playing the film to his increasingly frustrated girlfriend. See, the Python sketch is a parody. Which says a lot for the sequence in Mind Game.
It's as if the whole thing is trying too hard to be different, to be absurd, to be psychedelic. Towards the end all four of the main cast pool their resources to escape, rowing as hard as they can through the water-filled stomach of the whale—until their boat is broken. With only the momentum to carry them forward, they use whatever comes their way as leverage to propel them forwards: bits of wood... fish... a fly... Onwards they run, as the whale swallows successively large objects: a ship, an airplane (which explodes behind them), an office block, which Nishi has to navigate his way through, leaping over tables and through windows…
Then finally we see a almost identical stream of images to those which opened the movie, only with slight differences; so whereas at the start Myon caught her foot in the door of an underground train, now she doesn't. This is art-house by numbers again: repeat the same four minutes of footage with minor changes and in so doing give 'meaning' to the changes. What it actually means is not actually the issue; the fact that it's meaningful is all that's important.
In the end, Mind Game is a hodgepodge of highbrow and lowbrow; of comments about breast size and toilet jokes combined with literary references and pseudo-symbolism. Perhaps it wants to exploit the contrast in a kind of cinematic magical realism; but in my view it fails completely. Nothing represents the film better than Yan's paint dancing: it wants to be art, but it's mired in vulgarity.
Bought, watched, and offered for sale on amazon marketplace before I'd even finished it.
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Verdict: Weak; I wish I'd done something better with my time. It's merits are few and far between.
(Review also available at MyAnimeList; cover image taken from there).
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20 Nov 2009 08:31
Aufbrüch! (2009)
An impressive collection, no question about it. The box set includes the four original Umsonst & Draussen releases in re-mastered form, accompanied by a booklet containing articles and photos (most of which are available on the official release site). You can also download the albums individually from iTunes (the German store, at least).Most of the music is in the kraut-funk style of mid-to-late 70's Embyro, which is no surprise since they were involved in setting up the festival in the first place. The first album contains perhaps the most krautrock-orientated pieces, but is unfortunately marred by the mastering being done from an LP release (the original tapes were missing). The sound improves considerably with the second album, and although the music is more focused on kraut-funk, it makes for a more consistent listen. The third and fourth releases are both double-albums, over 90 minutes each, and diversify the range of music somewhat. That's good in one way, but certainly makes them feel more like compilations that the second album.
Very few of the recordings are available elsewhere (Embryo's 'Wir sind alle politische Gefangene' was released on the re-master of Apo-Calypso as 'Prisioneri Politici'), and most of the bands are pretty obscure. That said, a large proportion of the bands involve musicians from better-know bands; some 67 minutes of the 4 1/2 hours of music feature Missus Beastly and various off-shoots, for example. Six tracks (from four bands) involve Marlon Klein of Dissidenten, who also is responsible for the re-mastering of the albums. And that's quite aside from the various Embryo-related projects. Obscure some of these formations may be, but there's no lack of musicianship.
On the (slightly) negative side, the CDs don't exactly follow the original releases—there's no way the third and fourth albums would fit onto single CDs. So all the albums (except the first) are split across at least two CDs, which breaks whatever continuity the originals had. It's better than leaving tracks off, and at least you can import the tracks into iTunes (or whatever) and make your own playlists. Also, the promotional artwork that you might see around is slightly misleading: in my edition at least, the cardboard sleeves containing the CDs are generic and do not show the original album art. That's slightly disappointing in an otherwise well-made box set.
All in all, this is a set which is greater than the sum of its parts, or at least than the individual songs it includes. Perhaps one more for the fans (of Embryo and later Missus Beastly in particular) than the casual listener, it's nevertheless a great overview of the alternative festival scene in Germany at the time.
__________
__________
Verdict: Very good, especially for anyone interested in mid-70's krautrock.
[Review also posted on rateyoumusic]
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12 Aug 2009 05:41
Jethro Tull @ Festung Mark, Magdeburg
I've been a Jethro Tull fan almost as long as I've been a music fan—practically speaking, that's since the late '80s, when I heard 'Living In The Past' while camping out in a tent in the garden. Since then their output has dwindled, releasing only four albums of original recordings, although singer and flautist Ian Anderson has also released four solo albums in the same period, often including songs in the Tull set-list. That was not the case last night (13 June) when the band played the Festung Mark in Magdeburg; celebrating a 40-year anniversary, the vast majority of songs were from the very earliest part of their career.
By 'vast majority' I mean that 11 of the 17 songs in the set were from the first two albums, 1968's 'This Was' and 1969's 'Stand Up'—eight songs from the latter album alone. Maybe the band had just become fed up with playing the set-list they've been touring since March, or maybe they knew that the Magdeburg crowd would be, shall we say, unresponsive at best, but this seems to have been a fairly unique move. Gone were 'Cross-Eyed Mary', 'Sweet Dream', 'Mother Goose' and 'Living in The Past', replaced by minor songs such as 'We Used To Know' and 'Back To The Family', which Anderson described as being the worst song he'd ever written, but great fun to play live. There were grumblings in the crowd, as this wasn't the greatest hits package they wanted—after the show I heard people comment that they could have just come for the last couple of songs (the obligatory 'Aqualung' and 'Locomotive Breath').
I was having fun, though. After seeing a somewhat lacklustre performance by Deep Purple last year, I really didn't want a band reminding me of how great they once were, but aren't any more. By playing so many minor songs it was possible to just listen to Jethro Tull, rather than comparing the latest live performance of a classic to the original and countless other recordings that have been made over the years. The band were clearly playing songs they wanted to play, and having fun doing so—and that was what I wanted to see them doing. Hits be damned.
Anderson's voice has clearly lost something over the years, but it never had as much to lose as, say, Ian Gillian, so the effect is less disturbing; and his flute playing is still excellent in any case. Martin Barre remains one of the most underrated guitarists in rock; and Doanne Perry may have only been with the band for 25 years, but his drumming is as as solid as ever. Then there were two other guys who I've not seen or heard of before. They did what they needed to and no more, which was also fine, as I'm really at a Tull concert to see Anderson and Barre anyway.
In the end, a somewhat controversial performance, which I can say that I enjoyed while understanding the frustration of others. And 'Stand Up'—a great album in any case—has acquired a new level of meaning for me. I saw it played live, after all.
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14 Jun 2009 12:11
The Bunny Boy Video Series
*Contains spoilers*
I watched the first few episodes of The Bunny Boy Video Series by The Residents when they were originally released, but failed to keep up with them during the move to Magdeburg. Yesterday I listened to The Bunny Boy album on the way to work and decided to see what had happened to the Video Series when I got home, only to find that it had coincidentally just ended two days before, on 6 April 2009. So last night I downloaded the whole lot and sat down to watch.
Back to back, the 66 episodes (67 if you count the two-parter) take about two-and-a-half hours to watch. The episodes themselves are more like video diaries, shot from a hand-held camera by the Bunny Boy himself—who we learn is called Roger—although he eventually enlists help from a Russian friend named Igor. Most videos are single takes; cuts do creep into later episodes along with the occasional special effect (and glove puppets!), serving to undermine the impression that the videos are 'real', although I suspect that this was the intention in any case. The sleeve notes to the album state that the videos—supposedly posted to The Residents on a DVD—were the inspiration for their musical retelling, but the question of which came first is actually irrelevant. The videos describe events occurring after the release of the album, such as the Bunny Boy being persuaded to accompany the band on tour and seeking sponsorship for the show. The two approaches, video and album, essentially tell the same story through different media, rather like the stories which accompanied 2005's Animal Lover complimented the music.
The premise of the story is that Roger's brother Harvey has gone missing; not knowing where to begin searching for him, Roger records these short videos and posts them on YouTube in the hope that somebody will notice his plight and be able to offer help. Eventually clues start to come in, both from 'viewers' and by examining Harvey's belongings, and Roger is drawn to the small village of Patmos, Arkansaw. But this plot is more or less a Macguffin—Harvey is never actually found, and the only glimpses we have of him are torn up photographs. Indeed, it is never really clear whether Roger and Harvey are actually different people.
We learn that Roger went on holiday with Harvey's family to the Greek island of Patmos, where the Book of Revelation was written, and suffered a breakdown—to begin with he is unable to remember anything from the trip and is confused by a shadowy figure (himself) lurking in the family photographs. Harvey and his wife Hilda apparently became estranged after the failure of a dotcom company which Harvey attempted to launch, but Roger is still living in a 'secret room' in the basement of their house, surrounded with all sorts of paraphernalia.
Many of the scenes build on these ambiguities and can be viewed from the perspective either that Roger and Harvey are the same person, or that they are not. At one point, for example, Roger asks Harvey's daughter to make a plea for help on one of the videos, but she's too uncomfortable to do so; it isn't clear whether she's uncomfortable with recording the video for the voyeuristic public or whether the problem is rather that she finds it difficult to play along with Roger's delusions. One morning Roger wakes to discover a stack of boxes left outside his door by Hilda, apparently containing drawings and notes by Harvey; but again, we can't be sure whether Hilda passed on the notes to help Roger with his search or to snap him out of it.
But even this question is something of a Macguffin. I'm not sure that it really matters whether Roger and Harvey are the same person or not, and the lack of definitive clues seems to support this. What's important is how Roger sees the situation: that he really does have a lost brother, that signs seem to be pointing an Apocalypse which only he and Harvey can prevent, despite being consumed with doubt. If it's all a delusional fantasy, then it is still one which seems real to Roger, and all we can do is follow him. He may not actually fight the Beast in the cellar of a chicken farm, and it may all be a confrontation of himself; but then what matters is how Roger constructs his narrative.
Appropriately enough, social media such as YouTube and Twitter form an underlying critical theme in the series, as Roger attempts to get his message heard. To begin with he receives mostly spam; sympathy and criticism, when they come, are naturally from complete strangers, and both seem misplaced. He begins to don a rabbit costume when a viewer comments on his clothing, at first taking offence but quickly settling into the role. His 'viewers' become 'fans', both in his mind and in reality; in the end he receives sponsorship, with the unscrupulous Residents (!) selling the rights to his character (The Bunny Boy) and his predicament. The final episode gives us a taste of things to come, as an anonymous media company launches The All New Adventures of The Bunny Boy. What started out as a genuine plea for help is trivialised, sensationalised and commercialised: Roger is unable to keep himself separate, and his story becomes shaped by the media it adopts. This bitterness runs throughout the series: Roger is alone, occasionally indulged by those near to him, misunderstood and manipulated by those further away. The internet and social media do not really offer a solution, just more and greater disappointment.
All of this is, of course, purely interpretative. It's just what the Video Series meant to me. Others might see more in it, or less. But it's well worth watching.
The Bunny Boy Video Series can be downloaded from http://www.residents.com/bunnyboy/.
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09 Apr 2009 12:30
In Aller Stille, by Die Toten Hosen
Not bad at all. In Aller Stille opens with a 'We're still here!’ song which sets the tone for the rest of the album. There's less musical experimentation (or, depending on your perspective, boredom) here than the Hosen's had a decade ago, so there's no horn sections or supermarket trolleys or funk rhythms. Nevertheless, a cello creeps into a couple of pieces, as well as a duet on a ballad. And a decent ballad at that. There is a fair amount of shouting—which should please my brother—although at times it sounds a little cheesy, as do the Madonna-esque keyboards on 'Disco' (but you can't really hold that against them as that's their point). All in all it's a short, punchy album which doesn't really do anything new but does show that the Hosen's can still muster up enough passion, anger, and musicality to remain relevant. Whether it's still punk is another question.
Verdict: Good; worth hearing. RYM review.
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17 Nov 2008 08:40
