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Stuff We Like

  • Jack Rose's Luck in the Valley

    Jack Rose

    Jack Rose died suddenly in December, leaving behind a nice body of work including Kensington Blues, Raag Manifestos, and Two Originals. Noted mostly for his American Primitive solo guitar music, Rose’s previous two records Dr. Ragtime and Pals and Jack Rose and the Black Twig Pickers present a shift to a full-bodied sound featuring other players. Luck in the Valley, released last month as his last album, continues this progression. It is tempting to read the pathos of his death into songs like the excellent “Blues For Percy Danforth”, which sounds closer to his earlier Takoma-inspired work. And in a way, it would be nice to hear more “serious” tracks that can be linked up into some kind of meaning-of-death constellation. For fans with this mindset, Luck in the Valley might be disappointingly happy. But it would be unfair to begrudge Rose’s last album for emphasizing fun and enjoyment over theoretical depth. John Fahey infamously dismissed his earlier work as “cosmic sentimentalism,” a criticism that seems to strike more at the expectations of listeners than the quality of his music. If we move beyond considering Rose’s songs as spiritual mood enhancers, there is a lot of good music to enjoy on Luck. Rose sounds like he was having a good time at the end.  -- Scott Coomes

  • Thump Culture

    Thump Culture

    Described by its creator — talented illustrator Neill Cameron — as "a martial arts rom-com slice of life soap opera," this webcomic is about the lives of the people who run and participate in an alternate universe fight club known as "The Thump." The story, at least the first part of it, aligns itself with the perspective of Catriona, a down-on-her-luck paramedic whose life turns around when she responds to an ad that leads to her becoming The Thump's resident nurse. I like her, because she's spunky and doesn't have inhumanly pneumatic bodily proportions. Equally charming is Alex, who videotapes the fights to later sell on the internet to "a certain kind of teenager that'll lap that shit up." Read the comic, cry when you hit the last page and realize you're all caught up and now have to wait for future installments which might not ever come due to Cameron's being a kickass illustrator who now gets paid for his awesome skills, and then check out Cameron's personal site, which offers a nice peek into his process.  -- Erin Price

  • The Form of Paranoia in All the President's Men

    Woodward and Bernstein

    All the President's Men is rightfully known as the best movie about journalism ever made, but it's most notable for not focusing its paranoia in the form of several nefarious people. The last film in director Alan Pakula's "paranoia trilogy" (which includes Klute and The Parallax View), All the President's Men is notable in the genre for never depicting the agents of paranoia that torments reporters Bob Woodward (Robert Redford) and Carl Bernstein (Dustin Hoffman). Yes, we know them to be agents of the Nixon Administration, but because they're never seen in the movie, it's never clear exactly what constitutes a victory in the fight against corruption. We know that the reporters' lives are in danger, but from whom? The CIA? FBI? Deep Throat says "everybody is involved," after all. Woodward and Bernstein's reports eventually result in the imprisonment and resignation of Nixon and his cronies, yet Pakula downplays it with the perfunctory rattling off of punishments on The Washington Post's press in a manner fitting the lack of closure of lenient punishments for a few solitary figures. The institutional rot went deeper and will persist as long as culprits remain identified. You may not see anyone over your shoulder, but that doesn't mean they're not somewhere.  -- Eric Freeman

From the Vault

Things that died in 2008.

Our president pledged as primary candidate to staunchly defend individual civil liberties and curb the domestic intelligence abuses of the Bush Administration. As the Democratic candidate, he hedged. As president-elect, he made stunning about-faces, notably on immunity for telecommunications companies who cooperated with Bush's illegal requests. Now, as president, he's continued as many of Bush's abuses as he's curtailed. Also, there was a time when John McCain wasn't an unprincipled, dishonorable bigot. He was quite the man, when he was a man. Then came a succubus to hasten his by then inevitable decline.

Classic Literature/Video Games

Lee Konstantinou

Alerting us to a major victory for the world of letters, Mobylives reports that a deal has been reached to make works of literature available on hand-held video game devices:

Japanese video game maker Nintendo has announced a deal with HarperCollins to make classics of world literature available to read on its games playing devices. As a Telegraph report by Murray Wardrop notes, “The unlikely partnership means that the names of computer game characters such as Donkey Kong and Mario will sit alongside the likes of Jane Austen and the Brontë sisters on the hand-held gadgets.” Dubbed the 100 Classic Book Collection, the package will cost about £20 (about $30) and will be available initially only in the UK. A Nintendo spokesman said, “We hope to encourage people to try books that they wouldn’t go out and purchase themselves.”

Pemberley.jpg

While I appreciate any move that will stave off the long-coming and inevitable destruction of literature and literary culture, this deal reveals a singular lack of imagination on the part of Nintendo and HarperCollins. The possibilities for cross-fertilization between literature and video games — for synergistic magic! — are far more varied and exciting than this.

How much more interesting would it have been to translate classic works of literature, by Austen or the Brontë sisters, into video games? Very. Imagine: Navigate Elizabeth through Pemberley, first-person shooter style, while fighting off Darcy’s zombified (or at least influenza-stricken) servants. In a multiplayer twist, take control of either Stephen or Bloom and, Final Fight-style wallop your way out of Night Town; when Stephen and Bloom team up, the Citizen won’t stand a chance.

Or, better still, what if we transformed all our most beloved video game characters — Mario, Link, Sonic — into new literary classics. Yes, okay, I’ll admit, Bob Hoskins didn’t turn in a very good performance in the Super Mario Bros. movie — not nearly as good as Captain Lou Albano in the Super Mario Brothers Super Show — but is Super Mario Brothers not, at heart, a story of personal development, a sort of interactive Bildungsroman made for the age of psychedelic growth-accelerating mushrooms?

Mario.jpg

Yes, yes it is. I think I needn’t say any more.

(x-posted at leekonstantinou.com)

Category: Art and Culture, Briefs, Thought and Society

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2 Responses

  1. Josh Riedel says:

    Did you get a chance to read Tom Bissell’s article in the New Yorker about a month ago on Cliff Bleszinski, the design director at Epic games? Though it’s not directly related to what you’re talking about in this post, you might appreciate its discussion on the evolution of video games, particularly concerning the shift from a symbolic to a more literal representation of what the gamer sees and does.

    I found this piece of information on the psychedelic (and symbolic) world of Mario and his mushrooms interesting:

    “Issued in 1985, Super Mario Brothers was a game of summer-vacation-consuming scope and unprecedented inventiveness. It was among the first video games to suggest that it might contain a world. It was also hallucinogenically strange. Why did mushrooms make Mario grow larger? Why did flowers give Mario the ability to spit fire? Why did bashing Mario’s head against bricks sometimes produce coins? And why was Mario’s enemy, Bowser, a saurian, spiky-shelled turtle?

    “In film and literature, such surrealistic fantasy typically occurs at the outer edge of experimentalism, but early video games depended on symbols for the simple reason that the technological limitations of the time made realism impossible. Mario, for instance, wore a porkpie hat not for aesthetic reasons but because hair was too difficult to render.”

    http://www.newyorker.com/reporting/2008/11/03/081103fa_fact_bissell

  2. Haven’t read the Bissell piece yet, but the point about the surrealism of early video games is interesting. I’ve wanted to write about two-dimensional world-building and Super Mario Bros. for a while. Maybe now’s the time.

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