Change, my dear

  • Reading time:2 mins read

I’m not sure that there’s much consequence to most classic Who stories. Ghost Light is maybe a little odd in that its events have less to do with plot than with theme. There is really no more or less carry-over than you get from Planet of Evil — except that maybe the themes will stick with the viewer more than the mechanics of who escaped from which prison in which order.

Ghost Light is about evolution in all of the ways that the concept could be applied to life, both literal and abstract.

It’s basically the same idea as Adaptation. That’s a really abstract movie about, well, adaptation. It uses the diversity of orchids and the desperation of species to propagate as a metaphor for the creative struggles of a screenwriter (indeed the very person writing the movie at hand), the tragedies and coping mechanisms of a weirdo plant poacher in the Florida Everglades, and the unfulfilled life of a posh magazine writer from Manhattan. And as with Ghost Light, the film doesn’t have much of a plot — at least, not until its shambling events reach the notion of tacking on a hackneyed Hollywood style conclusion of the sort that one of the story’s characters would have written. Instead, every element of the story exists in order to explore some aspect of its basic theme.

Ghost Light plays kind of loose with the literal mechanics of evolution, because it’s more concerned with the implications of change versus stasis. Change is embodied in Control and Ace. Anyone who fails to adapt to circumstances, like the policeman who refuses to wrap his head around what is happening, tends to perish. Nimrod is simple enough to roll with and accept whatever he is handed, so he turns out okay. Josiah’s whole interpretation of change is warped (in a very typical way, insofar as classical understanding of Darwinism), such that he views it as a narrow one-way journey to a static supremacy rather than a simple response to the needs of the environment. His reading doesn’t hold up in the end, so he also dies.

The way that I spell all of this out, I’m making it sound more complex than it is. Basically, it’s just 75 minutes of fantasy TV that dramatizes the notion of evolution in all its permutations.

Worlds

  • Reading time:2 mins read

Occurs to me that the thing The Good, The Bad, and The Ugly has definitely in common with Fellowship of the Ring (more than the other two Rings movies), and indeed with things like Lang’s Metropolis and The Third Man and Nosferatu — basically every movie I find magical and involving — is that the movie’s world is in a sense the main character. There are other characers in the movie, with their own agendas that we follow. The main conflict or relationship, though, is between those characters and the world they’re in — which in most cases is their own world; they just don’t see all of the aspects of it that we do, because they live there. The characters exist to bounce off the scenery, to ignore it, to walk us through it, to give us contrast with it..

This also describes The Legend of Zelda. And Silent Hill. And Phantasy Star II. And Dragon Warrior. And just about every videogame I find magical and involving. Hell, Riven is nothing but environment.

In a certain meta way, it also decribes more postmodern fare like Charlie Kaufman and Treasure. In MGS3, Kojima does both at the same time! Resident Evil 4 tries to as well, though it’s a little more clunky in execution.

A thread here.

Roomination

  • Reading time:4 mins read

My reluctance to throw things away — my propensity to collect: it has to do with evidence. Evidence to whom; to myself? Evidence of the links between the world within me and that without. Evidence that the things I know of did, at least once, exist. Once those physical tokens are gone, there is no more certainty. I can’t be sure of anything anymore.

I have played the first hour of Silent Hill 4: The Room. Yes, it arrived today (alongside Plan 9 From Outer Space and Glen or Glenda); I am not allowed to play much further until all accountable women have returned to roost.

Nevertheless. The game is supposed to have been principally inspired by Being John Malkovich. That is quickly obvious, now that I have the chance to inspect it more well than before. This knowledge also offers some possible, if incomplete, clues regarding just what’s happening in the game.

Before the opening credits disseminate (another addition to the series, and not an unwelcome one), the game provides a short introduction in the first-person perspective that will later be common to scenes transpiring in The Room in question. In this sequence, however, the room is different: bloodied, rusted over, dirty, abandoned-looking; it resembles the “dark world” from the earlier Silent Hill games. Henry, the main character, is understandably surprised — or, should I say, alarmed. He does not seem to recognize anything. He also, I noticed, fails to cast a reflection in the picture frames scattered around his apartment — frames which reflect everything else around him. I pinpointed this as intentional, especially given that only minutes later, once the credits play and Henry wakes up again in a “normal” version of his bedroom, he no longer seems at all confused by the room’s (clean, yet otherwise mostly-identical) furnishings.

Henry still does not have a reflection, however. In cutscenes, he does; just not in the game proper.

So. Never mind that.

The people on the street outside the window walk like robots. Most of them wear the exact same clothes, and walk in synchronization. A polygonal edge to the hole behind the cabinet flickers into and out of existence as the camera rotates past it. The effect is hard to ignore, given the size of the area in question, its prominent location, and how important this hole is supposed to be.

The soundtrack comes on a separate disc, in a little paper sleeve. Luckily, it does slide easily into the game case. Still, considering that the previous game in the series made space for its soundtrack by default, this all could have been a little prettier.

Although I yet again am not allowed to remap the controls at will, at least the default scheme works for me. For some reason, as minor as the changes were from the previous games, I had real problems playing Silent Hill 3 with any of its predesigned setups. Everything felt like it was in the wrong place; it made me feel a little ill, even. Strange, the psychological effect of control design. I wonder if it could be put to real use, rather than ignored or made as invisible (or as “realistic”) as possible, as are the current strategies.

There’s… something here. Maybe.

Tonally, the game reminds me more of Silent Hill 2 than of the other two. This is not a bad thing. Perhaps it is an intentional thing, even. It also feels tangibly different — more like a mystery than a horror story — and is so far intriguing in that.

EDIT: Naoto Ohshima is involved again, as a camera programmer. I noticed his name flash by in the credits to the first Silent Hill, I believe as some kind of graphics programmer; did he do anything in the middle two games?

Artoon is owned by Konami now, yes? Or involved with them somehow?

EDIT 2: And I like the way the camera works. Mostly. I don’t think I’ve seen quite this technique before.

Missing Pieces

  • Reading time:1 mins read

The message I get from Confessions of a Dangerous Mind is: “Hey, we’re making a movie and we’re totally basing it on a Charlie Kaufman script. Isn’t that trippy? Isn’t that cool?

The message I get from the supplementary material is “Oh my god, George Clooney is such a great director! He has, like, ideas and stuff! He doesn’t even give himself more takes than the other actors!”

I am sure this is all true.

“Kauf, Kauf…” (or: Malkovich Gaiden)

  • Reading time:3 mins read

Mm. I’ve been kind of scared to watch Adaptation again. I’ve seen it two and a quarter times now — once in the theater, once at home, and the rest in French. The dub was strange.

The point is, I really liked it in the theater. It was one of the only movies that I’d seen which honestly impressed me on an intellectual level. I identified with it in a number of ways. I was, however, uncertain of how stable this might be.

It defeated me the first time. I enjoyed it the second time. Still, the movie isn’t exactly perfect. There are some qualities which are a little annoying — even though it accounts for them just fine. It wouldn’t be the same movie otherwise; it wouldn’t hold together in the same way.

I was afraid that my patience wouldn’t last through those bits and that the movie might start to fall apart, if I picked at it too much. I know that it doesn’t hold up for a lot of people — otherwise rather perceptive people — in a couple of specific places. Towards the end, especially.

Perhaps only in my vanity, I’d like to think that I more clearly understand what the movie is trying to do (and succeeding, as far as what it intends). Was I just tolerating those bits in favor of the larger structure? Did understanding them do me any real good? How about understanding that the movie sets itself up to allow me to watch it any old way that I like? To pick a level (if I wish) and stay with it? To ride it through to the end? Was I merely tricked into outsmarting myself?

The answer: I think, no. I’m watching it yet again. It’s paused right after the last “muffin” line. And… although this is early, it still works. I can project out from here. I think I’m appreciating it better each time. This film isn’t as fragile as I feared that it might be.

Further, it’s… oddly encouraging. Just as it’s depressing.

BONUS NOTE!

Try filtering The Matrix through Adaptation.

You can use the movie as a colander, you know. It’s fun!

Either Matrix will do. Your choice.

Note the bit about broken mirrors.

Choice is good.

The Wachowskis do indeed possess a certain flavour of genius.

I’m not sure if it’s a constructive kind, but it’s undeniably there.

It’s almost like casual jeans day.

  • Reading time:7 mins read

Game:

A few days ago, having recently acquired my very own copy of Truxton I uncloaked my Genesis — for the playing thereof.

Truxton, I found to be almost identical to Fire Shark — only… not as much fun. I can’t get past the beginning of level two without some dumb ship popping out of nowhere and running into my back before I know what’s up.

Still. It’s there. And now so is my Genesis. Being it that I’m on this Castlevania kick — again — I pulled out my Majesco-republished (and thereby terribly-boxed) copy of Bloodlines. As not entirely bad as this game is, I’ve rarely bothered to play it past the second level or so. The game is difficult — but in a more floaty way than I expect from Castlevania. It lacks some charm. As applaudable as Michiru Yamane‘s music might be, her sound effects are entirely loathsome. All in all, the game is just kind of… well, again — it’s there.

On one default set of two continues, I managed to get to… what I think should be Dracula’s final form: a big, fake Mode-7 demon with a face in his crotch. I might even have beaten him; I had the pattern down and everything. He didn’t have much life left. And yet: I didn’t dodge when I should’ve.

Still. Bloodlines. Last form (?) of last boss. Not bad, I say. Dare I suppose, better than you.

If you’ve actually beaten the game, don’t tell me. Let me feel special for the moment.

Movie:

The Italian Job: Sure.

It’s got energy. It’s certainly nothing special in its own right; all I could think of, from the premise on out, were the observations of Charlie Kaufman in Adaptation. Still, it’s very well-made. It has a great sense of momentum. The plot doesn’t follow through on any of the stupid possibilities that it coudl have; it manages to dodge away — fairly — every time it approaches a potentially-unsatisfying easy answer. Not once did I feel insulted or cheated. I felt tense when I was supposed to feel tense. I cared when I was supposed to care.

I think the whole Napster bit could have been minimized. The movie also acted as a rather obvious commercial for those mini cars (which I don’t believe are real Minis, as such — not that I know anything of, or much care about, cars). Still, not enough to overly stretch my patience.

So. Yeah. For what it is, it’s certainly worthwhile. There’s not much to study, but it’s enjoyable just in the fact that it’s so unusually competent. It feels more European than American — which might explain the previous observation.

UPDATE:

According to Ebert: “This is just the movie for two hours of mindless escapism on a relatively skilled professional level.”

Didn’t I just say that?

Music (and… Game, again):

Harmony of Dissonance: seriously, this game has to possess the most powerful soundtrack in the whole series. Most Castlevanias have really impressive power-melodies. The NES trilogy: if Bach (not J.S.; perhaps a lesser Bach) were aware of 20th century music, this might be what he’d have come up with. Circle of the Moon has some of the most lush, layered, driving, just plain fun music in the series.

However: the HoD score is the only one to really make me feel anything in particular. The more closely I listen, the more impressed I become. This isn’t just videogame music. There’s something else going on here; a certain kind of genius, or at least wild inspiration. The contrasting melodies swirl into madness, creating a dark updraft for the player — instilling an unsettled momentum into his musculature.

The bass takes up the central melody role, holding the piece together while the lead stutters incoherently. The entire piece pulls in its legs, rotating more and more tightly, getting all the stronger — until it snaps; it lets go, carrying the player to sanity with one key breeze. There’s but one escape, and the music finds it — yet it doesn’t stop. It must keep going while the player remains dazed from the last bit of overstimulation. It has places to go. It can’t let the player loose to drift away. It can’t break the atmosphere.

All of the parts speak to each other. They’re not just there to fill out the orchestration, as in so many other soundtracks in this series. They argue. They trade off. They team up. They go in their own disparate directions, then crtash back together again. They listen. They respond.

This soundtrack knows what it’s doing. It has an intelligence to it. It has a personality unto itself. It would be worth talking to.

Again, I can’t say that about the Aria of Sorrow score. That music is just… nice. And appropriate. It’s… there. It has no personality of its own — and I imagine that’s probably the whole intent. People screamed so much about the HoD score that Igarashi must’ve told Yamane to give him something more typical this time around. It looks like it’s worked, given the popular reaction.

Sigh.

See, this is where informed feedback could do a developer well. I’ve slowly been poring my way through the free magazines that I got at E3 — and, man. I’ve yet to see one thoughtful critique. One interesting, well-considered argument. The obviously lousy games get bad scores. The high-profile games get good scores. The ones in between are gernally analyzed on the basis of a few random observations which might or might not have anything to do with the intent of the game in question. It’s hard to tell.

HoD gets a 9.5, because it must — although note is made of the terrible soundtrack. In this case, the reviewer doesn’t even bother to explain that it sounds like NES music (!). Then, neither does he vaguely brush off its composition, as in so many web reviews. Not enough space to explain. Must conserve words.

Metroid Fusion gets a 9.5. Why? Because it must. Show some respect for the Gameboy game of the year, people. Everyone knows that Metroid is flawless. Reword the press release, and perpetuate the consumer cycle. Even if it’s not perfect, so what. It’s one of the best games ever. Must show the proper respect. Mustn’t question the publishers (aside from Acclaim; they’re okay to bash at will), or they might complain. Can’t bite the hand that feeds you.

Since E3, I’ve come to the realization that the game industry — at least over here — seems to be made up of a million frat boys, all in it for the ride. And I’m not just talking about the “journalists”.

Let’s talk about the journalists, though. Brandon asks two or three well-informed questions. He listens to the responses, and asks follow-up questions. PR guy, astonished, comments that Brandon “should work for CNN”. So: how has everyone else been acting? Brandon was only being professional.

Then I remember the reviews I see on IGN and — particularly — Gamespot: the big sites. Then I remember the way news travels — rarely credited or researched with so much as a phone call. Then I overhear Tim’s experiences with a particular site to which he contributed for… about two or three weeks. Then I come home and I read the fucking press releases.Then I read the magazines.

I… was going to say more, but I’m beginning to tire — both of this subject, and in a more general sense. Maybe I’ll pick up this thread later.

For now: EGM continues to be not-all-that-bad.

“There are no easy answers”

  • Reading time:3 mins read

Adaptation is a movie which it is impossible to say anything intelligent about. You can take that as you will.

Even saying that, I’m probably missing the point.

Nevertheless, I am thoroughly defeated. This is what films can be at the level to which no one ever seems to bother to take them.

I think once this comes out on DVD, I’ll have an interesting tool. Whenever I want a good gauge of how someone’s mind works, I’ll show him or her Adaptation. See what the conclusion is.

I don’t think I’ve had to work that hard in the act of watching a movie, for a very long time (if ever). After a certain point, I had to watch it three or four times at once with separate parts of my brain while simultaneously rewinding and reframing every other element, character, facet of the film from the first words, with every new sentence which was uttered.

And even in doing that, and in realizing that in trying to even find a level to watch it on, or find… anything to speak about, I am shown for the fool that I am — I am! By simply throwing my hands up and saying that the movie intentionally defies concrete understanding and revels in that fact, I’m still narrowing it down to a point which is so inherently ingrained in the movie’s fiber that that’s not it either.

So I’ll simply nod. I, personally, can’t hold this one. I’ll just admire it.

Now, how long will it take before videogames reach this level of art? Hmm…

Art and life really are synonymous, aren’t they? Can I ever birth such an immortal being? What’s the point of being here, if not? We are given such a limited chance, and all most people seem to have the ambition to do is to selfishly create more literal life. Life which will wither and wane and be forgotten. A hundred years, and no one will have the chance to know it. It will have no more to say.

I feel I have a responsibility to do more than that, with all of the resources I’m wasting merely by existing in the first place. But can I do it? Will I ever know if I have?

All right. I guess I can say that about the movie, without imposing myself upon it. Without suggesting that what I say is the movie, or its point (if it has any one in particular). If I make sure to make this distinction, I suppose I should be okay.

Unrelatedly, The Two Towers didn’t annoy me anywhere near as much on the instance of my second subjection to it. And I can’t get that damned Gollum’s Song, from the ending credits, out of my head of this moment. The flashbacks are still murder, though.

I just flipped the light switch, in attempt to flush the toilet.