Tuesday, May 31, 2005

gifts of prophecy

Nostradamus probably didn't have any prophecy that said "The Gauls will cry 'no' as their capital joins itself carnally and from there the world to ruin leads."

But he should've.

Saturday, May 28, 2005

happy alignment day

Today, 28 May, is one of the most special least-regarded days in New York City's year. Thanks to the tilt of the Earth's axis and the fact that the Manhattan directions are actually some 30 degrees off from true east-west, on this day of the year, the sun rises and sets directly in line with Manhattan's street grid.

I've cobbled together an image, exaggerated for effect, in case it's unclear what I'm talking about.




Gothamist refers to this mostly overlooked phenomenon as Manhattan-henge. Although I do rather like the idea of archaeologists in some far distant future puzzling over the design of the City and wondering what weird festivals or ceremonies might've taken place on this day, I'm not a fan of the name. A few years ago I dubbed it Alignment Day, and until someone suggests something better, I will stick with that.

One of the best things about growing up in small-town Hawai'i was the night sky. The stars in my backyard would stack up well against just about anywhere in the world. For all the plusses and minuses of the City, the stars are perhaps the thing that I've given up to live here that I miss the most. So little things like Alignment Day, that remind me that I'm on a planet orbiting a star, are kind of nice.

Plus it's an excuse to round up some friends and go for a drink. "Hey, it's Alignment Day, let's have a beer."

Oh and if you're finding this entry late, don't despair, there are actually two Alignment Days every year, the other one being on the far side of the Summer Solstice, on 12 July.

Happy Alignment Day!

Monday, May 23, 2005

haiku zeitgeist

I admit the main reason for this post is that those two words juxtaposed pleases me.

But since deciding to limit reviews on this blog to haiku form, I've noticed a number of other venues delivering reviews (or review-like impressions) in the same format.

To wit, SMRT-TV has compiled a batch of haiku impressions of ABC's "Lost."

And Fleshbot has started what's supposed to become a weekly feature of reviews of adult videos.

Naturally, I'm not saying that I started anything here, but I would assert that I may have tapped into a deeper cultural trend away from the overly wordy review and toward what must be considered the tersest form available, short of a ranking system based purely on stars or numerical scores, or the San Francisco Chronicle's Little Man. I'll keep an eye out for other examples.

Express your thoughts in
Seventeen syllables or
Don't write them at all!

Wednesday, May 18, 2005

best balloon

34 years ago today I was unceremoniously shoved, covered in blood and goo, into a world where, to quote Buffy, everything is bright, and hard, and violent. And it's pretty much been downhill since then.



But at least once in a while I get terrific presents like this balloon, thanks to some friends at work, that make me feel better about it all.

Happy birthday to me!

Tuesday, May 17, 2005

truly gloomy spot

This blog is emphatically not intended to degenerate into a simple list of links to other places. Nor is it meant to become a catalog highlighting a thousand points of gloom, like a negative of a photograph of the night sky.

But I feel I do know a thing about gloom and gloominess, and thus I hope I am qualified to say that abandoned Japanese amusement parks, gracefully rusting away, photographed through mist on an autumn day, are very, very gloomy places indeed.




More awesome photos here
Link via boingboing.

Thursday, May 12, 2005

dead can dance are back

Last week, my second-favorite Romanian (if you count Vlad the Impaler as a Romanian, which most Romanians seem to do with varying degrees of enthusiasm--sorry, Corina, but he comes first) and I were having some very nice ramen at Menchanko-tei in midtown when in the course of the conversation she said, "Oh by the way, you like Dead Can Dance, right? Did you know they'll be playing here in October?"

This caused a bunch of different simultaneous reactions, which fortunately cancelled one another out so that I did NOT spew noodles and broth all over the table. I had a small coughing fit though.

First of all, I tend to assume that most of my friends don't exactly share my musical tastes. Okay, I've talked some of them into Rasputina and Collide and Sigur Ros and the Mediaeval Baebes, but mostly I just accept that my favorite bands are a kind of solitary interest at this point in my life. So when someone brings up a band I like, and this band in particular, it's a little disconcerting.

Second of all, Dead Can Dance is my favorite band. Ever. Pretty much all their albums are on my ipod, and I still listen to them regularly. Some of the loveliest music of any type or genre that I've ever heard. Impossible to characterize, their best stuff is complex and simple, ancient and modern. Transcendent and beautiful. And SO serious. There's no better soundtrack for an afternoon at the cemetery than "Aion." Outside of Joss Whedon, there's hardly anyone who would provoke in me as strong a reaction of pure, unadulterated enthusiasm.

Third, I saw DCD live once, at Harborlights in Boston in July 1996, and they were phenomenal. It was one of the two or three best live musical experiences of my life. Actually, I kept a pretty regular diary in 1996, let's see what I had to say about it then:
Saw Dead Can Dance at Harborlights tonight. It was absolutely the finest concert of my entire life. ... I don’t think I’ve ever been this rabidly happy in my life. ...It was like, the Joe ideal concert. Shared experience, beautiful place, perfect music, and I got to be all alone at the same time. Life doesn’t get any better than that.
There's quite a lot more. I gushed.

Finally, they broke up. No band. Not since like 1997. It's hard to tour when you're broken up.

Once I'd worked my way through these disparate, simultaneous thoughts, and stopped coughing, I led with that. "Um, they broke up. Years ago."

And Corina said, "Yes, but now they're doing a concert tour. Tickets go on sale tomorrow."

So, barring catastrophic rises in sea levels or an asteroid strike, I get to see Dead Can Dance in October at Radio City Music Hall. And I'm already insanely excited about it. Nice to have something to look forward to.

But I can't help feeling that as an amazingly aware, bright, internet- skilled individual, I should know about this stuff well in advance. It should almost be innate, like a kind of seventh sense. "Oh, my Gothic sense is tinging! Dead Can Dance have gotten back together! Yay!" Or something. I suppose it's good to have friends to help compensate for the lack of such senses.

Wednesday, May 11, 2005

haiku review: the hitchhiker's guide to the galaxy

Pla-doh Fuji-san:
Even a faithful copy
Still would disappoint

Monday, May 09, 2005

haiku review: "ashes and snow," nomadic museum

Finally went to see Gregory Colbert's "Ashes and Snow" at its nomadic museum today, which Gothamist sensibly and correctly describes as "a fleeting extravaganza of stimuli" down on Pier 54.

Makeshift, church-like space.
In sepia prints, men meet beasts
Too close for comfort!

Monday, May 02, 2005

prince of persia and the "thinking gamer"

The last game I finished was the PS2 version of Prince of Persia: Sands of Time, from a couple of years ago. I came to it kind of late. But I'm a busy guy, behind on my gaming. Basically, I loved it. Some of the most beautiful level design and production design I’ve ever seen in a game, good voice acting and music, decent puzzles, and gimmicks that fit beautifully with the story. I commented to someone that the fact that I play games more for the plot than anything else makes me sort of a girly gamer. But thinking about it more, the choice of adjective is at least somewhat unjust.

I also play games for the "manly" reasons--I love the thrill of the fight, bloodier the better, for flaying and dismembering and slaying my enemies and seeing them cower before me before I deliver the final, killing blow. And the action, the sheer poetry of making a leap across an unleapable chasm 20 stories up with nothing but clouds and birds below me and just barely, barely, succeeding. And the joy that comes from entering a room full of traps and enemies late in a game, where I wouldn’t have lasted 2 minutes at the outset, and thinking “no sweat.”

As in so much that defines me, the better adjective to describe me as a gamer, and what it is about games I like, is “thinking.” People who don’t play games don’t understand this, but a player’s active participation as a character in a game, combined with the sheer amount of time it takes to play a modern game (PoP took me about 10 hours, which is pretty normal for an action game—RPGs can demand 50+ hours of your life to get through them entirely), leads to a remarkable amount of identification with the story the game is trying to tell.

This gives the medium potentially a huge amount of power, assuming game designers choose to take advantage of it. And that’s what I look for, more than anything, in the games I play. The best game I’ve ever played is maybe a little known PS2 title called Ico. At the end of Ico, when the credits rolled, I almost cried, the total experience was so beautiful and so sad. And then after the credits, there's a tiny little moment--less an epilogue than a coda--that pushed me over the edge. As with other art forms, it doesn’t happen all the time, or even most or some of the time. But those few times when it does make all the rest well worthwhile.

But back to Prince of Persia: what makes it a game on this exalted level? It comes down to just a few things, really: a compelling and unexpected narrative (and actually unexpectedly well told as well), a beautiful and consistent and believable world (you haven't seen a sunrise until you've seen a sunrise while hanging hundreds of feet up from a flagpole projecting from a parapet on the Tower of the Dawn), and characters who were interesting, with just the right spark of self-awareness. You play the Prince, of course, and for most of the game you’re paired up with a princess, whose father your father killed, both of you trying to escape from hordes of evil sand creatures and a treacherous vizier (As an aside, can I just point out that the vizier is always treacherous? makes one wonder why they kept them around at all...seems like just asking for trouble...) and undo a terrible mistake you made at the beginning of the game. Straightforward enough.

But there are moments, typically while you’re hanging from a ledge or leaping across a chasm, when the Prince just starts talking to himself, mostly about the princess, and how she’s attractive, and maybe she likes him…and then he interrupts his “own” train of “thought” saying “stop TALKING to yourself!” It’s nice. The princess’s forte is squeezing through narrow openings to activate levers on the other side; at several points she says, with just the right note of boredom, “oh look, another crack.” The game knows it’s a game, and it reminds you it’s a game, but it also knows it’s a world in peril, and you can save it if you’re fast and clever and vicious enough.

Striking the right balance in any narrative form is hard. But it’s that balance that is the source of appeal to this thinking gamer.

On the other hand, if I were looking to highlight a trait aimed at the girly gamer, in, um, some people, I could point out that the buff, dark-haired, blue-eyed, trendily goateed young prince starts out fully clothed, but gratuitously loses his shirt during the course of the game.


[Our hero striking the right balance.]