Friday, 30 December 2022

Films 2022



Writer-director James Cameron has a knack for writing chimera: characters who combine, or who are at least attempting to reconcile, two disparate forms of identity. His Terminators are the most obvious example of this psychological discrepancy. They are futuristic machinery wrapped up in a sheath of human flesh that either rots in place after being shot full of holes or transmits such a convincing camouflage that the deception begins to turn itself inwards, inspiring a dot matrix approximation of heroism. Stephen Lang's motion-captured shade of Colonel Miles Quaritch is an abomination, a high-and-tight infiltrator who makes no attempt to assimilate or even disguise his Earthly origins. He is the memories and prejudices of an American imperialist, inscribed on the eve of what he believed to be his career-defining victory then wired into another massive cobalt clone. Jake Sully's eager symbiosis in the original film is caricatured in Avatar: The Way of Water by a team of colossal photostats who refuse to let go of their branded sunglasses and tactical apparel. Quaritch and his thugs only speak the language of conquest, clinging on to the possessions and hang-ups that defined their (now extant) human lives.





Although we are told that pain and infection have been eliminated in the oddly Mediterranean present seen in Crimes of the Future, Viggo Mortensen's Saul writhes in agony throughout David Cronenberg's latest film. Unlike his partner, Léa Seydoux's Caprice, who can hold steaming skillets and must voluntarily alter her appearance, Saul's body is constantly undergoing a twisting transformation. His insides give birth to new, unknown organs that are assumed to be vestigial and potentially tumorous. Saul submits himself to Caprice's surgical tinkering for the amusement of the champagne and canapés set, earning them both a fainting notoriety. Even the performance artist's attempts to feed himself primary-coloured mush requires a soothing, swishing, skeletal apparatus - one designed to simulate the movements that a body locked in choking dysphagia has otherwise grown unaccustomed to. 





A stop-motion animation project decades in the making, Phil Tippett's Kickstarted shorts have - finally - blossomed into a full-length feature. Far longer than the constituent parts drip-feed over the tail-end of the 2010s, this Mad God pulls apart those three previously released episodes then stitches them back together around deeper, meaner, digressions. As always, a sturdy looking fellow in a gas mask is airdropped into a Hell of scratch built rot from the skies above, tasked with making sense of a crumbling map and the relentless gnashing around him. His journey excavates dozens of extinct, and still-functional, realms; all fixated on cruelty as an industry with no clear outcome. These wanders take the gas masked assassin to the centre of this sunken creation to set a bomb that has no hope of detonating.





Apichatpong Weerasethakul's Memoria is built out of held frames, the director and his cinematographer Sayombhu Mukdeeprom using a flattened space, unmotivated by camera movement, to create vignettes. Tilda Swinton creeps across these frames. Her Jessica is always reticent, a trespasser slowly prodding further and further into places she doesn't seem convinced that she should be occupying. Weerasethakul also cranks up diegetic sound far beyond typically acceptable levels. The audience prodded to tune into the cacophonies that accompany this stillness; understanding these rhythms as extant incident rather than a plotted bread crumb. Weerasethakul never betrays this somnolent trust either. He allows his audience to abandon their search for obvious meaning or direction, sinking into scenes and situations to the extent that they are then able to conjure up a sense memory - a smell, maybe - associated with their own experience of having existed within similar moments. 





Yoshikazu Yasuhiko's Mobile Suit Gundam: Cucuruz Doan's Island defies the simplistic morality of heroic fantasy by having its lead child use his towering white robot to step on and crush fleeing, helpless, enemies. The act, a grim necessity with a nuclear weapon in play, registers first as disgusts then abject horror on Amuro's face; Yasuhiko's boyish draft of the character accentuating this acute, overwhelming, distress. The unspoken spell of this formerly peaceful space has been broken. Ray forcibly disconnects from the fast friendships he has made in this place; the safety and comfort of a childhood lived amongst other children. He resumes being a soldier. The viewer is left with an overwhelming impression that they have experienced a short but profound moment in Amuro's life. An alternative to an existence spent fighting was briefly available to him but, ultimately, forgone. 





Amleth escapes but never recovers from the outrages he experiences as a child. The Northman's identity and outlook are frozen in the moments when he watched, helpless, as his father was slaughtered and his mother carried away as plunder. Amleth therefore never quite shakes off the spell that was cast over him in a smoke-choked hut in the days leading up to this event. His passage into adulthood was inadvertently stunted; the animal aspect that was summoned by shamanic ritual is never corrected by a return to the patterns and rhythms of a normal, albeit courtly, life. The oath he swears during his flight - to avenge his father and free his mother - becomes an all-consuming ideological fulcrum. A desire for correction now burns within Amleth. The emotion has swallowed him whole, feeding the slathering, amoral might that lurks within. 





Deciphered as camp by cackling YouTube nit-pickers, who are themselves mired in the digital language of an American action cinema that demands everybody present as indifferent, SS Rajamouli's RRR is instead a self-consciously mythic folk tale, one that isn't afraid to bend real-life revolutionary leaders to its own demented will by dreaming up the exciting fictions that tested these men while they were experiencing their own (Christ-like) wilderness years. Set during the brutal reign of the British Raj, Rajamouli's film concerns the fast friendship between two men from opposite ends of the Indian sociopolitical spectrum - Ram Charan's chiselled matinee idol cop and Nandamuri Taraka Rama Rao Jr's rather more cuddly tribal tracker. Discussion of Rajamouli's film has largely lasered in on its earnestness: the unashamed chumminess of the twin leads or the wave of computer generated animals that gobbled up the slow-on-the-draw colonisers. Far more affecting than either though is the scourging of Rama Rao Jr's Bheem, a sequence that generates a frequency similar to religious revelation, in which the captured man is whipped bloody by his best friend before his body is torturously manipulated by chained contraptions. Rather than kneel before the sadistic occupiers directing this outrage, Bheem straightens his flayed, oozing body and begins to sing through the barbed lashes. This immaculate defiance carries over the weeping crowds, drawn from Indian society's clashing castes, inspiring Bheem's countrymen to rise up then bite out the throats of their white tormenters.





Shin Ultraman impresses in its ability to constantly update both the stakes in play and the genre language used to decode them. The film's early passages set up a scenario straight out of the Silver Age Superman comics with Takumi Saitoh's Shinji Kaminga as the Clark Kent-like human alter-ego for Ultraman and Masami Nagasawa's Hiroko Asami as the Lois Lane analogue snooping into his affairs. This section contains delirious super-fights between the androgynous otherworldly defender and a radiation gobbling monster who has, in this instance, been spewed up from a revolting Earth. Viewpoints on these clashes are both observational and intimate. Whereas some shots are clearly derived from the locked perspectives available to awed human bystanders, other glimpses use an explicitly hand-held language, as if an equally massive cameraman has wriggled in-between these gigantic, steaming, participants. The lancing computer generated protrusions of these battling titans are also, clearly, rigged with (ginormous) GoPro cameras as they jab at Ultraman's indifferent alien face.





A technological gap between the United States of this film and a fictional Soviet-presenting superpower is a key building block in Top Gun: Maverick, one that allows the film to trespass into even more exciting and fantastical realms than its prequel. When the chips are down, Tom Cruise's Maverick is so supernaturally talented that he is able to render any advantage wrung out of next-gen aeronautical innovation effectively null. He doesn't just pilot his aircraft, he has a symbiotic relationship with the machinery. This concept is hammered into the audience via IMAX footage of a purple, straining Cruise riding billion dollar planes so hard that they seem to be about to fall apart. 





Vengeance is Mine, All Others Pay Cash takes place in an Indonesian underworld where an unquenchable desire to square up allows men to exert themselves on a landscape lousy with bull-headed machismo. Beginning in the 1980s then jumping back-and-forth in time with little heed, the film chronicles the relationship between Marthino Lio's Ajo Kawir and Ladya Cheryl's Iteung. When the couple first meet Ajo is impotent, attempting to cure his uncooperative penis through, by turns, righteous and trivial violence. Iteung is no stranger to combat either, acting as the bodyguard for a man who Ajo has judged to be morally dubious. The two fight, an even match that is captured from an observational distance then conveyed to the audience in an unhurried edit that naturally tracks fatigue and frustration. Their back-and-forth is a flurry of palms and elbows; a series of twisting embraces in which the two briefly conjoin then detach. Naturally, they quickly fall in love. 



Also Liked:

Ambulance // Barbarian // The Battle at Lake Changjin II: Water Gate Bridge // Beavis and Butt-Head Do the Universe // Belle // The Bob's Burgers Movie // Decision to Leave // Doctor Strange in the Multiverse of Madness // Dragon Ball Super: Super Hero // Everything Everywhere All at Once // Halloween Ends // Jackass Forever // Licorice Pizza // Lost Bullet 2 // Nope // Prey // Scream // Thirteen Lives // Thor: Love and Thunder // Turning Red // X

Wednesday, 28 December 2022

Video Games 2022



Andro Dunos II is a scrolling shooter steeped in the pastel aesthetic of SNES-era cartridges, less the crippling slowdown. Players are tasked with nudging a chubby yellow space craft around a series of futuristic backdrops on the way to meet the customary great big boss with a flashing weak point. Picorinne Soft's game doesn't set out to redefine its host genre but it is an immediately and consistently fun game. Controls are crisp and responsive, while the weapon system and in-game currency are centred around a suite of beam types instantly selectable during gameplay. One might fire at enemies creeping in on horizontals, while another blasts out of the ship's exhaust system, shredding the ships that are attempting to ambush from behind. 




A throbbing twin-stick shooter, packed full of shrieking pinks and calming blues. Devastator is a locked-60, neon everything, update of ancient Atari cabs. Amber coloured virus vectors spill into the cramped, one-screen stages; their successive, escalating detonations tapping out a chorus of percussive pops. In their self-replicating midst are bolder coloured infections that chase down the player ship, crowding them until their think-fast reactions fail them. Radiangames' release is anything but tranquil, demanding players arc their craft in harried circles and issue split-second responses to their constantly evolving cage. 




Open world games follow a very specific formula, one that sees massive sections of the map consigned to the semi-useless state of travel scenery. There might be the odd roaming beast or item-packed cave hidden away somewhere in the scrub but, for the most part, these spaces present like physically playable loading screens; inflicted on the user as a way to stall forward-momentum between a world's more detailed gameplay destinations. FromSoftware's Elden Ring succeeds a series of games designed around a (reasonably) linear in-world progression. Players may be able to travel against the currents, so to speak, when exploring but any serious intrusion into late-game realms is prevented by the sheer weakness of the player's under-levelled character. 

So how do Hidetaka Miyazaki and his development teams approach their own open world game? While there are summits, scattered about the stained world map, that do offer the familiar experience of creeping through a dungeon-cum-barracks, for the most part Elden Ring provides players with a genuinely curious sense of exploration, one so multi-layered and rewarding that, in truth, the act of snooping around in this world is a closer experience to that of an archaeologist excavating a series of beautiful-but-fallen kingdoms. Elden Ring is actually kind of staggering in its ability to constantly, and meaningfully, reward the desire to ignore the obvious path forward. For the truly inquisitive, Elden Ring is a curated paradise of ever-expanding grottos and underworlds: bone dusted oubliettes conceal black chapels attended by praying secret bosses, while the death mask of a rotting, deposed, God lies calcified beneath a rioting castle. Elden Ring is an astonishing achievement, the kind of game that offers loops so purely captivating that it's struggle to work up much enthusiasm for anything else. 




Deconstructive in terms of its character-driven intent, God of War: Ragnarök actually does an excellent job of describing to the player why Kratos was always bubbling with rage back in those PS2-era games. Tag along sidekicks and secondary characters will not leave you alone. They're constantly in your ear, immediately describing how to accomplish any task placed in-front of you. You know, the checkpoint push you're currently and conspicuously ignoring because the game is laid out with dark corners that conceal the game's stingy power-ups. Still, when combat is joined, at least you can order your chatty little pals to riddle your enemies with arrows. 




The King of Fighters XV is the latest sequel to SNK's (used to be) annually released Street Fighter alternative, a series that I've slept on since the first few 2000s releases trickled out to the Dreamcast grey import scene. Although it very much does look like the game is happy to walk new and returning players through the more recent mechanical updates (in a dedicated training mode), I'm satisfied just navigating straight to Arcade mode, selecting the Garou team and letting Terry Bogard's burn knuckles do the talking. 




A decade and a half since the first game, No More Heroes III entertains thanks to a structural model that is, similarly, completely out of time. Grasshopper Manufacture's sequel is a PS2-era open world adventure by way of a neutron bombing - there are things to do in Santa Destroy but they are blips and outposts in a vast expanse of rubble. When set against modern waypoint chasers, No More Heroes III is simplistic and gimmicky; constructed around a combat system that feels puny until several special actions have been unlocked. By the end of the game though, every input and action is being juggled and exploited. Battles are transformed from inching attrition into an interactive checklist of ways to sap or undermine the massive health bars in play. If that doesn't do it for you, end-of-stage cutscenes dispense with cataloguing your effect on this invaded world, preferring that the player sit opposite two de-tuned movie maniacs as they discuss the filmography of Takashi Miike instead. 




Teenage Mutant Ninja Turtles: Shredder's Revenge, aside from being a fun and surprisingly detailed scrolling beat 'em up, prickles strange nostalgic affections for characters that have long since dropped off anyone's internal radar. I'm not talking about the Ninja Turtles themselves or their feature pals like Splinter, April or Casey Jones. Rather it's your Irmas or your Punk Frogs or even your Vernon fucking Fenwicks. Characters created specifically for the 1987 children's TV series that have enjoyed no purchase or presence on pretty much anything Turtle-flavoured that has followed. These spectres appear throughout Tribute Games' pixelated fairyland, instantly transporting unsuspecting credit depositors back several decades to their local video shops, browsing the shelves to see if they have any tapes to rent that don't revolve around those dreadful Pizza Monsters.  




Remarkable in the sense that developers Witch Beam have taken an incredibly mundane (even frustrating) daily task, in this case de-cluttering, and managed to wring out an experience that is acutely heart-breaking. Yeah, Unpacking is little more than a series of screens and objects to organise, but the passage of time these scene shifts imply is alarming in terms of how quickly they are speeding through a young person's life. Box rooms in family homes give way to student accommodation then tentative steps towards co-habitation. Totems and trinkets stick around for a few successive levels then drift away, lost to the void invoked by regular transit. You feel like you're wishing someone's life away. 




Even when played on a clapped-out old iOS phone, Vampire Survivors' merits are completely obvious. Players take control of a tiny collection of pixels, striding about a flat field while inundated with increasingly macabre enemies. Upgrades come thick and fast: sometimes crucial, equally as often they are useless. Before long the whole of playing area is alive and seething with bubbling necromantic threat; an entire fantasy bestiary tracking in on your kiting, vulnerable little figure. Luca Galante's self-published marvel is as compulsive as games get. 




A vertical scrolling shooter built around the idea of a replenishing smart bomb. Typically, in games of this type, screen clearing power-ups are strictly rationed out, usually only available to players when they've just pumped another coin into the greedy housing cab. Z-Warp traps players inside the intestinal tract of some enormous cosmic beast, battling bosses named for gastro-oesophageal disorders and collecting spinning, toxic waste coloured skulls. The aforementioned explosive is on a timer, counting up as the player dodges distress; nervy deployments will inch out an immediate path through the onslaught but a fully charged detonation will clear a significant portion of the screen. 

Tuesday, 27 December 2022

Music 2022



Aisus - Sundown Trauma // Amber Mark - Bliss // Arcade Fire - Age of Anxiety II (Rabbit Hole) // Eagle Eyed Tiger -  Matador // Electronic Gems - Never Say Always // Forhill - Liminal // Jessie Ware - Free Yourself // LAVNDR - Elden Ring Synthwave Remix // Let's Eat Grandma - Happy New Year // Magic Sword - There is Still Good in You // Midnight Drift & VIQ - Stuck in Time // Nas - Ghetto Reporter // The Northern Boys - Party Time // Rosentwig - Daydream // Sharon Van Etten - Headspace // Simon Franglen - A New Star // Sky Ferreira - Don't Forget // Taylor Swift - Anti-Hero // Tom Skinner - Quiet As It's Kept // Thom Yorke - 5.17 // VIQ - Girl from Nowhere // Weyes Blood - It's Not Just Me, It's Everybody

Monday, 19 December 2022

Simon Franglen - A New Star

Avatar: The Way of Water



Writer-director James Cameron has a knack for writing chimera: characters who combine, or who are at least attempting to reconcile, two disparate forms of identity. His Terminators are the most obvious example of this psychological discrepancy. They are futuristic machinery wrapped up in a sheath of human flesh that either rots in place after being shot full of holes or transmits such a convincing camouflage that the deception begins to turn itself inwards, inspiring a dot matrix approximation of heroism. In the first Avatar, Sam Worthington's futuristic conquistador, Jake Sully, dreamt himself into a life in which his withered battle-scarred body had been replaced with that of a towering feline alien. This new flesh and carbon fibre bone allowed him to run and leap then, finally, soar with dragons. Sully willingly plugged into this transformative experience, consciously deciding to let his waking - human - life fade away and, eventually, die. 

Cameron, co-writing with Rick Jaffa and Amanda Silver, dedicates no small part of Avatar: The Way of Water to re-examining this process from the perspective of a less enthusiastic participant. Stephen Lang's motion-captured shade of Colonel Miles Quaritch is an abomination; a high-and-tight infiltrator who makes no attempt to assimilate or even disguise his Earthly origins. He is the memories and prejudices of an American imperialist, inscribed on the eve of what he believed to be his career-defining victory then wired into another massive cobalt clone. His arrival on the satellite planet of Pandora is marked by cataclysm. The enormous retrorockets decelerating these unwelcome visitors obliterates the forest setting from the first film; animals and trees alike are shattered then consumed by bubbling firestorms. Simon Franglen's score - which otherwise builds itself around the themes and motifs of the late James Horner - seizes on this apocalyptic, mechanised imagery, quoting the pounding percussion and shrieking strings of Gustav Holst. Mankind's arrival is likened to that of a Martian invasion force. Terraforming on this habitable moon is to be achieved through extermination, a plan of envy straight out of HG Wells' The War of the Worlds

The Quaritch thing is always aware that it is a facsimile, it embraces the designation, allowing a video recording of its (somewhat dismissive) clone father to appoint it as a creature of pure vengeance. With very little information regarding its parent's passing - this is reproduction as the purely technological duplication of the hopelessly macho - the zipped-up Na'vi decides to retrace Sully's steps, to experience this planet as he did. Jake Sully's eager symbiosis is caricatured by a team of colossal photostats who refuse to let go of their branded sunglasses and tactical apparel. Quaritch and his thugs only speak the language of conquest, clinging on to the possessions and hang-ups that defined their (now extant) human lives. We are told a couple of times in The Way of Water that Na'vi bodies can easily survive in the oxygen rich environments mankind has created on Pandora. The Quaritch copy though remembers being human, it's fixated on its vulnerability in this harsh extraterrestrial environment. So, rather than breathe shallow in a false climate, it clings to an artificial breathing apparatus, supping on it greedily. 

Sunday, 11 December 2022

2000 AD & Starlord Prog 125 by Mike McMahon

YOUTH 83 - Limbo

Detective vs. Sleuths



Detective vs. Sleuths follows Sean Lau's Jun Lee, a former police inspector haunted by a series of cases in which - he feels - the wrong people took the fall. Jun, resplendent in a patched-up yellow raincoat, frequently beats Hong Kong's finest to the punch when investigating murders, able to tune into the heckling spirits of the soon-to-be-departed (that are screaming inside his head) to make enormous deductive leaps; second-guessing the criminal gang who are terrorising the island. Directed by Wai Ka-fai, Johnnie To's co-director on Fulltime Killer and Mad Detective, Detective vs Sleuths works best when Jun is heedlessly racing ahead of his bewildered accomplices. A cramped shoot-out in an apartment complex is given another absurd level of danger thanks to Jun's delusional belief that he is both carrying a pistol and a crack shot with it. 

In reality, Jun has raced ahead of his former colleagues with nothing more than a finger gun, wildly cocking his thumb at pistol-packing youths while Charlene Choi Tsoek-jin's heavily pregnant lieutenant inspector chases after him. Entertaining when trapped in Jun's company - the disgraced detective a kind of homeless, paranormally gifted Columbo - Wai's film starts to stumble the further we have to stray from his perspective. The level of churning exposition required to make sense of the denouement sadly means that Jun is often side-lined for the ravings of sleeper cell psychopaths. The decision to resolve all interpersonal threads through endless gunfire doesn't help either. That key characters must be slowly rationed into the film's final moments means that their passage to these events is lousy with ineffectual computer-assisted shoot-outs. Teams of well-trained experts line up across from each other to mindlessly blast away, the scenery alive with puny CG squibs that make no physical impact on anything or anyone. It's as if the case has been temporarily turned over to Leslie Nielsen's Police Squad!

Wednesday, 7 December 2022

AKKA ARRH - Cascade



Jeff Minter's latest psychedelic screen-wiper is a remake of an unreleased Atari cabinet demo. By all accounts, the original code of Akka Arrh was pushed out to a small test market in 1982 only to be deemed 'too difficult' by the assembled consumers. The junked version of this failed coin-gobbler was recently made available on the Atari 50: The Anniversary Celebration; Minter's delirious take on wave shooting is, we are promised, coming soon. 

Friday, 2 December 2022

Radiohead - You (Drill Version)

The Complete Judge Dredd #23 by Mike McMahon

Kupla - Seven Seas

DavZ - Untethered

Vengeance is Mine, All Others Pay Cash



A martial arts film in the sense that the ability to fight fluently carries a disproportionate amount of socio-political currency (when compared to the real world), Vengeance is Mine, All Others Pay Cash takes place in an Indonesian underworld where an unquenchable desire to square up allows men to exert themselves on a landscape lousy with bull-headed machismo. Beginning in the 1980s then jumping back-and-forth in time with little heed, the film chronicles the relationship between Marthino Lio's Ajo Kawir and Ladya Cheryl's Iteung. When the couple first meet Ajo is impotent, attempting to cure his uncooperative penis through, by turns, righteous and trivial violence. Iteung is no stranger to combat either, acting as the bodyguard for a man who Ajo has judged to be morally dubious. The two fight, an even match that is captured from an observational distance then conveyed to the audience in an unhurried edit that naturally tracks fatigue and frustration. Their back-and-forth is a flurry of palms and elbows; a series of twisting embraces in which the two briefly conjoin then detach. Naturally, they quickly fall in love. 

Vengeance is Mine, All Others Pay Cash, directed by Edwin and co-written for the screen with Eka Kurniawan, the author of the book on which this film is based, often plays like a magical realism reimagining of Lo Wei's The Big Boss; specifically the idea of a self-sufficient working class hero who becomes (or already is) compromised by their dealings with criminality. Triumph in Edwin's film drips out over decades, captured slowly by people defying destructive impulses and surrendering themselves to genuine vulnerability. Ajo and Iteung share a similar damage; Iteung apparently less apt to share the horrors that have been visited upon her. The revenge she takes is not necessarily even her own, in terms of the specific actors or situation, but the power dynamics that have wrought life-long damage on her beloved are all too familiar. Ladya Cheryl is captivating throughout, grappling with co-stars and contradictory emotional frequencies with a swaggering confidence. Edwin's deliberately anachronistic film constantly defies expectation, able to juggle sequences that terminate using the kind of soundtrack swing deployed to smooth transitions in televised spy serials with hurried glimpses of screeching human horror. There's a sustained and insidious sense throughout that the women and children crammed into the piece are all at the mercy of men who can only express themselves through the barbarous application of force.