Thursday, July 28, 2016

Lesser Evil Voting is Destroying America

This is my first, last, and only statement on the subject. There will be no further political posts after this one. Typing it as simply as I can: I will vote for Dr. Jill Stein this fall, and not all the League of Shamers goose-stepping behind Hillary Clinton while the country goes over the cliff will make me change my mind.




Saturday, June 11, 2016

Never Say Maybe If You Can Possibly Help It


Exactly why it’s taken me this long for me, an avowed fan of the series, to watch the rogue James Bond film Never Say Never Again is anyone’s guess. It’s just a fact. Let’s say it’s “because… reasons!” — and let it go at that.

What we have here is actually a creditable Bond movie, delivering on all the things that we’ve come to expect from the series — with some interesting caveats that ultimately drag it down. 

One of the biggest of these is the whole reason for the movie’s existence. Ian Fleming foolishly collaborated with another writer, Kevin McClory, on the plot of his novel, Thunderball; and then failed to properly cover the legal issues inherent in that collaboration, with the result that after many years of litigation, McClory ended up with separate movie rights to the story. And that’s the thing about Never Say Never Again: try valiantly as the filmmakers did, you can not escape the fact that it’s a remake of Thunderball. There are simply too many characters, scenes and plot elements that they have in common. One wonders why, having secured the right to make the movie, they didn’t just dump the plot and come up with something new. Instead, Irwin Kirshner & Co simply scrape fresh frosting over the old cake. Perhaps those unfamiliar with the recipe are fooled; the rest of us know that we’re getting leftovers. 

Beyond that — of course not being an “official” Bond picture, director Kirschner had no recourse to any of the usual Bond “schtick” — the gun-barrel openings, the visual trademarks, the striking musical montage credits sequences. What’s sad is that they didn’t even make an effort to come up with some kind of schtick of their own to take its place. It’s strange, but we miss this stuff… it gives the official films that extra little bit of sizzle.

Never Say Never Again just kind of sits there on the plate in that regard… and the music does not help. Michel Legrand is an admirable composer, but he would never make my short list to score a Bond movie; it’s just not his thing. To my ear, George Martin gave us one of the best Bond movie scores with Live and Let Die; here, Legrand gives us one of the worst… and don’t even get me started about the title song. Ick. Getting through that is the biggest obstacle to enjoying the picture.

There’s a loopy video game sequence that has not aged well at all, followed immediately by — egad — a dance number that stops the picture in its tracks, and not in a good way. This is where the pinking shears should have been put to good use. The picture is long enough without those two sequences, and would have been better off without them.

All of which makes it sound as if I hated it — I did not. There are many fine action setpieces, including a jaw-dropping sequence in which Bond is pursued through a shipwreck by a real (and very large) shark. And although Barbara Carrera never really wound my clock before, I found her to be really outstanding in this as Fatima Blush, the most interesting of several villains. She’s having a gas on this picture, and it shows. Klaus Maria Brandauer plays Largo against the conventions of Bond villains, to strong effect. The locations — always an important element in any Bond — are suitably exotic and visually striking. More than that, Kirschner is a strong technical director, and the picture holds together in ways that some of the official Bonds — I’m especially thinking Moonraker  and A View to a Kill — do not.

But I suppose they still wouldn’t have had a movie if they hadn’t been able to secure Sean Connery to reprise as Bond. I don’t like Connery, not as an actor nor as a man, but there’s no denying that his presence here says “JAMES BOND” in bold face type and capital letters. He is the reason for the movie’s title after all; and in the way of his brutish Bond, Connery is here not just for the money, but for the opportunity to kick sand into Cubby Broccoli’s face.

— Frede.

Wednesday, May 25, 2016

NEW!


TINKER’S DAMN TAROT

-- a clinking, clattering collection of caliginous cards ... a true occult deck from the Steam Age! This is no Waite-Smith or Thoth clone. Every effort has been made to re-imagine the symbolism to create a completely unique yet easily readable vintage-style Tarot.

Choose from two sizes and 6 alternate card backs at no extra charge.

Saturday, May 21, 2016

The Library of American Comics



Over the past few years, I've tried at least a time or two to extoll the virtues of The Library of American Comics (and have always had a link to their site in my sidebar). Dean Mullaney, my friend Bruce Canwell and their tiny crew of support people have been keeping the best classic newspaper comics alive for years now, and they keep on growing. If you like comics at all, walking into a room lined with shelves full of their books is like reaching Nirvana. If you've never heard of them, here's a very short new video to give you the barest sense of what they are about. Watch it -- and then head on over to their site: http://libraryofamericancomics.com. You won't regret it: and once you hold one of their tabloid-sized hardcovers in your hands, you won't believe how gorgeous they are. In fact, I'm behind on where I want to be with their books, and need to order up a few myself. 

Thanks to the blog largely written by Mr. Canwell, the site is a wealth of information and entertainment, too. Go there now!

-- Freder
www.ducksoup.me
www.tarotbyducksoup.com

Art as The Mean Kid At the End of The Block


If we judge Art by how it makes you feel, then there’s no question that some Art plays the same role as the big Bully on the block, kicking you around and hurting your feelings for its own amusement.

As the title suggests, La Vie En Rose is a biopic about the French singer Edith Piaf — The Little Sparrow, the tiny woman with the big, tremulous voice whose music made strong men weep. The film is well made, and successful at immersing the viewer in her Times and Places. But somewhere along the way, you begin to realize that the singer is not actually a very interesting person — certainly not nearly as interesting as the Times and Places that she was living in. She had her talent, which was undeniable; she had a certain fragility, which was attractive; she was loyal to so-called “friends” who deserved nothing in the way of loyalty; but she seems not to have been the brightest bulb in the socket, nor the most engaging of personalities, to put it mildly. La Vie En Rose is very much like meeting a person you once idolized, only to find that they were no different from the next-door neighbor that you dislike intensely.

It’s true that just because a person has an enormous talent for something doesn’t make them a successful person, and Piaf fits that bill with room to spare. For considerably more than two hours, we watch her abuse alcohol, abuse morphine, abuse cars, and abuse the people around her; and then we watch her die. 

Marion Cotillard, who really looks nothing like Piaf, takes a wild joyride in the part: if it didn’t feel so genuine, it would be miles over the top. She’s particularly successful in evoking the woman’s physical degeneration: Piaf died at age 47 from the effects of Too Much Life. 

The movie glosses over the years of World War II, so much so that we’re not even aware of the war having happened. This was an important time in Piaf’s career: she appears to have gotten along famously with the Nazis occupying France and was tried as a collaborator after the fact. None of this is touched upon. The movie is far more interested in her fragility, and it’s the fragility that it hammers home with relentless sledgehammer strokes. Even as The Sparrow, with enormous effort, pulls herself together for one final, triumphant appearance, the spectre of Death looms over her with all the subtlety of an approaching Sherman Tank. When all’s said and done, La Vie En Rose is a portrait of beauty that’s fleet, effort that futile, life that is empty and full of regret. It’s an exceedingly depressing venture that will stay with you for days.

*

In the world of computer and video games, Bioshock Infinite stands virtually alone as Genuine Art, as one of a sparse handful of works in this relatively young media-form that aspires to be Art, and in aspiring achieves the goal. Its nearest competition is its own progenitor, Bioshock, which I’ve already written about here on the blog. 

That game placed the genre of the first-person shooter within the context of a socio-political argument, wrapped in a dazzling 1930’s Art Deco atmosphere. It was virtually an essay on how Ayn Rand objectivism is almost literally designed to fail. As the title suggests, Bioshock Infinite aspires to take everything farther and higher, and to show us the dark side of the Great American Conceit. But if Edith Piaf had too much heart and very few brains, Bioshock Infinite has enough brain to pass as a Physics Symposium, and no heart at all. 

We find ourselves immersed in “Columbia” — an idealized American dream-city of the twenties, all Manifest Destiny and Righteous Good, literally an Edwardian-era Disneyland floating in the clouds; but as we investigate in the early parts of the game, we uncover the nasty truth that its vision of Equality and Justice applies only if one is White and Christian. However, Infinite doesn’t stop there. Over the course of many hours of gameplay, a resistance movement swells to take over the city and reverse its fortunes; and we learn painfully that violence begets violence, and that what replaces a despotic government may be just as bad as what it’s replacing. Wounds that are old and run deep will out in the end: and Bioshock Infinite offers no solutions or easy outs in the gigantic question of how to build a society that works for all of the people who live in it.

It’s a hefty dose of message for a computer game, and in the end Bioshock Infinite stumbles and falls under its own weight. It’s more than a little bit disingenuous to present the message that violence begets violence in the context of a first-person shooter, where by definition the only way for a player to advance through the story is to gun down everyone in sight. You get the sense that the game makers are congratulating themselves on their own cleverness; and it doesn’t stop there.

As the title implies, Bioshock Infinite is not content to tell one story: it unfolds, quite literally, across an infinite number of parallel universes, with a potentially infinite number of outcomes that all boil down to one thing: that the character you are playing needs to be taken back in time and drowned in a Baptismal pool in order to prevent the events in the game from happening.

To re-use a phrase I stole from my best friend and have used again and again, if it were a book you’d throw it across the room in frustration. I stopped caring what happened at the moment that we passed through the first “tear” in reality: because the story that I was invested in suddenly ceased to exist. You enter a different story at that point — and then another and another, and with each “shift” Bioshock Infinite loses weight. All the heart that it has invested into its two main characters goes straight out the window, and suddenly the game becomes an exercise in intellectual masturbation.

As a game, as a shooter, Bioshock Infinite is no less disheartening. There is something infinitely depressing about all of its stunning vintage Americana and the way that it’s been subverted to bludgeon you into a state of insensebility. The first time that you’re attacked by George Washington or Ben Franklin it’s an amusing bit with a touch of sour; the nine hundredth time that it happens, it’s just sad and exhausting. As a game, more than any other shooter that I’ve played, and despite the most beautiful art direction in the business, Bioshock is ultimately a dismal assault on the senses.

Unlike a hundred others of its type, Bioshock is Art. In a sense, it’s great art. But it’s Art of a savage sort, the art of Thuggery: eager to impress you, and just as eager to beat you up and laugh at your incomprehension and misery.

— Freder
www.tarotbyducksoup.com
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