Tuesday, March 24, 2009

Review: Flower

thatgamecompany

PSN, $15.50

Developer Jenova Chen doesn’t play games any more, doesn’t see the attraction of first-person shooters, and doesn’t like wasting his time on games that don't create an emotional connection. Good, then, that he and thatgamecompany have spent their last couple of years of development time tending Flower, a “visual tone poem” of a game that is a natural successor to thatgamecompany’s PSN hit flOw.

Using the PS3’s motion controls, you direct a gust of wind towards flowers in a series of increasing gloomy meadows, aiming to make the world a brighter place and, perhaps, beautify a city overgrown with spiky power pylons. Maybe. The themes all get a little muddled, which is, I suppose, the wont of poetry.

It’s easier to assume that there’s no direct moral to the game – there are traces of commentary about the benefits of renewable energy and the ugliness of traditional pylons as compared to wind turbines, all mediated through the dream of a flower on a windowsill. Certainly it isn’t really made clear until the last couple of levels, where somehow flowers and the wind can eliminate “bad” electricity and replace it with bright colours and the good stuff. Poets, right?

The motion controls work well, if only because there’s no time limit on completing levels. This means mistakes or a missed flower in a sequence aren’t punished, and the only thing you’ll miss is hearing the accompanying note (or later, chord) in the right sequence. Again, no great loss, and it’s a testament to the visual characteristics of the game that it’s often more interesting to “wander” around the levels before making all of the flowers bloom, simply because, well, it’s so damn pretty.

All up, Flower will last for a couple of hours, which is probably about as long as I’d want to spend rotating a PS3 controller before my wrists give up on me. That it ends before the pastoral conceit gets old is a nice touch, although the relatively small levels mean that there’s no real free play mode – I’d happily flick to the game on a whim if I could tool around a level for as long as I wanted without encountering a menu. flOw managed this admirably – although given its origins as a Master’s thesis in game design on the “flow” state of play, that’s hardly surprising. Flower doesn’t allow quite this level of interplay between different levels, but nor does it have any gradation of difficulty – great for validating its purchase to non-gaming flatmates, perhaps, but there’s little reason to go back to the game after it’s been completed.

The levels through which you progress, controlling a gust of wind, are slightly less open than you might expect – it seems that even a powerful breeze can’t get past certain wooden fences. But the budding flowers are spread out over hill and dale, which lends a degree of veritas to the motion as you puff your way along rows of flowers and bring foliage to barren fields (after a couple of hours play, the lyrical aspects of the game begin to overwhelm and influence, as you may well notice).

Flower confuses electricity generation with perennial propagation, but the con-fusion is revealing. Flowers on windowsills dreaming of brightening a dark city, pollen controlling a breath of wind, or a heuristic “she-loves-me-she-loves-me-not” petal-picking solution to global warming – when a game (or poem) is paced so well, the presence or absence of grand themes don’t really matter. All that’s necessary is an enjoyed moment in time – the promise of an objective correlative for the experience – and Flower supplies those moments in spades; even the overuse of colour saturation and rampant bloom (see what I did there?) can be part of the game’s conceit. All it’s really lacking is a rhyming couplet to round things off with a flourish.

[This review first appeared in Critic magazine.]

Monday, March 23, 2009

All the best fields lie fallow for months, I'm sure.

A couple of months into the thesis, and I'm already seeing Borges everywhere. I worry, briefly, that it's like the Discordian rule of five - that certain themes becomes more apparent the more I look for them. (Then I just shrug my shoulders.)

But having seen a couple of solid films in what passes for our friendly neighbourhood baroque theatre (just without the friendliness from anyone on staff, and as an added bonus if you're sitting downstairs, with a pinch of drunken screams from the nearby alley), I'm starting to think that certain filmmakers are cribbing from the same playbook.


First of all - Francis Ford Coppola's Youth Without Youth. Without more than a cursory viewing, one can see each of Borges' four kernels of fiction: the double, the travel through time, the story within a story, the contamination of reality by a dream. Having read Labyrinths et al altogether too many times, the references to Zhuangzi and the butterfly at the end of the film felt tacked on, an unnecessary throw towards explaining the conceit, but I'll take it. (In an ideal world Matt Damon wouldn't fuck it up with a bit part, but I'll still take it.)


More glorious, however, was Charlie Kaufman's Synecdoche, New York. (Wired covered the hell out of this movie last November, publishing a meta-article on Kaufman, and letting publishing geeks the world over see the sausage factory at work. The creative director detailed his part in the process here.) But the film? A play within a play, mirrors upon mirrors and progressive regression until the withdrawal from reality and subsequent death of the creator – check. Most strongly resonating with me, though, was the Borges quote that wasn't even mentioned in the film, but applies almost beyond words: "Through the years, a man peoples a space with images of provinces, kingdoms, mountains, bays, ships, islands, fishes, rooms, tools, stars, horses and people. Shortly before his death, he discovers that the patient labyrinth of lines traces the image of his own face."

So much so, that I drove home repeating the final phrase in my head over and over - "the patient labyrinth of lines traces the image of his own face". The part stands for the whole, the general stands for the specific. I'm so enamoured of this that a couple more weeks on Petrarchan sonnets wouldn't go amiss at this stage.

That nothing bothered me more than the dissonant references to Schenectady, NY, probably says more about me than the film. Although if I'd known of the city beforehand, it would have been smoother sailing. Balance, the demand for a more and more structured mimesis, and the abrupt ending (fade to white FTW!) made for the high points, and only the fact that the inward focus meant the ideal repetitive world didn't subsume the rest of New York keep the film from eating into more of my thesis mind-space.

Speaking of re-using the big four ideas and constructing fresh narratives from them, I'm turning over in my head the idea of a circular show about people working for some under-funded or mis-managed association. Key to this is the notion of having no sympathetic characters, the ready co-existence of the banal and the atrocious and a pervasive and depressing subtext that branches into the dialogue. I can do con-fusion, apparent idealism, and a pervasive lack of coherence like nothing else. Surely there's a market for this outside of comparative literature....

~

This week I wrote something stupid about Resident Evil 5, and something slightly more glowing about thatgamecompany's beautiful Flower. Next week I'm skipping the review basics entirely and instead writing about narrative in my 'review' of Gears of War 2, and hopefully after that I'll be free enough to start some source material comparisons with Beowulf and Conan, and their most recent hack-slash incarnations. Leading up to, of course, the inevitable travesty of Dante's Inferno (tagline: "Go to Hell". I'm not kidding.) Dear Lord. Dante's all up in the demons' faces in the trailer, below, stabbing ghouls with a crucifix. No word on whether the ultimate goal of the game would be, but I presume it's not saving Beatrice from Lucifer. Otherwise we'd be retreading Ghosts 'n' Goblins territory.



Granted, the nine circles of hell would lend themselves to game levels rather nicely (the dark wood as a tutorial level, perhaps?), and there's a built-in trilogy option if it takes off, but goddamn if it doesn't look like a poor man's God of War, with extra crucifix.

Anyway, work, work, and more work. But if you're up for what passes as banter around these parts, you could listen to 91FM (Dunedin) at 8am and 9am weekdays. (If there's no banter on a certain day, sorry. We're not particularly chatty at the best of times, and certain brands of topical humour began and ended with Murphy Brown.) Alternatively, you'll hear the day's top news stories read out loud, then slightly undermined or roundly castigated, which is probably the best way to do it.

Tuesday, March 10, 2009

Review: Noby Noby Boy

Namco Bandai

PSN ($7.90)

Made by Keita Takahashi, designer of the popular Katamari Damacy, Noby Noby Boy makes a little less sense than I had any right to expect. The game, available for a nominal sum on the Playstation Network, makes the most of a rather simple conceit – as the snake-like Boy, you can eat anything you can see on a level, allowing you to stretch yourself out, whip yourself around, and fling objects into the air. Quite what the ludic purpose of this is, I’m not sure – beyond being able to tie yourself in knots with the precision handling of two analogue sticks – but it all adds to the colour and general fun of each level, and besides, watching cartoonish people trip over your elongated rainbow midsection never gets old. Especially if you decide to devour them after the fact.

If you’ve got your PS3 console online, you can collaborate with other players all over the world – once you’ve eaten and stretched the Boy enough, reached certain worldwide total lengths (which are stored online in the form of a space-dwelling, ever-expanding character named Girl), bonus levels will be unlocked for all players. In a real way, then, you’re helping other gamers by contributing to Girl’s length, and as long as enough people keep playing, there’ll be new levels popping up in the game every few weeks.

In terms of immediate value for money, you might not be terribly impressed. $7.90 for a glorified version of that Snake game your flatmate has on his oh-so-generic Nokia phone? Not so cool, Keita Takahashi. But some people cough up this much money for a single drink. (Or more, if you want your drink to match Boy’s rainbow colours.) The game is, however, perfect for pick-up-and-play relaxation and is as logical a next step as you can imagine from Katamari Damacy. Which is to say, it shares nothing with its predecessor other than a colourful art direction and a pervasive lack of context.

Noby Noby Boy is more about the experience than the destination. There are no enemies, time limits, or real hints about just what a player should be doing. The stages are randomly generated, and you can switch between them at will, regardless of your progress. While the game does support Trophies, they seem to pop up randomly, and there’s no real objective, beyond advancing Girl outside of the solar system and forcing the developers to make more levels. Ultimately, Noby Noby Boy is simply good clean fun; a brightly coloured, confusing and slightly rewarding way to fill in time.

[This review first appeared in Critic magazine.]

Review: Dead Space

EA (Redwood Shores)

PS3, Xbox 360, PC

EA’s surprising turn last year towards the relatively uncharted waters of – gasp! – new IP paid off for the company and gamers alike. Mirror’s Edge caught the spirit of parkour in its first-person urban dystopia (and caused motion sickness in countless couch potatoes); and Dead Space hits the space horror nail firmly on each of its Giger-inspired heads.


Survival horror games can be a mixed bag at the best of times, as Resident Evil’s many imitators will attest – there’s a fine line between selling the story and pitching it too far for your average willing suspender of disbelief to accept. But the space horror genre – characters avoiding monster x while flanked on all sides by an unforgiving vacuum, the innate terrors of deep space threatening insanity to all and sundry – can be a little more forgiving.

There’s no doubt Dead Space borrows liberally from the sci-fi classics, both of literature and film. Shades of Isaac Asimov and Arthur C. Clarke are readily apparent, and aspects of the Alien quadrilogy, Hellraiser: Bloodline, even Event Horizon are familiar strains throughout the game; but in the best tradition of adaptations, the old material has been made thoroughly new. Apart from the main character’s name, which is a bit of a clanger.


Controlling Isaac Clarke (wince) from an over-the-shoulder third-person perspective, your job is to unravel the mystery of the USG Ishimura, a “planet cracker” ship that has lost contact with the powerful Concordance Extraction Corporation (think Aliens’ Weyland-Yutani).

After receiving a confusing (delusional?) message from someone Isaac knows, then being separated from your team in the traditional convolutions of the genre, you soon find out that the former crew of the Ishimura has been turned into monsters, and you’re left to fight your way through them. But here’s the thing: it’s not a military ship, you’re just an engineer, and there are precious few weapons on board, so you’re forced to make do with the tools of your trade, which include plasma cutters, saw blades and mining explosives.

As a nice touch, there’s no on-screen heads-up display in the game – inventory management is projected holographically from your suit, which also ticks off your health indicator along its spine. It adds up to a compelling and immersive (and difficult as hell) experience, a far cry from the usual inventory-as-pause screen scenario.


Also slightly different from your average survival horror scenario, the monsters – called “Necromorphs” in the game designer’s least appealing nomenclature decision – can’t be killed by the traditional headshot or “three in the chest.” The only way to kill them is to employ “strategic dismemberment,” which basically means cutting off their limbs one by one, aiming carefully and switching between your weapons’ horizontal and vertical axes to do so. At first it seems like a cynical switcheroo, making you shoot the arm or legs rather than the heads – what difference would it really make? – but the net effect is that the difficulty (and subsequent freaky atmosphere) is amped up. It’s difficult to stop, aim precisely and shoot when there’s a big fuck-off ex-corpse with stabbing vestigial limbs rushing at you, after all.


In terms of sound design, Dead Space is a winner. There’s discordant music swelling dramatically as you’re backed into a corner, the corridor-amplified caterwauls of monsters or insane crewmates-who-are-about-to-become-monsters, odd scritching sounds coming from the corners of the room that make you wonder from which side you’re about to be attacked – in short, this is one of few games it’s advisable to wear a good set of headphones while playing.
Likewise, turn off the lights – it’s easier to be scared in the dark. The game’s palette is almost irritatingly bleak, but when played in a darkened room, it’s freaky as hell. Buy, beg, borrow or steal a copy of this game to play this Friday 13th, and you won’t regret it.

[This review first appeared in Critic magazine.]

Tuesday, March 3, 2009

Fear and Loathing in the D.C. Wasteland

A curious duplicity comes into focus with the release of Fallout 3; the game’s timing was imprecise but close enough to real events. As the world's eyes were turned towards the concept of a new America freed from the ills of the Bush era, so were those of gamers fixated on Bethesda's microcosmic version of the same. Well-known subway stations, memorials to long-dead presidents – all are present and accounted for in both iterations of D.C., all shelter the mistakes of the past, and offer the vague hope of a society free from oppression.

For reasons both too numerous and too readily apparent to mention here, I wasn't able to attend the inauguration of the new U.S. President, Barack Obama. Instead, I attended an altogether different ceremony, in a landscape of a lower resolution – albeit a more idealised one – and thus better suited to recall.* Touring the D.C. Wasteland of Fallout 3, one can avoid the pitfalls of reality, the discomfort of crowds, while still cashing in on the ‘I-was-there-when’ veritas of the magical moment.


In the real world, crowds of adoring democrats, republicrats and assorted hangers-on cried and proclaimed their love for fictive political constructs, tiny paper flags and standing outside in the cold; in the wasteland, crowds of ghouls, Glowing Ones and the inevitable supermutants appeared rather annoyed that I had disrupted their unending search for human flesh, and promptly triggered an instanced attack. Despite the skirmishes and constant search for stimpacks, I decided I had the better deal than those who made the journey to the real Washington – warmth, maps, and haptic feedback being infinitely preferable to biting winds, jingoism and standing shoulder-to-shoulder with Shepard Fairey, a man whose idea of creativity is to watch three scenes from John Carpenter’s They Live. (The PS3’s loading times being what they are, however, the idea of a four-year wait to reset a bad situation may not be inconceivable.)


Exiting at Foggy Bottom station in my ideal version of D.C., there was a wasteland wanderer begging for purified water or bottlecaps (the local equivalent of money). The U.S. News’ Robert Schlesinger would later write of running into a homeless man outside Foggy Bottom on inauguration day, a man with the audacity to ask for change. “Even the homeless have talking points,” Schlesinger quips, before fighting against the tide of humanity to watch the inauguration from the safety (and warmth) of his office.


Parallel structures abounded that day. Was the version of the inauguration I ‘attended’ any less real than that version Schlesinger avoided? Certainly we both saw the same television coverage, but the version of Washington D.C. I've spent so much time in is simply more real than the other place. I know the tripwires around Arlington Cemetery, the difficulties in navigating the trenches in front of the Capitol building, the inadequacies of defending the Lincoln Memorial. Why, then, would I really need to go to Washington, if not to destroy my memories of the city as I know it?


* When John Key stepped up to become our own nation’s new Prime Minister last year, however, I didn’t feel the need to find some next-gen version of the ceremony I could pretend to attend. A bootleg copy of Dig Dug and a damp towel perfectly emulated both the self-congratulatory Parnell house-party and Key’s speaking ability, respectively.

Monday, November 17, 2008

In Which We Merely Say That Time Will Tell

In between sitting out the remainder of a full-time job (split by watching the bottom line tick over and applying judicious amounts of certain peripheral-based rhythm games), and helping putting together an updated framework and fresh content for an altogether more noble endeavour, there's also the growing pressure of finding oneself a punchline for a lack of written output, referred to in passing and in social networking status updates. At least now I know how Meiks feels. 

But my text having migrated, as it were, here we are. 

And here we all are, in the thrall of a National-led government that has – shock and horror – apparently thought about voter representation, and not merely cementing a 51% share of the House and going about business. Time will tell, of course, whether any promises are kept, whether the long-awaited tax cuts will materialise or indeed be a responsible act, or whether the inclusion of the Maori Party in the Nat/Act/UF melange was more than insurance for 2011; all the same, on Sunday afternoon I felt a sudden warmth to see the Maori Party holding ministerial roles for Maori Affairs and the Community and Voluntary Sector. This was quickly stemmed when Tariana Turia giggled her way through the well-staged press conference. (But at least Turia didn't have the perma-smug mask that Key seems to have made his own.) She was, however, looking for all the world as if she'd got more than she expected out of Key, a man with a homestead so grandiose there are apparently serious talks about building a new outhouse for the Diplomatic Protection Squad. According to the SST, the DPS is currently squatting in a caravan while they wince at the nearby market rents – one can only hope they've got an awning ready for those brief Parnell showers. And maybe a swing tennis set in case it's sunny out. 

It's good to see in the Maori Party / National agreement, though, that the larger electorates will finally get funding for more support staff. Consider, if you will, the extra time and effort it takes to co-ordinate any kind of resources for Te Tai Tonga (147,000 square km) compared to Epsom (22 sq km). And it only took a year and a half for that particular Goulter report recommendation to go through. 

I do hope, finally, that I'm not the only one who's feeling the unease of seeing a segment of the mainstream media fawn over the new PM-designate, self-made millionaire or no. Sure, it's an easy angle on a rather beige man, but I'd really rather be told that JK reheats his cups of teain the microwave than see helicopter shots of his poolhouse. Somewhat distastefully, just a couple of days ago, passive TV news viewers saw Parnell featured as a flourishing suburb despite the much-editorialised hard times. A healthily made-up lady in a dairy, barely missing her soundbite cue, mentioned the dozens of champagne bottles she'd gotten through in the leafy suburb. One local real estate functionary, more on the ball, referred to a recent $9m house sale as proof that the economy wasn't in such bad shape. Suffice it to say that these people, the PM-dez among them, will not be the first ones feeling the crunch. And suffice, once more, to say that these people are not our people. Call it tall poppy syndrome in a selfish meritocracy, but I'd rather hold back my praise until Key improves day-to-day life for anyone other than the Parnell Players. 

Friday, November 14, 2008

Two Thousand And Eleven

In an interview on Radio One this morning, incoming National List MP, failed Dunedin North candidate, and lover of short skirts Michael Woodhouse said that "the campaign for 20011 begins now". That the newly elected politician is showing such long-term fervour can only be constructive for the people of Dunedin. Woodhouse has also said he will set-up 'clinics' on the University of Otago campus for students to bring their concerns to him. He has also hinted - perhaps naiively - that he wants to push for editorial space in student magazine. What is a concern is that this long-term drive doesn't seem to be, in public at least, reciprocated by the Opposition Elect.

It wasn't foreshadowed, but it came as no surprise that Helen Clark stood down as leader of the Labour Party on Election Night. It showed her willingness to speed up the wound-licking process and get on with recovery. It's also no surprise that Phil Goff was announced as her successor. Recently in the United States Presidential race we saw the complementary partners approach at play in the selection of Vice-Presidential wannabes. A young black man chose an old white crank. An old white crank chose a retarded 'Hockey Mom'. The idea is to choose a running mate that provides properties that you lack, to broaden your potential support-base. What little speculation there was centred around people like David Cunliffe, to balance the left-right factions of the party, but two white men from Auckland was considered too narrow an image. Lianne Dalziel is female, Christchurch-based, and has a union background, with an almost creepy resemblance to Sarah Palin to combat the 'sick of her teeth' crowd. Instead, Labour went with Annette King.

It's not much of an ideological stretch to see King/Goff at the helm of the National Party, quite frankly. Touch on criminals? Why, it was Phil Goff as Justice Minister that made Legal Aid a loan, and introduced unqualified Court Registrars as defendants first point of contact within the court system, encouraging them to plead guilty in a nation-wide efficiency drive. Goff has already launched into apology mode - and I guess we now get to see where he and Clark differed in opinion.

This then leaves the centre-left hoping for either of two outcomes: this is a caretaker Labour leadership, priming someone like Cunliffe for 2014, or the Greens grow some left wings and eat into the traditional Labour support the way National pandered to their centrists this year. Over time this could leave the left without one major party, which is fine unless MMP gets biffed out over the next few years. Campaigning now for 2014 seems a bit defeatist, however realistic it may be, and Labour is asking a lot of it's traditional support base's patience if this is the case. Let us not forget the damage done between 1990 and 1996, damage not entirely undone by 2008.

Elsewhere, John Key's negotiations for forming a government may set an MMP record. Without the meandering of Winston Peter's, and associated re-arranging of baubles, National want this done in time for Key to swan off to Peru for APEC (can't wait to see his smug face beaming out of traditional Peruvian garb), and they have let everyone know this it would seem. The Maori Party, Act and United Future had all met with Key by early this week. The real question was how Tariana Turia was going to be able to uphold their noble proclamations of direct democracy. 'We will take any agreement to Maoridom, and let them decide' was always the angle. What Maoridom got this week were rushed hour-long meetings that refused to discuss the content of the deal, and simply asked for blind support from the masses.

Ok, so they have no choice. The options for the Maori Party as of Sunday was nothing at all, or next to nothing with the Nats, so it's a bit of a no-brainer. And, considering the furore over the Foreshore and Seabed that spawned the party in the first place, going with Labour is no less of a sellout than getting into bed with Key, Hide, Dunne and Co. On that note, why do National have such a hard-on for Peter Dunne? They don't need him for numbers, or for ideology, and if he sat in the middle of nowhere he could indeed fade into nothing over 3-6 years which is surely good news for everyone. What bothers me about the Maori Party ramming through its consultation process to get John to Peru is that for short-term gains, and the possibility of scrapping the dole, their long term survival could be toast if National sell out the middle and lower classes - which include a large section of Maori Party voters I would imagine - like they did in the 1990s.

To lighten the mood pre-weekend, I am now off to fight old art matrons for finger food at the opening of Rita Angus: Life and Vision, 140 works - originally curated for Te Papa in Wellington - showing at the DPAG. Curator Jill Trevelyan will present a floor talk on the whole thing from 3pm tomorrow. If that's not enough for your monocle, you can check out the Royal New Zealand Ballet production of Don Quixote at the Regent Theatre this Saturday/Sunday, if you're in Dunedin.

Wednesday, November 12, 2008

It's Not Just Politics.

So, apologies to some, and a relief to others I'm sure. But the fallout from the weekend has been the catalyst for driving me headfirst into more immersive distractions. At very different ends of the sonic scale, two men tucked in the fringes of the music community have provided more solace than most.

Matt Middleton is an institution in Dunedin, and a man who bears the burden that comes with the man/myth/legend status and for good reason. He's spent good tracts of time as a fairly comprehensive and compulsive bridge burner, a man who seemed hellbent on sub-conscious self-destruction. In his early twenties he landed a release on the already fading but still notorious Flying Nun imprint, as Crude, the most prolific / noted of Middleton's monikers I suppose, and 1997's Inner City Guitar Perspectives was a compilation culled from earlier cassette releases. Two years later, Middleton's trash-rock / swampfest / garage trio The Aesthetics had their debut LP My Right To Riches issued by Thurston Moore's label Ecstatic Peace. Kansas-based label Mental Telemetry (now Invisible Generation) - home of Six Organs of Admittance, The Magic Carpathians and fellow Dunedin headfucks The Futurians - have also lent support to a swag of Crude/Aesthetics releases half way around the world. So how, more than a decade on from being dumped on the doorstep of New Zealand's self-styled indie/lo-fi godfather label, is this man still so unremarked upon?

Because this is Matt Middleton who wouldn't bother getting on the plane to go to gigs. The man who would tear a sign down and throw it through the window of the casino restaurant. The man who knocked himself unconscious mid-set by smashing his head into his microphone. The truth and the legend blur constantly, of course, but the end result is that the myth is the prominent lens through which people see and read him, and sadly that often means that people don't take the time to listen to his music, which is truly sad, because by 2008 the man and the music have matured to the point that this truly feels like a pivotal point in the Middleton ouevre. More than in any time I can remember, he is attacking the music with a fury that finally fits the searing stomp-skronk-wail-riot of the sonic vision.

A one man vaudevillain, crooning demented lounge ballads over thumping electro freakouts, and taking charge of the saxophone like it's some kind of man possessed, needing to be tamed and tamed it shall be.

It is easy to forget when people are making music that doesn't fit into handy three and a half minute blocks, stacked mile high; music that eschews form in favour of function, that sets about digging cavities into your frontal lobe so you never have the option of returning to a life like you led before you heard, frontal assaults on the mind and body, that the whole often obscures the musicality that flourishes within it. Crude's jazz background, a clarinet player initially, is what holds it together, stitching anarchic improvisations together literally by a thread. It is also the real flourish behind him, pausing hesitantly, hovering over a fret board, then lurching suddenly into scratchy trills that pierce the swampy depths below. It's not always easy listening music, and don't expect to be let off lightly either by the production of the music or the live performing of it, this is stuff you need to digest, but thanks to the way Middleton can so effortlessly cast you under his fidgety spell, the challenge soon gives way to a spatial-temporal realignment before your very eyes and ears, taking you to a jaded post-apocalyptic overpass, howling at the moon to no avail.

Crude is Crude, but Crude is also The Aesthetics. Often unfairly labelled simply as a Crude band, they belong to two very different spaces. The trashy regurgitation of Motor City rock n roll filtered through the rising pretense of New York No Wave - live at least, references to The Contortions finally seem valid again, thankfully - sets The Aesthetics apart from the future worlds Crude inhabits. But Middleton is an auteur, and while it is negligent to deny the impact of the list of past influences and band mates, there's no denying that the scope of the sound can still be boiled down to one man. Same goes for the far more infrequent works of jazz-freak rogues Anomie Ensemble.



Matt Middleton is a small man who makes a lot of noise. Auckland composer Warwick Blair could not be closer to the polar opposite of this. An imposing figure, dressed largely in black with a formidable paw for the shaking. For such a giant of a man, Blair's compositions have deftness and subtlety that are astonishing. Much like Middleton, you are also unlikely to see his music videos pop up on C4, or on the radio. His projects are highly conceptual, and seem more at home in a gallery space than at a pub. He is comfortable with the term composer being substituted for songwriter. His latest epic, Stars was written with a gallery space in mind, and it made it's full length debut here in Dunedin a few weeks back. Simply, it was one of the most stunning, and more importantly immersive, musical experiences I have ever had. In short, it's an ambient composition that plays uninterrupted for 24 hours, but around the room is an accompanying ambient film by astronomer/artist Paul Moss, in real time: clouds and rainbows during the day, starscapes at night. The stars are a bit too static, says Blair. It's a work in progress. At the Dunedin Public Art Gallery, Blair played his 24 hour opus from 4pm on a Saturday to 4pm on a Sunday. The gallery remained open all night, and you could come and go as you pleased. I went back six times.

Hearing Warwick Blair talk about his music you could be forgiven for thinking it was the work of a man more interested in the programming than in the songwriting. The day is broken into eight movements, each exactly three hours long. Then, each three hour section is broken into eight movements, each 22.5 minutes long. Somewhere roughly in the middle of each of these drops the central motif. I use the word drop rather lightly here. Echoing digital percussion rings out clear over lush rolling ambience, more hypnotic perhaps than engaging. And then, out of nowhere, comes the incredible haunting voice of classical Indian singer Sandhya Rao Badakere, sitting on a pile of cushions in the middle of the room. You can't even see her breathing, but the voice that comes out of her belongs to another world and another time. And then her twenty-two and a half minutes are up, and she is gone again. Not before a dislocatingly human hack out in the foyer.

For logistical reasons, it is difficult for Stars to be presented in its entirety, although a four-hour preview version has been produced in Wellington. It's not something you can digest in one sitting, a la Warhol's Empire, but it is a truly beautiful treasure, in a time when it is more difficult than ever to use the term sincerely. If you missed it, don't worry, he is bringing it back to the Dunedin Fringe Festival next year, and an expanded version (with screens on the roof and ceiling) will be showing at Galatos in Auckland for the Fringe early next year. It gets better. After this is an eight stanza opera - ruminations on love, death, sex, drugs, dance etc - with a jazz singer, two opera singers and a folkie, with three multi-instrumentalists. The 'Dance' section is a tempo-mapped remake of New Order's 'Blue Monday', the biggest selling 12" single of all time.

Escapism, pure and simple. Don't take on an empty stomach, and if problems persist, consult a physician. In times like this sometimes only prescription medicine can numb the pain.

Monday, November 10, 2008

Electile Dysfunction: Numb Notes On A Long Weekend

Well there you have it.

The moment all filthy pinko lefties had been denial about for the last couple of years has come to fruition, and the wonderful world of democracy has delivered our country, in the midst of the turbulent economic situation worldwide, into the hands - as David Slack has noted - of a champion gambler, who celebrates his victory in a gambling emporium. The victory was more emphatic than most dared conjure, but from the perspective of any potential social conscience over the next six years, and that's rather optimistic, it would have been good if they got the numbers on their own. For all his rhetoric about Helen Clark pulling together a "five-headed beast" to run the country, it looks like John is set this week to cobble together a centre-right Frankenstein of his own.

Speaking of which, they didn't thaw out Sir Roger long enough before his televised address on Saturday night, and his eyes took on a glow that burned the colour of Chicago. Perhaps a little less freezer time, and a little more time in Rodner's tanning booth might be in order. Structural changes must be made. Their only real policy seemed to be Sir Rog as Minister of Finance, but have backed down as a potential coalition partner, and will instead offer support on confidence and supply. Hide and maybe Heather Roy will get Ministerial portfolios, but won't be sitting around the Cabinet table. Don't think you're safe, yet. Douglas would make a fine head of the so-called Razor Gang Key has pledged to hack through the civil service. Or chairing a Select Committee or two, if he can stay awake that long. He really makes John McCain seem quite spritely. They get five MPs in total, including the terrifying Sensible Sentencing Trust advocate David Garrett, and Rodney Hide is drumming up a storm, taking their 3.72% support as a serious mandate for reform. This from a party that couldn't even get more votes than Winston Peters. The Nats get 59 seats, and Act's support takes that to 64, which is enough to govern, but not enough for Key. He has openly courted Peter Dunne, and the Maori Party, which could eventually make it 70 on their side to 52 against. Decisive indeed.

Drawing is as many of the minor parties as he can gives Key frightening leverage, and a fantastic way of evading responsibility for the more unpopular reforms that could be on the way. They have the mandate to move in more of a neo-liberal economic direction than they would dare institute themselves, and blame it on Act, and then push the moral conservative angle if it suits them and dump the blame on the doorstep of Peter Dunne. If they wanted to start locking up prostitutes again, or give us our right to bash our kids, there's nothing stopping them. They can call them policy concessions, rather than party policy. Not that National's justice programme isn't worrying enough on it's own. It plans to give judges discretion to sentence a violent offender to life in prison without parole, for a first offence, if the crime is "heinous" enough. Further, second offenders for violent crime (which includes theft in Key's initial proposal but as with most policy was a bit vague and non-committal), will also be no longer eligible for parole. Anyone who is arrested for a crime that could carry a maximum penalty of jail time will also be forced to submit DNA to a crime register. That includes the crime of being in possession of spotting knives, of all things. Whether or not it is destroyed when and if you are cleared is unclear. Having been screened for DNA myself in the past, for 'elimination purposes', they aren't that good at keeping you informed about what's going on. Hell, they didn't even tell me when they no longer considered me a rapist.

So, have we formed a coalition police state wrapped in the robes of the religious right? I am preparing for the worst, but it doesn't seem necessary to get angry for it's own sake. But we have to be careful and make sure we actively resist the New Right regime should the worst eventuate. Active Opposition to the Government has to start now. This is day one of the 2011 campaign.

Under Clark and Cullen's management, this country has seen nine years of economic stability, until very recently, and they can hardly be held responsible for that. On top of that, it has been a great season of progressive reform: the success of KiwiSaver, the establishment of a centrally owned bank in KiwiBank, the right for same-sex and secular couples to recognised Civil Unions, the legalisation and regulation of prostitution, the removal of the excuse of reasonable force in child abuse cases, the 'clean slate bill' wiping your criminal record for ancient minor offences, the banning of smoking cigarettes in bars/clubs/restaurants/schools/offices, the reacquisition of the national rail system, the unbundling of Telecom's monopolistic practices, finally establishing a systemic working solution to the national climate change responsibility, the Working For Families scheme offering necessary relief to stay-at-home parents, nationalising the compensation industry and removing the interest charged on student loans for active students and graduates living in New Zealand make up a short but breathless list.

It hasn't all been bread and roses, as they say, and seeing as Phil Goff's meddling in the Justice Dept is some of the ugliest, it is ominous that he is being tipped as the replacement for Labour's outgoing leader. Labour seem to be making a push to the centre. It's no small sign that they put forward Clare Curran (from P.R) rather than Don Pryde (EPMU - President - who eventually fought the losing battle against Bill English in Clutha-Southland) in the safety of David Benson-Pope's empty Dunedin South seat. They are looking to the future, and that doesn't seem to include their working class roots as much as many would like, with some consolation coming from the oft-tipped Andrew Little (EPMU - National Secretary) to fill the shoes of Labour Party President Mike Williams. With the advent of a slightly diluted version of Wayne Mapp's notorious 90-Day Probation Policy just around the corner, giving employers of twenty employees or less the right to fire workers without recourse to Personal Grievance claims, the centre-left could use some gnashing Union Teeth.

There is new blood in Labour's ranks, despite the carnage, but the centre-left, inside and outside of politics, needs to be far more active in the next three years. History suggests National will get at least a couple of terms in, but it isn't unachievable for Labour to revive itself in 2011 to the same degree National did in 2005. And the Greens, sadly, learned that fighting a Presidential campaign without a personality to lead it can only get you so far, even if you have the best billboards and t-shirts. The Greens need profilic representatives, or candidates at least, to bring them the attention they will need to push on past being simply the 'best of the rest'. The real challenge is who will step up in the Beehive and challenge the New Right? Clark and Cullen may or not be around the full term, and like his politics or not, you have to admit having Winston Peters around would have been useful for sheer antagonism. I mean, Trevor Mallard can't do it all himself.

So, a sombre and sobering result for the nation, perhaps. Or a call to arms for the socially aware, most optimistically. Disaffected liberals are the centre-left's biggest enemy, and frustratingly, it would seem, some of the most difficult people to mobilise. The lack of voter numbers in Auckland Central, for example, let a 28 year-old middle manager with no political experience waltz into one of the most crucial seats in the country. What will it take to get the cool kids to vote? Bomber Bradbury for Auckland Central in 2011? Perhaps for the Greens? It might well take someone with their own television channel at their disposal to break the conservative grip over the news media. When the media scrum tried to get at Key, who needed a team of SIS thugs at his own party HQ, it seemed to be the first time they were prepared to question their idol. Wait until the King has been crowned, and then it's safe to find out his glaring inadequacies. Their self-made prophecy came true, because nobody doubted them.

Through it all, I suppose, it may be bad news for bureaucrats, but it could be boom times for punditry and satire. The latter of these could prove to be a useful mode of engaging a tough and media savvy demographic the way that Neo-Liberalism seems to make the 20 and 30-something Commerce grads wet. Gateway politics, maybe?

I promise more optimistic distractions next time, but in the meantime, the most retarded band promo, in a hilariously feline way, is right there for you to stare blankly at.

Thursday, October 23, 2008

Review: Fable 2

Lionhead Studios

Xbox 360

In 2004, Peter Molyneaux and the team at Lionhead Studios made some massive promises, and while the original Fable was an enjoyable action-RPG, the promised ‘anything and everything’ just failed to deliver – you could make the villagers like you, but once you’d done it once to see their reactions, there wasn’t really a pay-off to doing so. Changing your status from good to evil was a fun gimmick, but it didn’t add terribly much to the gameplay, beyond accessing certain quests.

Four years and many more promises later, Molyneaux still wants you to feel "very f***ing cool" when you’re playing Fable 2, he’s added a dog as your companion, removed stats from the different clothing you can wear, updated the graphics, and, for some odd reason, really screwed up the game’s menus. But it’s still an engrossing game, despite the flaws – you’ll hit the walls on the much-vaunted person-to-person interactions pretty quickly, but it’s fun while it lasts.


Set 500 years after the first game, Fable 2 sees the player set course on a classic revenge mission, to right the wrongs done against you (and your family) in the game's opening scenes. In doing this, you'll have to assemble a kind of dream team of Heroes - corresponding to the three experience trees the game offers - Skill, Will, and Strength. Seeing other Heroes fit into these categories did make me wonder where my Hero fit in, and it might have been interesting to see your Hero take the role of one of the three, but I suppose there's more to be gained by letting players alter their specialities than locking them in early on.

Molyneaux apparently made a point of removing the stat bonuses from clothes, which is an interesting design choice – after all, clothes should just be about appearance bonuses, and not good or evil – but as far as I can tell (sixteen hours into the game, my Albion-wide property portfolio all but complete), there just isn't a big enough range of outfits to justify Molyneaux's decision. Lucky, then, that you can dye your clothes any colour you want - provided you've found or bought the right dye. (There's even a goth Achievement, which you get after you dye your hair and all your clothes black, as well as putting on black makeup in a beauty shop.)

Another hyped design choice is the addition of a dog to accompany the player throughout (almost) the entire game, and this one really pays off – there's a real emotional bond with the dog, for all that it can't do much more than bark when there's treasure nearby, and attack enemies when they're on the ground. There's even a subset of emotions available to let your dog know just what you think of it, and a rubber ball you can throw for the dog, although the options available are slightly more complex than necessary, given the dog's reactions.

And that's just one more oddball thing about Fable 2 – for all of its supposed complexity, it still feels incredibly dumbed-down. It's an odd dichotomy; a lot of work obviously went into the game, and there's a lot happening behind the scenes, I'm sure, but binary choices (good/evil, corrupt / pure, male/female, rich/poor etc) are barely choices at all, because they don't result in any kind of real change in the world – at least not a change that matters, or one that alters the main storyline. Your 'relationships' with NPCs carry no emotional heft, even after you've 'married' or 'slept with them', and it's simple to reset their opinions of you by giving gifts, hitting them or simply throwing gold around willy-nilly. Yes, you can buy a pub, give the beer away for free and get everyone in town drunk, but it's the equivalent of turning on the disaster mode in Sim City, for all it means to you. And while at least there is a choice, all it really offers is a reason to play through the game one more time. And once you've gone through the game as a saintly man, or a downright evil woman (my first two characters – and what does that say about me?) I don't see a great reason to play it again. (Although that may change once online multiplayer is patched up, so watch this space for an update.)


The main storyline will last a good ten to twelve hours, after which you’re free to run around in the world you’ve saved (or doomed), buy property, run businesses in a very stripped-down fashion (you’re pretty much limited to raising or lowering prices), get married (as often as you like), have children (as many as you like), and work as a bartender, woodchopper or blacksmith. (Well, I say ‘work’, but it’s more like a rhythm game with only one button – when the dot is next to the green zone, press A, rinse, repeat, ad infinitum, ad nauseaum, or ad repetitive strain injury-um.)

Of course, all of these sidelines are available while you’re polishing off the main quest as well, but I found that they simply served to unnecessarily complicate the game. Yes, Fable 2 has a rather large variety of gametypes and play styles, but the game focuses on the same types as its predecessor – story-driven action-RPG, and the open-ended world sim, and they’re best taken separately.

Also available at any point are the pub games, which were released separately on Xbox Live, and let you merge a Pub Games patron with your Fable 2 hero to win or lose massive amounts of gold. Of the three, there’s really only one that’s worth playing – Tower of Fortune. Spinnerbox is pure chance, whereas Keystone is too involved for casual gamers or anyone looking for a diversion. Better, and more profitable, to put your idle Fable hours into the jobs, where there’s at least a modicum of skill required. Short of getting all of the Achievements in the game, I don’t see a reason to play these games at all. Harsh words, but true.

I have a few proper gripes, and they’re mostly to do with the game being rushed out the door to meet its shipping deadlines. It ships without online multiplayer, and you’ll have to patch the game as soon as you get it to enable the feature. At the start of the game the splash page loads in at least four separate chunks, leaving quarter of the screen black while the rest of the data catches up. Also, if you’re too rushed with your button-pressing to get the game up and running, you can actually stall the ‘load game’ progress, and freeze your system, necessitating a quick restart.


Once you’re in the game, you’ll find that menus load tortuously slowly – it’s not as crippling as the menus in the recent Force Unleashed, but when you’re trying to get to a couple of potions quickly, the load times are infuriating. Buying items is a bit of a trial as well, as there doesn’t seem to be a way to compare the traders’ weapons with those currently equipped, or even to see how may of a particular item you currently own. It seems bizarre that only Japanese RPG-makers (and Bethesda) can get the inventory management system right, but I haven’t seen a European RPG with a decent menu / inventory system yet. Still, if the game can be patched to allow multiplayer from day one, surely Lionhead can fix the other problems as well. Right?

Last on my gripes list – why can you buy potions that give you experience points? It’s fine if they’re limited to prizes or gifts from loved ones, but being able to buy experience? It’s all a little too close to in-game gold-farming for my liking.

Fable 2 is still stretching Molyneaux’s vision of a medieval world sim, and if you buy into Lionhead’s (typically European RPG) idiosyncrasies, you’ll find a solid timesink of a game. RPG fans won’t necessarily appreciate the menu oddities, but they’ll find a compelling storyline, slick graphics, satisfying magic and combat, and a faithful canine companion. And did I mention the lambskin condoms, designed to avoid unwanted pregnancies and 'social diseases'? They’re just weird.

[This review first appeared in Critic magazine.]