Thursday, May 20, 2010
Album Review: Alice Cooper - Dragontown
Monday, May 17, 2010
Cosplay: Utena
Sunday, May 16, 2010
OST Review: Final Fantasy XIII
An OST review from one of our guest bloggers, Azkam.
So What's the Deal?
First of all, I’d like to thank Sydney for bestowing upon me this wonderful 4-disc box of ear-candy. Delicious. The Final Fantasy XIII soundtrack—composed by Masashi Hamauzu—is mystical and epic; in other words, perfect adventure music. The abundance of high strings and military drums, as well as a strong brass section, lend to the imagery of vast landscapes both natural and man-made, and evoke emotions ranging from determination to desolation to hope. Seamlessly blended electronic and ambient elements, piano accents, and atonal/chromatic sections in individual pieces give the music a modern feel.
‘Prelude’ on Disc 1 sets the mood of the soundtrack perfectly, beginning with drums, chilly ambience, and low strings. Low brass is added, and the track builds to a triumphant, sweeping climax. I’d also like to mention track 2 on Disc 2, ‘The Promise’, which is arranged several times throughout the soundtrack. It is a sweet, delicate piece reflecting both sadness and love. I especially like the string/low brass outro.
Character Themes
Lightning has a beautiful theme. The piano and strings flow together wonderfully, weaving in and out of each other to create the image of a hero who pushes onward despite inner turmoil and hopelessness. Parts of this theme are used in Defiers of Fate (?), Blinded by Light, and a couple of other tracks.
Serah’s theme: in short, ‘The Promise’ with vocals.
Snow’s theme reminds me a lot of the Digital Devil Saga OST. Nice guitar sounds, but overall not a very memorable track—personally, I think it could have been more fast-paced.
Sazh’s theme is groovy! Although that was probably a given seeing as the character has a bird living in his ‘fro. The atonal guitar strumming provides an upbeat backdrop for yummy piano solos and some jazzy trumpets. Also, it provides alternating bars of 5/4 and 6/4 time. Craaaaazy.
Hope’s theme is a soothing acoustic guitar piece. Regardless of whether or not you like the kid, give this simple but emotional track a listen. Also used in Sustained by Hate, and This is Your Home.
Vanille has a light, simple piano theme that definitely reflects her optimistic outlook on life. Nice to listen to on a rainy day.
Fang’s theme sounds like it should be overworld music. It reminds me of the Kingdom Hearts orchestral pieces, and while that’s not a bad thing, I feel that it’s a bit too grand for one character.
‘Chocobos of Cocoon’ is an interesting electronic take on the famous theme, and is pleasant enough until the weird auto-tuned vocals come in. Eck. ‘Chocobos of Pulse’ is much better, featuring a syncopated trumpet melody and a great rhythm section.
TL;DR?
Tracks worth checking out:
- Prelude
- Saber’s Edge
- Eternal Love (vocal track)
- Blinded by the Light
- Lightning’s Theme
- Sazh’s Theme
- Hope’s Theme
- Chocobos of Pulse
- Fabula・Nova・Crystallis (my favourite arrangement of ‘The Promise’)
Saturday, May 15, 2010
Album Review: The Dresden Dolls - (self-titled)
The Dresden Dolls - The Dresden Dolls
Release: September 26, 2003 (initial released)
April 27, 2004 (Roadrunner Records)
July 13, 2005 (Roadrunner Records Japan)
Genre: Alternative
Label: 8ft. Records (original release), Roadrunner Records (re-issue)
Nick's Rating: 3/5
Fuckin' A, I hate so many things that make 'obscure' music popular. As a for-instance, Guitar Hero, Rock Band, and games like that, all include 80% your standard fare in terms of guitar rockers, then they include one or two numbers that are slightly obscure that everyone latches on to and plays non-stop. Not that most of them aren't good, but now every pissant teenage Metallica-lover knows Voivod as if they were joined at the hip, and Judas Priest's "Painkiller" is the second-most-played Priest song on last.fm.
Almost as bad, or perhaps even worse, to me, are those people who like to call themselves 'nonconformists' and who all listen to the same shit. If you brought this to their attention, they'd probably call it irony, and be quick to explain to you that they didn't learn the word from Alanis Morrisette like half of America did. I've met a fair few of them, many of whom have given me music suggestions -- probably because I look a mess, wear black shirts, and don't listen to the radio. Of course, they neglect to note that the black shirts are my torso-covering of choice because they tend to have my preferred musical billboard emblazoned on them (Pink Floyd, Rush, Motorhead, you get the picture) and I don't listen to the radio because a) most songs I like are album cuts and often too long for radio play, and b) your average radio DJ tends to jabber like an idiot given so much as five seconds air time. They then proceed to torture us with whatever they feel like, from middle-of-the-road rock-and-roll wannabes to random tapes of mutually ego-stroking interviews. One time, a radio DJ actually aired a mashup of "Enter Sandman" and "Don't Stop Believin'" -- I wish I could make this up. I can't. He played a fucking mashup of fucking "Enter Sandman" and fucking "Don't Stop Believin'." I can't stop swearing and I think I'm going into spasms. I need to stop writing about this.
Where was I? Oh yeah, the so-called nonconformists. Well, one of them (who, incidentally, loves System of a Down and Metallica and Rush on top of his depressive shit) told me to listen to the Dresden Dolls (without even so much as lending me a CD, naturally), so I did. I found their two albums and one EP and found them all to be about average. The fact that they're as popular as they are is utterly staggering. It may just be because Amanda Palmer, lead singer and pianist for the duo, asserts that her middle name is "Fucking" (how hip! how edgy!), they appeared just on time to fill in the void of good music for goth kids left by three years' delay since The Cure's last album, the fact that their next just wasn't enough like either of the two Pornography trilogies (Seventeen Seconds-Faith-Pornography or Pornography-Disintegration-Bloodflowers), and because they were signed to Roadrunner Records for some reason; Roadrunner Records is a metal-centric label that also distributed Within Temptation and has, since adding Amanda Palmer and her drumming sex poppet Brian Viglione (I had to look up the spelling on that one), Megadeth, Opeth, Porcupine Tree, Airbourne, Trivium, and DragonForce. They don't seem to care about the music so much as being hip and trendy (which explains the Dresden Dolls being on their label), and their continuous cash grabs (Did you hear about them wanting to digitally re-edit a Palmer DVD to make her look thinner? Whoo! Unfortuate implications ahoy!) make them seem like a particularly unfunny Ed, Edd n Eddy episode, but instead of jawbreakers, their quest is the total domination of rock music.
Well, it's either that that's to blame, or their presence at the Ig Nobel Prize ceremony in 2002.
Regardless, the record itself is, well... modestly good, anyway. It's very even, and most of the lyrics are kind of funny, if not outright cute... sometimes, I can't tell if there's irony to be found or not in a place like the bridge of "Coin-Operated Boy," where Amanda, after having espoused the joys of having a coin-operated lover, tells us that it's to hammer in the despair... but it's clearly just a jokey song about how much better a sex toy is than a real man. Is this one of those Gary Cherone moments where she's actually mocking these people? You can call bullshit on this one as many times as you want, IT IS POSSIBLE! Yes, it's fully, FULLY possible that she fucking with us and telling us that people who are that sexual have problems with them and are constantly in despair and-- yeah, okay, you're right, that's a stupid idea. With its origins in cabaret, the music of the duo DOES have quotas to fill in the sexuality department.
Better than that song, though (while "Coin-Operated Boy" is a nice, harmless song, it's basically just a jokey monologue over a sparse backing track), is the lead single (shockingly, this album did have associated singles...) "Girl Anachronism," which resembles a moderately fast rocker, but trades guitar for piano, giving it something approaching an interesting sound. The lyrics aren't greatly interesting (Palmer lamenting that she was born in the wrong time -- what, making that kind of music? No shit?), but they're reasonably amusing, which gives it a few points. Of course, most of the whole album is pretty amusing in a sick, perverted way, which seems to be the only way Palmer knows how to be (cf. the "Evelyn Evelyn" project, wherein she and another perform as, apparently, a pair of conjoined twins in a circus who apparently had been involved in child pornography, or something else kind of stupid like that... which resulted in backlash from everyone ever aimed at everyone else).
A review I read of the album somewhere once began to intimate that this was a musical revolution of sorts, or at least that Palmer and Viglione (please don't make me ever have to spell that again) were originals. I guess, yeah, but they're so overrated as such. On this album, on Yes, Virginia..., on No, Virginia..., they seem to have a consistent problem of not getting the balance right. It's kind of heartbreaking, too; they seem like they could be so good if they'd just strike a freakin' balance between their black humor, their quirkiness, and decent songwriting, which comes and goes a little too quickly for my tastes. It makes perfect sense why hipster 'non-conformists' would latch onto this type of music, but it's just... not done well enough in many cases.
One last thing: next person who mentions that they're "Brechtian punk cabaret" to me is going to cause my head to explode. "Brechtian punk cabaret," Palmer's description of the musical genre, is a fake genre, which she devised to dodge being called "goth." Hilariously, most of the people who bought her record are probably exactly the people who buy every other record that gets called "goth." So much for that plan, miss Palmer. Is that why you wrote "Backstabber?" This reasoning is probably the same that Emilie Autumn used when she came upon "Victoriandustrial" (to keep faux-goth kids who wouldn't understand the music or the pain from buying it) -- and in a cruel twist, you can find that at Hot Topic. No word on the Dolls' material, but then again, it's not like I actually like any of their records enough to even consider buying them.
Friday, May 7, 2010
The Wheel Of Fate Is oh nevermind.
I'm not really here to fault BlazBlue: Calamity Trigger's recycling of characters from the Guilty Gear series. Arc System works is small and not all that wealthy and making detailed, high-res sprites is pretty costly, so I can understand if at some point they sat around the table, grabbed a general sketch of Potemkin, and thought, "Well, how can we re-use most of this and still make a pretty different character? You see, Guilty Gear 2 didn't work out so great, and..."
What I really don't want to forgive BlazBlue for is its horrible, horrible character designs. I cannot stress this enough. They are bad. They manage to be both repulsive and utterly forgettable at the same time. Say what you will about their personalities, the storyline, the actual battle system and the quality of the sprites, but strictly speaking in terms of character designs, I want to headbutt Toshimichi Mori and/or Yuuki Katou, whoever is the most responsible for this mess.
Maybe we should start with how every single character in BlazBlue seems to have been dreamed up by a man who was holding a What's Hot & What's Not chart of stylistic anime trends in his other hand, and following it to the letter. Exhibit A: Ragna the Bloodedge, a name not quite as embarrassing as "Edge Maverick" but still pretty up there.
Ragna is kind of an amalgam of various things that I am tired of seeing in anime: swooshy-spiky hair of a color that doesn't really exist (there's gray, there's platinum blonde and then there's sterling silver) coupled with a twenty-third century samurai getup, with additional belt buckles for good measure. When I saw the animated opening to the game as Ragna displayed his Suiseiseki eyes to music that could well be featured in a Rozen Maiden spin-off, I just wanted to think "No, this isn't serious, the eyes are just a parody by the designers, who are of course self-aware of how wall-punchingly generic this guy is", but no, the opening continues, Ragna gets into a dramatic sword fight with Jin Kisaragi (read: Ky plus Ice), and the drama unfolds. That's Ragna for you: a Sol Badguy tweaked for modern sensibilities.
A side-effect of trying to cater endlessly to the contemporary anime crowd is the attempt to cram way too many things into one design. I can only imagine that Noel is the result of Mori and Katou making a bet on who could come up with a character who featured as many fetish evokers as possible. Her infuriatingly useless ribbons and Apple-designed handguns are one thing; her detached sleeves, bare back and absolute territory are another. (Even sadder is the story of Litchi, a vaguely oriental chick and also the vehicle for more boobs.) BlazBlue's character designers enjoy the technology to reproduce all their zippers and straps in-game with some degree of fidelity, and this doesn't seem have done any good for their judgment of when a design is way too goddamn busy. Echoing on my post regarding the character designs of Rival Schools, I'd like to put these guys in the PS1 era and see what they did with themselves.
I guess the amateurish quality of the art is not doing them any favors either. Character portraits for BlazBlue: Continuum Shift are at least a step up in this regard, with the fighters in more interesting and dynamic poses.
You know, the Guilty Gear games also had some pretty crazy character designs, but they existed in this magical midnight metal carnival sort of atmosphere that characters like I-No embodied so well. The cast of BlazBlue is given a bland synthpop world in which they can just exist while looking pretty and lending themselves to endless badly-drawn fan art. It's not even elegant, it's just... boring, and you know people will lap it up but that will not make it any less boring.
Thanks to Creative Uncut for images.
Thursday, May 6, 2010
Album Review: Emilie Autumn - Opheliac
Wednesday, May 5, 2010
And yet it floats.
I like floating islands; they're nice and romantic for the most part. If the JRPG is all about high-flying adventure with a rag-tag bunch of loveable cartoons, I can't think of a whole lot of better settings. It's unfortunate, then, that it's so commonly wasted.
Logic tells us that whoever or whatever takes residence on a piece of land that happens to be drifting in the sky has a powerful reason. Either they want to keep everyone else out or desperately want to keep something in. The first option doesn't appeal to me much; "lost tribes" in JRPG's often consist of hermetic, three hundred-year old douchebags in robes who hide the secret to the world's salvation but won't share it with you, because they keep their scepters rammed up their sphincters when they're not using them.
On the other hand, the idea of travelling to some forgotten prison or mausoleum that sits solemn in the upper stratosphere is worthy of pants-creaming. Scenario: You have to retrieve the sacred heirloom of the ancient royal family, who, as undead ghouls, riot within their stately palace-tomb. Another: You have to put down an unfathomable evil, shackled within a God-forsaken fortress and magically lifted to the skies so no foolhardy adventurer would ever try. Imagine the dread.
But for the most part, floating islands seem tacked-on, like afterthoughts. It's like the scenario writer and the concept artist just finished designing all the endless deserts and twinkling crystal castles and sleepy villages, but now they feel the world they've concieved isn't fantasy enough. Okay, make it float!
I guess all these people went to sleep one night, woke up, looked around, and thought "Oh, we're sky people now I guess that's nice".
Maybe I wouldn't be so displeased with this trend if a little originality was injected into the process. Most floating islands float due to a.) a reason that is not immediately obvious but certainly magical, or b.) a reason that is immediately obvious and certainly magical. (Read: giant chunks of crystal sticking out of its underside. I've had it with crystals.)
Perhaps they need to stop being so utopian and start being a little menacing. What about applying the island-turtle concept? The difference would be that, while the unassuming party may not be aware that they've set up camp on a gargantuan sea-monster's back, the denizens of the sky would have to be fully aware that they're riding on a gentle gas giant, wrapped in clouds and thin air. Whoever is willing to live somewhere like that is cool with me.
Monday, May 3, 2010
Ryuusei KIIIIIICK!!
I've always been partial to many of Capcom's in-house artists for many different reasons. A big reason is their healthy emphasis on functionality.
Roberto Miura plays soccer. We know that much from his outfit, and it makes sense when he lobs soccer balls at opponents in battle. The fact that he wears his face-covering visor even to the school pool adds another layer of teasing interest to him; are we ever going to see his eyes? Is he like one of those characters from some TV shows that is never shown from the neck up? The fact that Edge, a purple-clad punk who looks like the lovechild of Benimaru Nikaido and Ryuji Yamazaki, lets his unicorn-hair down in the pool says just about as much on him. Why does Gan, whose bulging muscles can barely be contained by an XXL uniform, wear a full bathing suit? What the crap is he afraid of?
When the studio behind Street Fighter II decided to invite a cast of warriors from around the world into the ring, this concept of characters wearing their nationalities, hobbies and personalities on their sleeves must have weighed heavy on the designers' minds. It's a philosophy that was carried on marvelously to Rival Schools, where Justice High School (for full effect, say that out loud and say it intensely) is alive with little everyday scenes. You can imagine spectacular martial arts showdowns taking place over lunch, in the showers, during the last inning of a baseball game. This is the kind of memorable design that I greatly respect most Capcom fighters for; it's coherent, unified and masterfully executed, and it's more than I can say for many contemporary games in the genre. Maybe that makes the characters cartoons--it almost certainly makes the whole game a cartoon--and I personally love that.
Let's dance, boys.
On the topic of Platonic Love
Okay, let's bring a little bit of context into this. Let's get this out there: I missed every generation of consoles before about 2002. My heart had always been in games, yes, but they were primarily this ephemeral thing that my dad brought home with him. RTSs like Red Alert and Empire Earth on the computer, a peek at an SNES here and there; which I honestly don't remember much of as the SNES era began on the date of my birth and ended around the time I was six, and most of this time was spent on the computer instead. I don't have many of the memories that gamers only slightly older than me do, or the ones who had a playstation instead of an N64. My first Final Fantasy was X-2, and I had no idea what was going on but I still had a great time playing it. Therefore, most of my late teens geek life has revolved around obtaining these titles that I've missed, filling in my library, playing them, and generally pretending that I knew what it was like when these things came out.
Therefore, when I first played Kingdom Hearts, I wasn't driven by Disney, nor was I really aware of Final Fantasy. They were both non-entities in my life as I was past the point of actively viewing Disney films (although I had experienced close to all of them. Except Tarzan.) And, well, my PS2 had finally started working and I had a grand total of three games for it. (This probably explains my love for Star Ocean 3 as well -- it was the first game that actually worked on my poor old PS2.)
This was a magical little gem of a game. The protagonists were fourteen years old, at best. There was your goofy looking kid, his literally goofy sidekicks, the mysterious prettyboy/rival, and the token princess chick. It was all about light and darkness and tried to be metaphorical and deep -- and was rather trite, in hindsight, if you take it at face value. There is no metagame to Kingdom Hearts. It was a story about nothing more than innocence. Unlike a lot of media at the time, no aspects of the real 'loss' of innocence were involved other than in the most base of terms. There was good, and there was the evil inside of everyone, and a mysterious force of destiny, and that was it. The ending was the epitome of bittersweet and I think it was the first ending of a game I actually ever cried at. (Also was probably one of the first games I beat once I actually got into 'real' gaming. I am setting aside all gameboy and N64 games, because, well, I always completed Pokemon and in Ocarina of Time I was too scared to do anything so I just threw chickens around for days on end.)
The second game came out in my first year of highschool, probably the waning year of my rabid frothing fangirl-ism. I looked forward to it because it was probably one of my earlier game sequels that I was actually there for, and, well, it came out on a day that I had off, so I just took it to the basement and played the hell out of the damn thing. It was everything I wanted to be; it coincided perfectly with my own adolescent sense of heightened drama and coolness and sparkles and did I mention drama? The characters were sufficiently pretty, the lines were clean and simple, and I really think it's the only thing I have liked from Nomura since he became lead designer. Well, the sketchy things, at least, and the watercolours or more pastel-y illustrations. They fit the mood.
The first game was an expression in innocence with very little parts 'coming of age' story. It's just a kid trying to get home. Oh, and save his friends along the way. Maybe everybody around him seems to be growing up too fast?
In the second game, we see that the protagonist has jumped ahead two/three years in age without ever really 'growing up', so we've got this weird kid who's not really naive, but I hesitate to use the word innocent. He's got a lot of responsibility on his shoulders, and he knows it. There is a world to save, they're the only ones that can do it, and it's silly and cute and wonderful. But still all he really wants to do is go home. Oh, and save the other friend this time. It's more of a coming of age story this time, except it's still really subtle and not-so-much there; the character's really skipped that breaking-into-teenager part of his life and really the plot is more concerned with questions of What is our existence, why are we here, what's our purpose, WHO DOES ORGANIZATION 13 WORK FOR, Is there really a darkness in everyone's hearts that can't be extinguished--
And ultimately, can we ever go home?
Light and Darkness and yadda yadda yadda aside, the game answers all of these questions in a highly cliched manner. They're silly and childish, and they handle a lot of older characters with the traditional Squeenix drama, but therein lies the point. The whole second game is about that sense of childhood that we remember, that nostalgia just out of reach, that we're trying to get to and keep with us and we know that we're older and we can't go back but it was nice anyway. Sora's always looking for his old life back, even though the people around him have changed so much that they're really beyond the point of ever really being the way they were. He breaks down in tears at his friend's feet because it's another sign of things finally being alright again. There's a world to save, there are people to defeat, destinies to uncover -- but he's got that little bit of home back. Axel, in all ways a gigantic bishonen character, longs for things to be back the way they were -- a simpler time, or so he thinks, where all of them can just be friends and nothing can go wrong. But it does. And he knows for a fact that they're older. So he dies a death full of melodrama and teen angst. I still bawled.
And in the end, through faith, they all go home. The golden trio get to their island, the nobodies find peace in death, and maybe everybody really can meet again in the next life.
It's a story about hope.
Now, you know what ruins it for me? The fangirls. I know, I was one of them once, pairing up anything hot that moved. But this condition has lasted long beyond the 14-year-old-girl phase. Some people never get rid of it, I guess. With the introduction of Organization 13, they've got a whole treasure trove of slightly feminine boys to pick from. (I have to say that I have a slight thing for Luxord's facial hair. Mmm, neatly trimmed goatees.)
Because of all this innocence in the game -- that being the entire point -- it just comes off as inherently wrong to me. It's like trying to sexualize a Disney movie. You could try to do it, and it works well in theory, but in practice the whole action seems inherently like wish fulfillment. The game is about Friendship. There was no sex going on behind the scenes here, or at least, it's a non-entity, a seeming missing element that was nonetheless inherent to the plot. If one tries to take it as romantic love, they're getting it all wrong. You could call it friendship, in loosest terms, but I like to see it as the love and devotion shared between the closest of friends, the ones who you would move mountains for and end up in jail with. The hope that they're still alright, the quasi-family status they attain, the vague sense of comfort.
Sexualization makes it all wrong. It's about longing for the past, and the acceptance of things that have changed, but not for the worse. About the love between friends, about hope, and the generalized good and evil and grey area inbetween where kids ask who am I?
The island of Barbados resembles the one from the game in a very loose sense. I laid on my back and let myself be pulled out by the tide; I got cut by coral, I got salt in my eyes, I got burned by the sun, but it was beautifully visceral and I was utterly at peace. Reminded of days lost, days found, lazy days I didn't know what to do with, and active ones that I let fly by. And again, that beautiful bittersweet that comes from an ending where you got what you wanted, but at what cost? It's not a poginant or wonderful game for the DS, but it carries the feeling along with it.
I beat it and got teary eyed.