Quote of the Day

"We're only here briefly, and while I'm here I want to allow myself joy. So fuck it."
- Amy, Her.

Showing posts with label Emotions. Show all posts
Showing posts with label Emotions. Show all posts

Monday, 10 September 2012

RE:View: Things To Do In a Retirement Home Trailer Park When You're 29 and Unemployed


A frustratingly frequent piece of advice given to young writers is "Write what you know"; something that newcomer Aneurin Wright has taken to the next level with his debut graphic novel/memoir, as Things To Do tells the moving story of what happened to himself when he was 29 and Unemployed, looking after his father Neil in a Retirement Home Trailer Park.

Neil is sick. Emphysema ails him after a lifetime of cigarettes and stress. Nye (that's Wright himself) is his son, struggling to find work after graduating from art school and finds himself in a predicament -- to care for his imperfect father through his illness as per the rest of his family's wishes. So off he sets to spend the next number of months beside Neil in a trailer. Oh yeah, and Nye's a blue minotaur and Neil a blue rhino...

Whilst the majority of the other characters around them are human, this bizarre animal imagery is never addressed full on; we just sit there and take it. But the reasoning behind it is plentiful, with ideas as obvious as giving the book a more fantastical look in art direction and colouring (the blue, red, white and grey dominate the well drawn pages), to subtler narrative cores that pay off astronomically in the long run. As such a personal journey for this writer/artist, the cartoonish feel is essential so that it's visually more engaging and displays the distance set out between writer and experience. And thanks to the sharpness of the storytelling, it blends into the book with ease and style.

With this in mind, the 300 page book comes alive through three distinct acts, each with a good 12 or 13 chapters (varying in length) that bring Wright's comedic, dramatic, emotional or just plain imaginative chops to light. There are scenes so varied that one may consist of nothing else than Neil getting a sponge bath, while another shows Nye's frustration through a dream-like, crime fighting situation. Family, epiphanies, forgiveness, regret, anger and realisation: all major themes. When I say this book has everything, I mean it -- through the humanity of the story (it is true, after all) these things are so present and come from a very real, very first hand "I felt what you're feeling times 10" place, and that carries true in dialogue, imagery, pacing; EVERYTHING. 

Now things aren't all about the present, mind, as Wright consistently throws around the framing of time -- glimpses of childhood, patches of the recent past, even flashes of the imagination and the unruly subconscious of a man coming to terms with his Father's impending death. Admittedly jarring at first, but as the jumbled story progresses things shape out and we're given more fleshed out characters and relationships as a result, which is unimaginably important for the conclusion.

As if the book wasn't brilliant enough on all these other merits, Wright completely knocks obliterates it out of the (trailer) park within the last 80 pages with the most moving moments I've ever seen in the comic book/graphic novel medium. At this point, through the snivelling, heaving, sobs and streaming tears (seriously), you realise all this stuff -- the humourous touches, the flashbacks, the animal charactertures, every last minor detail -- has been plotted excruciatingly for the inevitable finale.

Jaw droppingly powerful.

At the heart of Things To Do lies almost what you'd call an everyday story of life, death and family. But through Nye's emotionally driven scope it transcends into something indescribably huge, human and heart wrenching and warming at the same time. It's in this way that Wright has captured the essence of how moving real life can be for everyone and everything in this world once put in the right story structure and imagery.

Now this is one of the best things I've read, medium regardless, in my life. And it's only his debut. I think that warrants a slogan...
Nye Wright: Future Talent, No Doubt.

ATR

Tuesday, 3 April 2012

RE:View: Journey


"Are video games art?" is a question I frequently see posed all around the web. The debate in which whether making something built for interaction is merely entertainment or an actual crafted product of creativity has raged online for a while now, with neither side quite trumping the other. But if Journey, the latest downloadable PSN title from thatgamecompany of Flower fame, is anything to go by, then the battle is substantially over. Journey is quite simply a marvel.

 You play as an unnamed robed traveller, Journeying across a desert wasteland to reach the distant mountain top and fulfill your mysterious destiny. That's it. No back-story, no cutscenes, no dialogue. You're just plopped into this dazzlingly bright world, and told to move in that direction. But it works, delightfully so. This is the kind of game where the less you know the better, so you can fully experience what happens around you as you play.

Thankfully, the back-drops in which you do this are of a very high-class level. Sun flares magnificently off the camera and illuminates the lush sands and stones for which to explore. And whilst the desert-based adventuring quickly changes to some surprising, even vaster and often unsettling climates, the visuals evolve along with it and help to truly immerse you in this odd, mysterious world.


In terms of controls, Journey is again kept bare-bones simple. Move, Fly and Shout are your three options as you navigate your traveller through the game. As you go along, you'll encounter strange creatures and tapestries in an asian-like language, that when brushed pass give you the limited ability to fly swiftly into the air to reach higher-places and glide over the terrain.

The Shout button gives you a personal insignia to broadcast and
interact with things within the world
But the greatest thing throughout Journey is the subtlety in which it takes players along the, well... Journey. As you progress, a little more is learnt about the world around you, and why the pilgrimage being undertook is being undertaken. You won't even notice it while playing, until you take a step back and realise you've been immersed within this game for the last couple hours and are absolutely with it. Naturally, the touching and ghostly score that accompanies the entire game does a lot to help accomplish this, coming out of nowhere at times with what you'd expect to hear in a big dramatic epic. The way it guides you without ever speaking a word is something to really respect in the way of both storytelling and game-making, that unfortunately is becoming less and less common in the age of the FPS and Action Orientated gaming.

And while roaming, you may notice another traveller join you on the unspoken quest. Not an NPC, but a real person, somewhere in the world playing Journey at the same time and in the same place as you. Seamlessly you are hooked up together, with no names given and no means of communication other than the Shout button, a single communication beacon to tap for a response. For me, this was what made the game truly magical: the ability to connect to another human being, watch and react to their little movements on screen, without having any preconceptions or information on who they are. Wondering around with someone like this increased the experience of Journey furthermore, because then everything just felt so real.

Companions
 We had a connection, a shared motif to play. But that's it. And so we Moved and Flew and Shouted together in a graceful harmony of what Journey really stood for. Hell, when one partner left me at a particularly dark part in the game, I was physically saddened and scared for the prospect of carrying on alone. When playing with another, there was this thrill, a sense of being that I'd never had with a game before. And then I reached the glorious final moments of the game, which were as harrowing as they were tremendous, due to me being alone and burdened with actual emotion within myself. It was madness, yet it was beautiful.

And when thinking about Journey, that seems like what it's all about: The Beauty. To give players a ride of awe and wonder with the game's presentation and experimental flow of story, to immerse them with the toppest of notch scores and brilliant execution, and then force them to feel the experience extend past the controller and screen, with the euphoria of an unseen connection whilst all these mechanics merge together to invade the mind and heart.

So when reaching those final few moments of the game, watching the credits roll and then presented once more with the start menu, I just had to stop. I had to think, to reflect, to be. It was quite a shock to have to do that at the end of a video game - I'd only ever experienced that "stare into space and absorb what just happened" moment when finishing an important book or film, but never a game. So you tell me, "Are video games art?"

If you own a PS3, if you can access the Store, and happen to have £10 free, then I believe you owe it to yourself to get Journey. As memorable as it is enjoyable (which is a seriously large amount), Journey is a modern masterpiece in gaming, and proves that you don't need guns and action to have a good time with your console. More than just a game; it's an experience, one that I doubt you'll find anywhere else for the short time it takes to finish. But of course, it's not about the destination...

A real game changer.

5 Stars
ATR




Saturday, 21 January 2012

RE:View: War Horse


First a children's novel in 1982, then a hit stage adaptation in 2007, and now a massive motion picture helmed by the generation's most iconic director, War Horse's rising commercial success is almost an exact parallel of the story it tells within its self. After being thrust into unfamiliar territory, far from its humbling roots, both the evolution of this tale's adaptations and its very own hero, Joey (a born and bred British horse) rise to their respective occasions and thrive throughout their new-found paths: both on a road lined with shining gold, if this year's award nominations are to go by. Because War Horse, in true Spielbergian style, is as classically retold as the day it was written - albeit with an even larger focus on tradition, emotion and all around heart.

   Young farm lad, Albert (newcomer, Jeremy Irvine, who proves to be quite the up-and-comer) is in a state of crisis when his home and family come into some serious financial problems, worsened further when his father buys a particularly strapping young horse, Joey. But the Albert and Joey phenomenally, and when Joey is sold on to serve the country in the Great War, Albert swiftly signs up to find him, leading them both into the terrifying scenarios of the First World War.

As Joey goes along his journey, his reigns are frequently swapped among the movie's supporting cast. Beginning with British cavalry men, played by rising British stars Benedict Cumberbatch (Sherlock) and Tom Hiddleston (Loki in Thor/Avengers), onto two German brothers, a sick French girl and her Grandfather, and ending up in No-Man's land, where two rival nation's morals are tested in a touching, humorous encounter worthy of applause.

   Throughout Joey's adventure, his faithful owner Albert pursues him, and the two's situations are mirrored in each others. With this narrative device in play, things could have become over done - the parallels between our protagonists made too obvious - but luckily, it maintains its beauty by becoming a subtle addition to the story arc, one that may not even be noticed until after leaving the cinema. This now subconscious link between them lets us in on more of a connection that eventually aids in the eye watering finale, which comes in a such a full-circle way that it's an actual challenge to keep that lump in your throat down.

Spielberg really hones in on the raw emotion of the dramatic scenes, giving each character stage a different flair in terms of tone and heart. When matched with John Williams' thriving score of wartime brass and some astounding woodwind, you've got a living, breathing beast of a film, packed to the brim with compelling moments that tug at the heart strings, even after the credits have rolled.

   Coupled with his regular cinematographer, Janusz Kaminski, Spielberg presents trench warfare and the battlefields of WWI with a sincere level of accuracy. While these scenes remain action-focused, they steer clear of intense blood and gore (Private Ryan, this is not) and instead linger on something more profound, with the actual genuine scare factor of these heightened with the urgency of the battle. And when the fighting is off screen, the time period still shows not just in terms of the story, but in the way a classic, 1940s war film would have been shot.


The gold brazened fields of Devon stand bright among the creative angles Kaminski takes with his photography, lending some of his most beautiful work to date with the tasteful scene transitions (ploughing fields into knit wear=genius) and the occasional clever cover up for death (a windmill craftily conceals an execution). It's this innovation in its storytelling that gives War Horse an edge over other companion based tear jerkers, because all the while our heroes are galivanting about in the forefront, these slight insinuations of a wider world where the reality is as grim as it gets, reminds us of how high the stakes are, and how this is very much rooted in history in an almost mythological way.

  With such a deep and moving tale, Spielberg shines, bringing the very same - if not higher - emotional notes that made his career what it is. It's epic, bold and emotive, yet doesn't shy away from some typical British humour, furthering the pure potential of enjoyment. Without over stepping the mark in melodrama, we're treated to an uplifting tale of charm, ultimately boiling down to a true study of the human spirit and all its vulnerabilities. Friendship has never been more poignant.

See it for Spielberg, see it for the History, see it for the magnificent visuals, and above all, see it for the beauty. This is an emotionally charged, highly driven piece of cinema, which gives as good as it gets. Spielberg delivers on a stunningly moving movie, with enough warmth to get you through the 146 minute runtime without the slightest regret. Blistering powerful: you will need tissues.

5/5 Stars
ATR




Sunday, 9 October 2011

The Sunday Supdate: 09/10/11

It's been a while since we last caught up, and so a steady amount of talking points has arisen for tonight's agenda. So sit back, relax and enjoy the nonchalant show. It all began with the 3 P's...

Publicity!
Regular visitors should easily recall my recent posts regarding and praising the new web series, Husbands. And they aren't the only ones... Writer Jane Espenson and actor of the show, Cheeks, have both shown a huge amount of acknowledgement for me, with ReTweets and links (also via Twitter). I was even put on the Husbands Press page, with a quoted excerpt from my RE:Commend! And you know what? Recognition rules! +5 Fame!

Podcast?
It would seem I'm becoming quite the internet media addict, and as such have decided to possibly extend my medium. Hot on the heels of my "famously successful" (read: crashed and burned) Vlogging experiment, the Dude Meister Podcast could bring something new to the table. I think the problem with the Vlogs was that I wasn't entirely comfortable with myself on the screen - I didn't really feel I could be myself. Take out the image and you've got just my voice, which could inspire confidence and fluidity when I'm only to be judged by ear alone.

   I could talk about movies and TV, games and books - basically geek culture in general. Guest co-hosts would be downright awesome, although probably currently limited to immediate friends and family... Interviews would be nice, hard to secure, but nice. Hell, I could even throw in some transitions of my own composition. Weekly most likely, and a while yet. I don't want to hype it up any more than that though, in fear of eating my words, choking violently on them, and then hocking them up in a great sticky mess, staining the metaphorical carpet with splashes that are still lingering months after... So I'll leave it there. Stayed tuned.

Patrick.
These quotes at the top aren't for nothing you know, so please take the time tor read them. The past couple have been courtesy, as it states, of Fantasy author Patrick Rothfuss. Now this guy is relatively new to me - I hadn't even heard the name until a few weeks back. He is the writer of The Kingkiller Chronicle trilogy of books and the first, The Name of The Wind, has been preoccupying my life for the past fortnight. Now with only 20 pages left of the 662 page epic, I'd just like to savour it with this section. INCREDIBLE. I'd go as far to say that this was one of, if not the, best book of my life. I'll drop the RE:View sometime this week, but I'm a little anxious as to whether I am worthy enough...

RIP Brian Jacques
On the subject of books, I discovered some upsetting news recently. Acclaimed British author, Brian Jacques, passed away at the age of 71 on February 5th this year. Now Jacques was the man behind best-selling series, Redwall - the series that dominated my childhood experiences of reading. To date, I have 18 Redwall titles sitting on my shelves upstairs, the majority proudly cracked with creased spines and folded pages. The tales of the creatures of Redwall (woodland-type animals) and their epic battles with the evil vermin would keep me entertained for years, frequently taking a torch to bed for some late night stealth reads.
 
   To say this was what got me into the fantasy genre in the first place is a huge understatement. So the (belated) news that their creator was dead was quite emotional for me. Even though it's been a few years since I last picked one up, I've got the greatest amount of respect for this man and his series - so much so that after reading the news (and I am in no way ashamed of this), I threw on some emotional music via iPod (violins and everything!) and sat, at my bookshelf, gently grazing through the pages: smelling the finely peeled paper, feeling their weight and getting hit by a warm wave of hard nostalgia that ran right down to my heart. I won't lie; I welled. But that's me. A soppy, reminiscentful type of guy. Long live Redwall. Long live Brian Jacques' legacy.

Brian Jacques
1939-2011

And on that heartfelt note, I will make my exit. Thanks for reading and thanks for being.

ATR

Thursday, 10 March 2011

Family Feuds: An Editorial Piece



Family arguments; we've all had them. Whether it's over money or relationships, I think it's safe to say that everyone has had some sort of experience with a kindred dispute. But what are they good for? Who do they help? Why do they need to affect all of our lives?

  Of course, if the issue is over something very serious like murder, rape or assault, then such grudges can be understood. But what I'm talking about is those stupid little arguments, the kind that can easily escalate from something as simple as a misplaced comment.

 In these cases, I frankly find these minor squabbles rather pathetic, especially when it ends with a loss of contact between family members. If someone is angry over something that's been said or done, the answer is to see it from their point of view, not erase them from your life. You may not agree with their reasoning, and you certainly won't like it, but you must have some sort of understanding of how human emotion works, and that we all do stupid things at some point in our insignificant lives.

  Typically, the instigators of such spats are usually those who are most proud and stubborn. Those who refuse to back down on something, just for the sake of being "right". Well, newsflash for you uptight ninnies: Get down from your goddamn high-horse and show some compassion for Christ's sake. Because what you don't realise is you're making all those around you suffer, because of your ridiculous obdurateness.

  More than once in my time have I had some sort of restriction put on my activities (especially recently) down to these frustrating feuds. It's not my fault, it's not my doing and it's definitely not my problem. So why do I, and those also uninvolved, need to be punished? Can't people see the bigger picture; that for their stubbornness is ultimately sacrificing other's happiness.

What it really boils down to is plain old selfishness. Putting yourself and your feelings before others, that ends in harsh times for all. It'll be hard, and I respect that, but sometimes we need to compromise in order to protect the ones we love most. If we never forgive and forget, then how can you expect to move along, because the way forward is the only way to happiness.

 In the end, you only live once, and that once is never that long. So you've got to ask yourself, is it all really worth it? These objects of debate may be infuriating in the short term, but it's the long term that matters, so make it count. Let us not waste time bickering among ourselves and enjoy our time on this Earth. After all, life's too short, isn't it?