Hi, I got bored and started making a list (I'm a bit like Liam Neeson that way), so here it is. It's not gonna be a regular blog post in that I'm gonna go into any sort of loquacious detail about why any of these scenes are amazing or anything, I'm just simply throwing them out there so people can watch (some) of them and see if they agree. There's plenty of films I think are great that didn't make the cut, as these are the best singular scenes that I just adore for whatever fucked-up reason.
Also these are mostly off the top of my head and the order's pretty arbitrary until about the top four. And I'm only gonna give them a little bit of a comment, as really, they all mostly speak for themselves. So anyway, here are my TEN favourite scenes from all the movies I've seen so far.
10. Carrie's First Dance
I was thinking putting the completely insane split-screen denouement in here, y'know, as in the scene from Carrie, but then I thought about it and, apart from that being predictable as fuck, this is really the scene that is Carrie's centrepiece; we all know where the film's going, or at least have the feeling it's not going to end well, and this is the film at its happiest point, almost dreamily happy, so sickly happy that it's loaded with tension, especially as the camera starts spinning deliriously around the end. LOVE IT.
Wednesday, 1 February 2017
Wednesday, 18 January 2017
The Blair Witch Project
I find myself deeply depressed at how horror’s reputation
has been torn to shreds in the mind of the modern moviegoer. Whenever I suggest
watching a horror film to a layman of the genre, they have a tendency to lift
their snooty noses and make very clear to me their opinion on how the horror
film market is a rancid pool of schlocky detritus that only caters to a
demographic of mindless idiots. The problem is, on the whole, they’re generally
bang on the money, especially in this day and age. Horror movies have become so
drearily manufactured, predictable and commercially superficial that people
have practically forgotten how good a really
good horror film can be, and how a well-made piece of horror can burrow
into your psyche and lurk there for weeks, keeping you up at night and
exercising your subconscious like any successful work of art should do. In all
fairness, there’s been a rash of acclaimed horror films recently that are
starting to fight back against the genre’s PR nosedive, but to me, the last
bold, interesting, divisive but strikingly effective horror film to fire-axe
its way through the door of pop culture is 1999’s The Blair Witch Project.
For all the adoration I have for it, Blair Witch carries with it a fair amount of baggage. For one thing, people blame it for the ‘found
footage’ subgenre of cinematic wankery that followed in its wake, all of which
took the original’s unique and interesting concept and chucked away everything
good about it, believing repeating Blair
Witch’s central premise without any of the craftsmanship would be enough to
keep people interested (which, inexplicably, they were kind of right about).
There are also a number of complaints that the film is ‘boring’, or that
‘nothing happens’ and ‘nothing gets explained’. I like to use whether or not
people identify with any of these statements as a litmus test of their emotional stupidity. See, horror has had a schism lately into two distinct
categories: the modern approach, where much of the ‘horror’ comes from cheap,
startling jump-scares and O.T.T. sadism – mostly enjoyed by children – and then there’s the true horror, frequently categorised as
‘psychological horror’, which affects you slowly, subtly; getting under your
skin rather than shoving entrails in your face. Blair Witch, to me, is a master class in creating something truly haunting, which, believe it or not, was the
original objective of the horror genre before it became the equivalent of
popping a balloon next to someone’s head while they’re falling asleep.
Blair
Witch’s legacy has been overshadowed in popular consciousness by its shrewd
marketing campaign, which created, from our modern perspective, a completely
bewildering word-of-mouth semi-rumour among idiots that the low-budget film was
actual ‘found footage’ documenting the
final moments of genuinely missing people. It’s hard to believe that anyone
would fall for this, but I can only assume this must’ve been due to the
primitive minds of the people of the 1990s, and it was commonly proclaimed that
the film’s terror came entirely from the actual
belief of actual human beings that
what they were seeing was ‘real’, and that this
was the driving force of the film’s ability to scare. To me, this is all
totally irrelevant. Blair Witch isn’t
terrifying because I think what I’m seeing is real, although its realistic
qualities are an important part of its effectiveness – it’s terrifying because
it’s a straight-up well made, original, and more importantly (my favourite word
in the universe): SUBTLE film. No
jump-scares, no blood splatters, no ancient demons named ‘Bagul’; just a
bare-bones production and some brilliantly-executed set-pieces and attention to
detail. Blair Witch is more than its
seminal marketing campaign, more than its timely and original gimmick – it’s a
fucking great film, and it’s probably one of my favourite films ever made,
regardless of how many people look at me every time I say that as if I’ve just
announced that I’m a registered sex offender.
In case you don’t know, the story of the film concerns three
young, twattish film students setting out to make a documentary on a mysterious
figure of local folklore known as the ‘Blair Witch’. They set off into the
woods to grab some incidental footage of a few historical murder scenes before quickly
becoming lost and finding themselves set upon by an unseen supernatural entity that
spends the entire film fucking with them in various ways, pushing them to the
brink of insanity before leading them towards an ambiguously sticky ‘end’. The
reason that this film works is that it’s never clear what the supposed ‘Blair
Witch’ actually is, what it wants, or
how it even operates. It’s not a ghost or a ghoul or a literal ‘witch’. You never
even catch a glimpse of it. This should go without saying, but the less you
explain in a horror film, the better. There’s nothing more frightening than the
unknown, and there’s nothing that turns a horror film flaccid faster than
having someone explain the precise details of what, why and how everything is
happening. Blair Witch takes this to
the next level by explaining absolutely nothing. All there is to go on are
interviews with the locals at the beginning of the film, who waffle, Fight Club-style, about all the million
different rumours they’ve heard, and passing mentions of historical kidnappings
and ritualistic murders. Nobody knows what’s out there in the woods, but these
accounts still linger in the back of your mind. The occasional clue is left as
the story unfolds, and at reaching the point of its weird-ass conclusion, you’re
left to fill in the blanks yourself as to what exactly went down.
Too many horror antagonists are things that are recognisable
to us – ghosts, for instance, or crazed murderers, or aliens. Sure, these
things are inherently ‘scary’, but they’re still familiar. The antagonist of Blair
Witch is far more abstract. It’s more like the characters are at the mercy
of the setting itself, the austere American woodland, so remote and endless
that it begins to feel like the hapless students are trapped in a dream world,
wandering in circles, plagued by an overbearing sense of dread, as things go
from weird to bad to worse. And the best part is how the characters react to
all this; at first they’re bickering with each other, then they’re at each
other’s throats regarding their confidence in each other’s map-reading
abilities, and soon they’re spiralling into terrified hysteria. There’s
something darkly satisfying about watching their miserable descent, night after
night. In fact, the film’s not so much about the ‘Blair Witch’ and its spooky
designs as the psychology of its characters – witnessing their despair, their
hopelessness. The most famous scene of all is Heather’s snot-laden confession to camera, utterly broken, wide-eyed with terror. It’s bare, human fear in the
face of total oblivion. And that’s the beauty of the film, in my opinion. There’s
no tense orchestral score or special effects. Everything about this movie is so
authentically raw. In a world of
slickly-produced, ‘oh-no-don’t-go-in-there’ horror movies, Blair Witch is a breath of fresh air; bleak, horrifying air.
The amateurish veneer of the film hides the creativity that
went into it. The no-name actors were chosen based on their improvisational
skills, ordered in the audition process to react immediately to whatever the
directors threw at them; if they hesitated, they were passed over. They were
given GPS systems and sent into the woods to film everything themselves, having
instructions left for them in milk crates specific to each actor as to what
their motivations were, unbeknownst to the others. The actors, basically, had
very little idea what was in store for them – Michael C. Williams, for
instance, was genuinely frightened by the children’s laughter played to them
from a boombox brought out by the directors. They were intentionally starved
and deprived of sleep. ‘Taco’ was their safe word for when they wanted to speak
out of character. In short, the authenticity of the film was carefully
orchestrated, nearly all of the dialogue was improvised, and there were times
when the characters genuinely had no idea what was going on and were actually
being fucked with by the directors. The fear you witness is, at least in part, real fear. And that’s what gives Blair Witch such an edge, and its
achievement of this is undoubtedly what fuelled the water-cooler bullshit about
its honest-to-god realism. When most people think of horror, they think of
ghouls, vampires and zombies, but Blair
Witch strips away the bullshit clichés and presents you with something
genuinely, bleakly compelling.
Okay, I’ll admit I might've been a little harsh earlier; as much as I adore it, and I do adore
it, The Blair Witch Project may not
be for everyone. If
you aren’t taken in by the soft touches of characterisation, or the slow pace
and the build-up of the first two-thirds of the film, I can see why you might
feel like moaning about it, especially if you’ve heard all the hype about how
pant-wettingly frightening it’s meant to be. But, in my eyes, it’s just
brilliant, and as I said, it’s brilliant because it’s so fucking raw. The creeping finale, especially, is
just so nauseously strange, and best of all, left completely ambiguous, as all
the most effective works of psychological horror should be. It’s the unanswered
questions that keep a movie in your head long after it’s ended. The stripped-down
nature of the film, its lightness on visual impact and spectacle, is undoubtedly
what turns people off from it. It’s no Texas
Chainsaw Massacre. It’s no Saw.
But it is, in my mind, uniquely creepy, gripping, and, having been filmed on a
pitiful $30,000, a testament to the power
of subtlety and suggestion, a reminder that it’s not what you pack into a movie
that makes it great, but what you do with it.
Labels:
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The Blair Witch Project
Wednesday, 7 December 2016
NEW BURIAL: YOUNG DEATH / NIGHTMARKET
As a Burial fan, I have to admit
that I’ve been brutally teased by the dark, visionary, beauty-weaving
motherfucker for about three years now. The last truly heart-blasting release
that he made was around this time back in the ancient epoch of 2013, Rival Dealer, a cross between an EP and
a religious experience, taking you down to Hell, up to Heaven and back again.
It was more of the same, the same in this case being ‘cathartic genius’, but it
was also a change in direction, and there we all were, cans round our heads,
wondering the same thing: where the bloody hell is he going to go from here?
Since then, there have actually
been a number of Burial appearances, although they’ve been teeny, tiny drops of
this, that and the other. Remember ‘Temple Sleeper’? It was an oldschool braid-flinger decorated with the Burial hallmarks, and part of the problem was that that’s exactly what it felt like; a 1992 cut
picked up from somebody’s cellar with the thinnest layer of that Burial magic
painted over it. A surprise, really, considering his last release practically
pulled you up beyond the stars and blew MDMA dust into the face of God. 'Temple Sleeper' was a drop back down to
Earth, which was a direction it made sense to travel, in many respects, but I
think it left everyone feeling a little ‘egh’, especially now Burial’s been
hyped to the point where everything he does is given the same mad reverence as
a verse of the New Testament.
Then earlier this year (unless I’m
forgetting something), there was ‘Sweetz’, a Burial/Zomby collaboration that I
believed, based on the combination alone, had the potential for true greatness,
maybe even the same chart-topping success amongst narcotic, pretentious
audiophiles as ‘Moth’. But the track was divisively experimental, a real
out-there work of atmosphere and repetition that I understand some people enjoyed, but I wasn’t at all
taken by. To me, the elements were there, as were the few loops and Burial
fingerprints I went along with, but the almost seven-minute study in audial
abstraction didn’t leave me truly satisfied. Once again, maybe I was blinded by
the hype, but I found the release a strange disappointment, leaving my
Burial-balls as painfully big and blue as ever.
And now, we have a new release, a
two-track EP: YOUNG DEATH / NIGHTMARKET.
Cool, nice, I thought; good names, and an actual auteur EP for the first time
since the forgotten days of yore. The first thing I noticed was the shortness
of the tracks; together, they came to about thirteen minutes of pure Burial,
and all I could scream inside was “MORE! MORE!!”, but something always beats
nothing when it comes to being a devout Burial fanboy, and upon listening I was
glad to hear in these two tracks what I always truly hope for in any Burial release: a committal to the audial
personality that made him a genius – you know, the intakes of breath, the zippo
clicks, the track’s pieces bursting into life like rediscovered memories – and an exhibition of bold, new
experimentation.
So, are the tracks any good? Obviously this is no opus like Rival Dealer was intended as, and it makes no claims to be. Instead, there are two very different creations here. The first, ‘Young Death’, is Burial in his most comfortable territory – out in the rain, with a synth as a blanket against the cold, and soulful samples guiding you along its roughly-beaten dirt track. The refrain is uplifting, and typically gorgeous, supported with pieces that range from subtle arpeggiated blips to the brief but powerful hammering of piano keys. As usual, the track transforms, and its second act is far colder and mysterious (I have to point out the jarring laugh of the Skull Kid), and brings you down until what could easily be the ‘Teardrop’ beat exits stage left. It’s tried-and-true Burial, but it works. If you want to step into an oil painting and have your heartstrings pulled with all the gentility of a lover’s spirit, then yeah, ‘Young Death’ is a success.
But what’s really worth talking
about here is the second half; a longer track, ‘Nightmarket’. Immediately, the
sound is radically different – above the clinking background noise, the human sighs, all of
that, is an electronic fluttering of bleeps, like alien waves from outer space –
a rarely heard sound for Burial, or, rather, a sound rarely heard in such a raw,
electronic form; more artificial than his usual organic kind of style. It
arrives and vanishes repeatedly, punctuated in between by segments of distant beauty or
anxious nothingness, and the track just builds and builds, and its refrain
becomes stronger and stronger, the voice turning from indistinct mumblings to
graceful piano-like trills up into proud, aggressive synth stabs, with cinematic
sampling creating a fucking hell of a buzz. There is no drumbeat – it is nonexistent,
or at least it might as well be, and that in itself is a sizeable change of
pace. I found it strangely arresting, and very, very interesting as a new
droplet from heaven that I see in the work of this mysterious bloke and his
weird, creepy tunes.
So is it good? Yes, it’s very good.
Of course it bloody is, and it’s just indescribably delightful to hear new Burial that I actually enjoy and don’t
find myself straining to enjoy just because I’ve latched onto the
name like an entitled little leech. But is it really good? Hmm, well that’s tough to say. It doesn’t break into
your life and rearrange the furniture like anything on Rival Dealer, but it’s unfair to expect that. What I do hope is
that it’s a sign of things to come, something that will meet my unfairly high expectations and beat my heart into a slab of tenderised meat, but in the meantime I guess I’ll give the
verdict as: great if you’re as obsessed with the man as I am, and parts of it,
like the denouement of 'Nightmarket', can still smack you around, but there’s very
little here that really gives your insides a good, solid kicking.
Thursday, 24 March 2016
Why Silent Hill 2 is the Greatest Game of All Time
Anyone who knows me
well enough has probably experienced me going off on one about the genius of
Silent Hill 2 at some point in our relationship. It’s a game that’s disturbed
and fascinated me since childhood, and it was one of my first truly beloved
works of art, for Silent Hill 2, as well as being a clunky survival horror that
would shitten the pants of even the most jaded fear fanatic, is pure art. In
fact, I’ve never seen any game that aims for the emotional depths Silent Hill 2
dares to plumb, and definitely nothing that succeeds so beautifully, or
horrifyingly. So, since I’m still completely obsessed with it, here’s another (shh)
blog on why Silent Hill 2 is not only my favourite game of all time, but possibly
one of my favourite works of art of all time, of any medium.
![]() |
| SH2 isn't just a scary game; it's a crushingly sad one, too, so it's even more fun! |
Okay, so the Silent
Hill series has blown up in popularity since the year SH2 came out, and the
franchise has since disintegrated into total dogshit (except for that one thing that pains me too much to talk about). The first Silent Hill came out
on the PS1 and was intended as a challenger to Resident Evil’s B-movie zombie
carnival. It involved a single dad getting trapped in the titular town and fighting
to save his daughter from the spooky designs of a bunch of sinister occultists,
and the story continued in Silent Hill 3, with the weird Alessa-and-the-cult
nonsense continuing to pop up all over the franchise, including the movie
adaptation. Silent Hill 2, however, is unique in that it follows its own story.
It’s not a game about villains or cults or ghosts or any of that bullshit;
instead, the team decided to revolve SH2's story around its central character rather than the town itself, and, by going down this more personal route, ended up creating maybe the best videogame story of all time.
The story is: One
day, melancholic everyman James Sunderland receives a letter from his wife, Mary, telling him to come meet her
at Silent Hill; however, James tells us that Mary actually died three years ago from an
unnamed disease. Intrigued, confused, and maybe a little desperate, James drives
over to the town, which is now deserted, thick with fog and crammed with freaky
monsters, to search for her. As the story progresses, the history of James and
Mary’s marriage is illuminated, in all its brutal tragedy, and James descends
further and further into the darkest corners of his own soul. Along the way he
meets a number of other disturbed and unhelpful individuals who've found themselves beckoned by the town, including a mysterious
woman who calls herself Maria, who bears an uncanny resemblance to his late
wife. The plot thickens, reality turns on its head, and tragedies begin to
unfold.
![]() |
| Symbolism is scattered all over the place, and not always as obviously as this. |
Remember when games
didn’t insult your intelligence? Believe it or not in this age of hand-holding narrative rubbish, back in 2001, Team Silent poured their heart and soul
into this game, stuffing it with so much symbolism and fascinating detail that
I’m still discovering new things
about it to this day. Nearly every tiny part of it is deliberate and meaningful.
The monsters, for instance, aren’t just creepy enemies intended to stand in
your way, but actual, manifested inner demons, perversely sexual and just human
enough to give you the howling fantods. Freudian psychological shit is going on
all over the place, from the esoteric puzzles to the surreal, dilapidated
settings; this isn’t so much a game as it is a horror walk through the inside
of someone’s head, and what could be more disturbingly raw and terrifying than
that?
It’s the little
things that make the atmosphere of Silent Hill 2 so unsettling, and it might’ve
been the first thing to ever teach me that for something to really fuck you up,
subtlety is key. The dialogue, for instance, is jarring and unnatural, almost
as if the characters can’t understand each other and maybe aren’t having the
conversations that they think they
are. Fucked-up English dialogue in Japanese games is usually either hilarious
or irritating, but in this game, it actively works to keep you feeling truly
alone in the nightmare. In fact, the sound design in its entirety is one of SH2’s
crowning achievements, with its ungodly monster cries, its industrial shrieks, and the
deafening use of silence itself. Also, the soundtrack is
a masterpiece, capable of pulling at your heartstrings one moment and tearing
your nerves to shreds at the next.
![]() |
| As the game progresses, the levels become more and more warped and illogical. |
Now, when it comes
to gameplay, Silent Hill 2 isn’t a winner by any means. It’s not exactly a game
to wind down with; it’s barely even fun,
in the purest sense. In that case, why do I say that it’s my favourite game of
all time? Well, for one thing, games aren’t all about running around killing
bad guys and picking up loot. Games are also about setting, and ambience, and
exploration. Silent Hill is, at its
essence, a walk through a haunted house, or an entire complex of haunted
houses. It’s a descending march into a spiralling abyss,
a masochistic journey of fear, intrigue and misery, and from start to finish, you're completely submerged in its unique atmosphere. And it couldn’t be a film,
or a novel, or a comic book, or anything else. It only works as a world that
you yourself must dare to walk through, and be personally affected by.
I could probably
write about the ins and outs of Silent Hill 2 for the rest of my life, but,
ultimately, the reason I love Silent Hill 2 is because of how much work it puts
into making you feel something. As a
horror game, it’s the absolute zenith, getting under your skin and keeping you
up at night better than any of today’s jump-scare asylum-walkers could hold a
candle to. But it’s more than just a thrill ride. SH2’s horrors aren’t in
zombies or ghosts or things beyond our understanding; its power to disturb
comes from the horrors we all understand – things like guilt, shame, despair, grief,
hatred, desire and death. Silent Hill 2 is an expedition through the bleakest shadows
of the human psyche. It’s cerebral enough to be analysed within an inch of its
life, and harrowing enough to haunt you from now until the end of time. It's fifteen years old now, and maybe a little dated in many ways, but there's still never been anything like it, and if you're looking for a heavy, emotional, frightening and multi-layered gaming experience, consider yourself told that, for me at least, Silent Hill 2 is the number one option, and a work of genuine artistic genius.
P.S: If you’ve read this far and actually fancy giving it a go, as you obviously fucking need to, stay the hell away from 2012’s HD collection, as it’s a monumental clusterfuck. If you can't get the PS2 version, the PC one's easily downloadable.
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Wednesday, 30 December 2015
Albums of 2015
Writing an end-of-year semi-summary-semi-navelgaze is harder than I thought it'd be. Unlike an actual website or a magazine or whatever, I haven't been able to pay someone to find and dissect hyped tunes for me all year. Plus totally new music is probably only 22% of the music I discover in the year or something. Still, it's been a pretty sick twelve months for music, all things considered, which is at least something good to come out of this otherwise miserable, soul-crushing year. Here's a quick and crude rundown of the stuff I've been totally into:
Wednesday, 12 August 2015
BioShock Infinite
The BioShock
series is, essentially, a run-and-gun horror FPS where you fight off a variety
of madcap enemies with antique guns and magic powers, while
running through a steampunk version of the 20th Century that’s both
cartoonishly ludicrous and broodingly miserable. The very first BioShock was a surprise classic, taking
the dark, claustrophobic atmosphere of System
Shock 2 and decorating
it with a beautifully original setting – the decadent underwater metropolis of
Rapture – and a unique story that threw bold new ideas at the concept of the
faceless protagonist. I never played BioShock
2, which apparently had some new direction of its own that people took to
with a mixed response, but I put the time into 2013’s BioShock Infinite, and it’s stayed with me as one of the finest
shooters of recent memory, at least in terms of its batshit crazy, but
enthralling, treatment of my most beloved of human inventions: narrative.
![]() |
| Infinite is a must for anyone who enjoys a good statue or two. |
I was intrigued by Infinite before it was even released, just from looking at the
concept. While BioShock 2 appeared to
simply continue the story of Rapture, Infinite
took the bold decision of moving its focus to an entirely new location –
instead of a dark, dilapidated underwater city set in the 1960s, Infinite takes us to a gorgeously sunlit flying
city set in the 1920s, complete with wide, open, brightly-lit spaces, in total contrast to its originator. It retained many of its core concepts, including its light RPG
elements, its stylistic obsession with propaganda, and its unflinchingly brutal
violence. I thought this was a fresh approach to creating a
sequel, and by the time I reached Infinite’s
grand, sensational climax, I realised that a significant chunk of the cerebral
part of the game revolves around this very concept – constants and variables;
what changes and what remains the same. Infinite
is an extremely fun nuts-and-bolts shooter, which at times resembles a theme
park thrill-ride, just like its forefather, but whereas the original BioShock was an exploration of a fantasy
world inspired by lofty ideas and philosophies, Infinite brings those lofty ideas to the forefront, with greater
emphasis placed on its story, its characters, and its brow-furrowing Wikipedia
subheading of its Themes & Concepts.
In this game comparisons to the original Bioshock aren’t just expected, but necessary. Bioshock
Infinite is set in Columbia, a city above the
clouds, which, like Rapture, is an offshoot American settlement created as a haven for followers
of the philosophy of its lunatic founder. In Rapture this was the laissez-faire
anarcho-capitalism of Andrew Ryan, but in Columbia, the role of the city’s
overbearing despot is the ‘prophet’ Comstock, a religious fanatic and oldschool
white supremacist, which in the 1920s United States wasn’t perhaps such a
radical position. You assume the role of Booker DeWitt, a former army man turned
private detective, who is carrying out a mysterious assignment to go up into
Columbia and ‘collect’ a girl from her incarceration inside a monumentally ginormous angel statute. At first this seems like a retread of the rescue-princess-from-tower
trope used as the central plot in stories since the fucking Middle Ages, but
from the offset, it’s made clear that Booker’s intentions in his rescue mission
are to wipe away his unexplained ‘debts’ rather than out of a sense of
chivalry. It also becomes apparent that Elizabeth, who appears to be as much of
a Disney Princess as you can get away with without infringing copyright, has a wealth of space-and-time magic powers that push towards
the godlike, and dwarf Booker’s gun-toting manliness quite substantially. Her
powers are put to use in a clunky but interesting mechanic where you can summon
helpful entities like ammo caches or defensive structures out of the ether, and these abilities eventually become the central mover of the storyline as you revisit the
same levels in an alternate universe, which is when things really start getting crazy.
![]() |
| One of the game's most famous moments. The BioShock series often deals with the concept of choice. |
One of the little things I thought was
notable about BioShock Infinite (since
there are a million things I could go into here) was how it puts great effort into
portraying its violence in the most horrific way possible. Much of the fighting
is blood-soaked and vicious, there are numerous scenes of abject cruelty, and defeated enemies let out cries of agonising pain. It’s a nice touch,
however, that Elizabeth is originally horrified when she first experiences the
murderous clusterfuck that is necessary to protect her. Criticisms against the
game decried its violence is harsh and sadistic, a conclusion which I think is down
to the fact that the violence is emphasised by its backdrop of a bright,
cartoony landscape, and that it seems specifically heightened in order to
instil the audience with deep revulsion. But the horror, which can be
particularly spectacular even for the bloodstained world of videogames, is, I
believe, justified by its juxtaposition against the setting of a idealistic,
glorious utopia (for white people). If there’s any running theme in what BioShock is trying to ‘say’ (which is
admittedly a flawed concept), it’s that idealism, and the promises of utopia
that are fed to its subscribers, works to conceal the true brutality beneath its
appealing surface. Propaganda, after all, is one of the BioShock series’ favourite staples, and you can’t move in Columbia
for all its overbearing posters and borderline-communist statues. Even entire
levels are dedicated to museums that proclaim the state-sponsored ideals of the
floating city, while providing a little ham-fisted exposition in the process.
All this propaganda is knowingly ironic, and emphasises the idea that its entire
setting is built upon deceit, while also bringing to mind real-life parallels
that give the game its softly anti-establishment credentials.
Infinite also met some criticism for its heavy-handed depictions of a
thoroughly racist society, with the first sequence of combat in the game being
preceded by a disgusting mob descent upon a mixed-race couple. The many uncomfortable
scenes of racial nastiness have very little to do with the central plot, which
is far more concerned with sci-fi ideas of multiple universe theory and concepts
of choice and free will and all that airy-fairy, abstract sort of stuff, which
led many people to question its purpose, aside from making the bad guys look particularly bad. Infinite actively bills itself as a distinctly American game, as
you might’ve guessed from the torn American flag on the box art and the white
Christian utopia-in-the-sky named Columbia. One of the first scenes in the game
shows the founding fathers carved as neoclassical statues of divine
significance, a clear piss-take at the reverential obsession America has with
these figures in their history. One of its enemies is a robotic, minigun-wielding
George Washington, for fuck’s sake. Keeping in mind that the game revolves
around the idea of multiple worlds, and that Columbia is shown as being
formerly part of the United States until it blasted off into the sky, I think
that one way to look at Infinite’s
sweetly nightmarish setting is as an exaggerated diorama of some of the
grimmest aspects of the country’s history, a country where lofty idealism has
held sway more than most. Even famous historical atrocities like the Boxer Rebellion and Wounded Knee are brought up and given a heroic spin
by the city’s sinister elite. Just as certain characters are monstrous visions
of the path unchosen, Columbia is a reflection of the dark parts of the United
States, parts which are still to this day warped and concealed by manufactured attempts to distort the true narrative, of which institutional racism is one of
the most significant examples, although exploitative capitalism and religious
fervour are also absurdly satirised by Infinite.
![]() |
| Everything you need to know about the city of Columbia, as well as the BioShock series' approach to subtlety. |
I’ll admit that despite all the things
about it I think are genius, Infinite
isn’t much for subtlety. Despite all its themes and its big ideas, which it
manages to pull off effectively, this effectiveness isn’t attained by
pussyfooting around. BioShock’s style, pehaps due to its stylistic adoration for propaganda, has always been about taking its story and shoving it right in your face, usually
so you can be sickened by it, and all throughout Infinite are signs, literal and metaphorical, that spell out big
sections of the backstory. The dialogue is also laid on pretty thick, suffering
from a few bouts of appropriately American cheese, but while I’m a real sucker
for subtle exposition, I’m still taken by BioShock’s
bombastic way of doing things, maybe because it particularly works in the
context of a bullet-flying videogame. BioShock
Infinite is sensationalist, almost carnivalesque, which is probably why an early stage takes place at an actual funfair. It’s built a colossal and vibrant show
that it wants to take you along by the hand and show you. And by christ do you
notice what it’s trying to get you to
think, or feel. It’s loaded with memorable moments and unforgettable sequences,
and even when it’s trying excitedly to show you around, it never stops being fun. It’s so filled to the brim with
ideas that it might take a wiki check or two to fully get your head around the
ten million things happening in its ambitious final chapter. I think my
favourite thing about Infinite is
that it’s stuffed with such a high volume of creative flair, of ideas and
visions and characters and concepts. In most media this might've been what would’ve
killed it, but in a videogame, you’re free to take in the chronic thickness of stuff it throws your way at whatever
pace you feel like.
I’ve rambled on way too long about this
already, because you could go on for days about BioShock Infinite, and there’s so many really big things I haven’t even touched upon. It’s as if the
discussion never ends, and for a game where you shoot fireballs from your hand
and fight robot Abraham Lincolns, I find it pretty impressive how ambitious it
is in forcing you to think and theorise about just what the hell’s going on. As an
obsessive analyser, this is one of my favourite aspects of anything, and if you
agree with me on that, or if you’re a fan of stuff like vicious social
commentary and mind-warping science fiction, then I urge you to buy BioShock Infinite, or better yet, play
the original BioShock first, as it’s
a showstopping piece of work on its own, and the latter revelations of Infinite will be all the sweeter and
more satisfying for doing so.
Sunday, 19 July 2015
Evanescence, My Guiltiest Pleasure
Ever since the eighties reached its zenith
of straight-faced lameness and, in reaction, cynicism became the new fashion of
youth culture, irony has become a tool we use to protect ourselves with. When
we like something that’s considered overly sincere, unsophisticated or
unfasionable in any way, we can’t help but feel the invisible aura of judgement
diffusing from the souls of our closest companions, and sometimes we disguise our
beloved unpopulars as ‘guilty pleasures’ or things that we only like ‘ironically’.
This was the sort of thing I did for years when it came to things like
Rhinestone Cowboy, or Carry On films, or Sailor Moon. But as I’ve gotten a lot
older, I’ve taken aboard the now-obvious philosophy of people like heroic demigod
Grimes, who openly eschews the idea of guilty pleasures and liking things ‘ironically’,
and simply likes whatever she dares to like without fear of reproach, whether it’s
Dolly Parton, Beyoncé, Insane Clown Posse, or anything else that insecure music
nerds are destined to hate.
Evanescence are a band that falls
gracelessly into this category, and they're probably one of the few bands I really, honestly am still super into that I feel a decent degree of shame for liking. Now a long-forgotten relic of the 2000s nu-metal
dark age, Evanescence leapt on the pop-metal bandwagon with a combination of overproduced, chart-friendly grooves and occasional death riffs with weepy
gothic melodies, and I was a huge fan of theirs back in my early teens, when I
was an archetypal member of their core demographic. As I grew up, I couldn’t
help but notice that my love for Evanescence didn’t shed away and die like most
of the things I blindly adored before I grew stronger critical faculties, and
now I can’t help but feel like I’m admitting to having a serious
psychological condition when I tell people that I think they’re awesome. I
mean, I can understand the aversion that people have towards them; most people
who like metal with any modicum of sincerity will be sickened by the castrated,
plasto-pop version of the genre that the band encapsulate, and people who
require their music to be deeply meaningful will be put off by the mawkish, adolescent, I-want-to-die (quote) attitude of their lyrics and image.
However, as a genuine fan of decently-made
pop music, which will forever attract the derision of the music lovers I
choose to associate with, I can see the appeal of a band which are pure pop, as
in verse-chorus-verse, catchy-but-shallow pop, with a soft-metal centre and quasi-gothic
lyrics as told through the mind of a fifteen-year-old girl. It’s a winning
formula, as far as I’m concerned. There were a gazillion bands at the time who were
also chart-hitting nu-metal with female vocals, such as Flyleaf, Lacuna Coil,
Nightwish, Within Temptation, etc, etc – all of which share a place in my heart
– but, for some reason, Evanescence outshone all of them and creeps the closest
towards the abstract threshold of genuinely ‘good’ music, at least in my
opinion. The biggest reason for this is probably Amy Lee, the frontwoman who
won the hearts of a million mopey virginal teenagers about a decade ago. Her emotive,
Elfmanesque piano melodies, her voice like a cascade of steaming hot tears, and
her believably genuine weird-girl-at-high-school presence all gave Evanescence
an indescribable completeness that I happily bought into.
Well, that and the fact that they had some
decent bangers, as well, since nothing speaks volumes for a band’s credibility
than a selection of well-made tunes. ‘Bring Me to Life’ was the barnstorming
post-90s-edgy anthem that put them on the map, but there’s also the irresistible
groove of ‘Sweet Sacrifice’, the angsty anti-superficiality of ‘Everybody’s Fool’, the orchestral grandeur of ‘Call Me When You’re Sober’, or just ‘Going Under’, for fuck’s sake. But if there’s any Evanescence song that actually reaches
the glorious achievement of being something that I consider objectively good, even if you haven’t the tolerance for the dubious quality of
the rest of their stuff, it’s got to be ‘My Immortal’. My Immortal is an actually,
seriously, no-joke excellent song. Written entirely by long-gone band member Ben
Moody (although Lee wrote the bridge, which is also pretty great), it’s a
straight-up, heart-clutching piano ballad about a complete inability to come to
terms with loss, being swallowed entirely by overwhelming grief, losing the
frail remnants of your sanity, and never, ever, ever being able to get over it.
I love My Immortal because it was a smash hit, a bona fide chart-topper, about a
sadness with no redemption, without any possibility of hope – just unremitting,
ceaseless grief. Some people might find it sentimental, but I think it’s absolutely beautiful
– beautiful melodies, tenderly sang, and produced with surprisingly subtle
perfection. It’s also the least nu-metal Evanescence song, which probably helps
its case, although there’s an unnecessary but still kinda-great ‘band version’
to remedy that, if you really want.
Despite their commercialised, cheese-bloated
place in the grand history of the American pop industry, and the fact that they’re
often thrown, unfairly I’d say, into the same classification as genuine shite like
Nickelback, Evanescence definitely have something about them, at least compared
to the other bands of the time who found success with similar sorts of melodic,
feminised metal. Whether their songs are authentically written with feeling, or
simply coldly churned out to pay the bills, most of what I hear on the first
two albums (there was another in 2011 but I haven’t surrendered the effort to
check it out) at least sounds honestly
composed, almost as if they’re about
things. And I have a real affinity (for the most part) for mainstream, easily-digestible metal, which aims for all the heave and the atmosphere of my
beloved ‘real’ metal but with severe cutbacks on the doom and the aggression,
making way for things like catchy pop melodies and song structures which are
shamelessly easy to find an innocent satisfaction in. I guess that if there’s
any overall message to this blog post, aside from being a neurotic defence of
my love for a band many consider to be little more than an irrelevant joke, it’s
that things like commercial pop music and overly sentimental gothic metal aren’t
necessarily devoid of their own merit, just because people who listen to Four
Tet will probably try to make you feel bad for liking it. There’s a goodness to
be found in all types of music, except like Nazi punk or something, and you
shouldn’t let something’s inherent lameness get in the way of your enjoyment of
it. Your life will be all the more awesome for doing so.
Labels:
Evanescence,
goth,
Grimes,
irony,
metal,
My Immortal,
pop
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