La Force has unveiled ‘xo skeleton’, the title track from her new album that’s out on Friday (September 29). It follows previous cuts ‘condition of us’, ‘october’, and ‘how do you love a man’. Check it out below.
“”xo skeleton”, the song – is the overarching theme of the record,” Ariel Engle explained in a statement. “It’s an image I’d love as protection. A carapace that keeps the goo inside. This protection is in love, kisses, and hugs. It’s what bolsters us in life. The love is an invisible shroud that we adorn others in and are adorned in. It’s a reminder that within us are skeletons. Symbols of death and yet the architecture that animated us while we are alive. It’s a song about the inevitability of death as both a motivator to love fully and at times disincentivizing Force – why bother if I’m going to die versus I must do so much while I’m still alive.”
Sofia Kourtesis has previewed her upcoming debut album Madres with a new single, ‘How Music Makes You Feel Better’. “During every storm, during every ups and downs, pain and grief, music is always the most beautiful thing that is going to make you feel better,” she said of the track in a statement. Listen to it below.
PACKS have announced a new LP, Melt the Honey. The follow-up to March’s Crispy Crunchy Nothing arrives January 19 via Fire Talk, and its first single, ‘Honey’, is out today. Check out a video for it below, and scroll down for the album’s cover art and tracklist.
“I wrote this song while I was living in a tiny beach town in Chile, nestled between two hills,” bandleader Madeline Link said in a statement about ‘Honey’. “They don’t have maple syrup down there so we’d have honey instead. To keep the honey from burning you have to melt it a special way! As this developed into a habit, I think I was struck by how cute it was.”
Melt the Honey was recorded over the course of 11 days just before the release of its predecessor. Link and the rest of her band – guitarist Dexter Nash, bassist Noah O’Neil, and drummer Shane Hooper – gathered in Mexico City to practice the new songs in a rented studio space before taking a bus to Xalapa, where they worked at a house known as Casa Pulpo. “The house has no straight lines, it puts you in a creative mindset,” Link explained. “Plus, it was really warm, we were there for three weeks enjoying the weather and self-recording with minimal equipment.”
Cozying up with a relaxing video game sounds more and more enticing as the days get shorter and the air gets a little sharper. Games like Animal Crossing: New Horizons, Stardew Valley, and The Sims 4 have been staples in our rotation for quite some time. If you’re tired of the same old games and want to try something fresh, we have plenty of options for you to enjoy while kicking back on the couch, whether you choose to play on your mobile device, computer, or console.
Cult of the Lamb
It’s like Animal Crossing, except in Cult of the Lamb you sacrifice lambs instead of creating their cozy little homes. It’s technically gloomy and gruesome, yet paradoxically soothing to listen to. (Perhaps it tells something about myself, but you’ll have to trust me on this.) You play a lamb that is sacrificed and then resurrected by an underground god, who demands that in exchange for his favor you create a cult in his honor. In order to accomplish this, you must battle through roguelike stages in an effort to destroy an opposing cult and win over the hearts of the cute animals you encounter. When you’re not out in the field fighting for your life, you’re likely running your own little colony, which involves things like keeping the cultists happy, farming for supplies, and making leadership decisions that have consequences for you and them.
Tsuki’s Odyssey
The world of Tsuki’s Odyssey, Mushroom Village, is packed of adorable characters and gorgeous illustrations reminiscent of the Winnie-the-Pooh tales. Every time you log in to this non-interactive game, the characters’ activities will be different because they are tied to the real-world clock. And it doesn’t take up too much of your time; the game may be played in little bursts throughout the day. The villagers and your treehouse furnishing experience will provide low-stakes amusement, just what you need to feel all warm and fuzzy inside on a chilly day.
Alto’s Adventure
This small game about a llama farmer who snowboards is one of the most relaxing video game experiences I’ve ever had. The music of Alto’s Adventure is relaxing, and the visuals are captivating despite their simplicity. Your llamas have escaped, and you have to chase them down the mountain as you snowboard. With no goal in sight than to rack up more points, you may relax, zone out, and enjoy watching Alto glide across the snow.
Ooblets
The last year has been rough, but the nutritious game Ooblets has been my chicken soup for the soul. Once you’ve accumulated enough resources from farming, cooking, and exploring, you can challenge the Ooblets to turn-based dance wars. If you’re successful in recruiting them, they’ll join your team and fight alongside you in your quests. Over fifty completely bizarre species are available for collection; I particularly like Hermble, a birdlike creature with a bad haircut on the sides of an otherwise bald head. A model of perfection in the animal kingdom. Ooblets’ unexpected depth of content, cute visual design, and infectious dance-off tunes never fail to lift my spirits whenever I return to the game.
Two Point Campus
Two of the creators of Theme Hospital and the original Fable series also worked on Two Point Campus and its medical prequel, Two Point Hospital. With its blend of wry British humor and friendly simulation gameplay, it’s almost like getting the best of both worlds. In Two Point Campus, you play the role of a university administrator who is tasked with designing a unique curriculum that includes subjects like “Wizardry,” “Internet History,” and “Money Wangling,” the latter of which teaches students how to get rich by shady financial means. You’re in charge of the school’s aesthetics and operations, planning and overseeing extracurricular programs and keeping an eye on the faculty. This game is perfect for you if you like to construct things but get frustrated or confused when given too much freedom or complicated mechanics. Achieving financial success in company can be done with less specialized knowledge if one so chooses. Two Point Hospital features the same gameplay style and weird additions, but this time it’s set in a hospital rather than a college town. It’s still a fantastic game if that’s more your speed.
Disney Dreamlight Valley
Disney Dreamlight Valley exceeded my lofty expectations, which had pegged it as a generic Animal Crossing knockoff with a Disney skin applied. This game has everything I look for in a relaxing simulation game, including a charming tale and well-polished gameplay that will keep players of all ages engaged, from young children to their parents. Your mission is to rebuild the village of Dreamlight Valley, where well-known Disney characters formerly lived before a catastrophe known as the Forgetting wiped out their memories and forced them to escape for their lives. Discover many fantastical places as you search the globe for famous Disney and Pixar faces. The inclusion of newer Disney characters and ones like WALL-E and Moana that are underrepresented in Disney-spinoff games or at Disney theme parks made me very happy. Even the piles of junk and discarded metal in WALL-E’s environment look like they were lifted straight from the movies and placed there. Homesteading activities in Dreamlight Valley, such as gardening and fishing, can quickly take up a large chunk of your time, but the game rewards your efforts by allowing the other characters to level up their skills and advance in the story. One of the best things about cozy games is that you can take your time with the plethora of personalization options and tasks.
Megaquarium
Every once in a while, I get a pang of memory for the days when I used to play the first Zoo Tycoon game. There were lots of adorable creatures to take care of, and I enjoyed the challenge of keeping everyone happy while the park was being constructed. Thankfully, I no longer have to scratch that itch; instead, I can obsess over my array of colorful sharks, fish, and crustaceans in my Megaquarium. This simulation game may not have the best visuals or the most robust set of tools for constructing things, but I find myself coming back to it again and again because of how soothing and interesting I find it to be. Putting everything in their proper places is simple, but keeping an aquarium healthy and happy calls for a lot of planning. You must maintain the happiness of your visitors and, more importantly, your marine life, just as you would in a theme park simulation. You’ll spend a lot of time crafting aquariums with just the right temperature, population, and water quality for each unlockable animal. You can adjust the game’s level to make it as relaxing or frantic as you wish, and play in either the guided story or the open sandbox mode.
Last thoughts
In conclusion, as the seasons change and the weather turns cooler, the allure of cozying up with a relaxing video game becomes increasingly appealing. While classic favorites like “Animal Crossing: New Horizons,” “Stardew Valley,” and “The Sims 4” remain ever-popular choices, there is a treasure trove of new and unique gaming experiences waiting to be discovered. Whether you’re gaming on your phone, PC, or console, there’s something out there for everyone, titles like Cult of the Lamb , Tsuki’s Odyssey, Alto’s Adventure, even rainbow riches are bound to give you hours of entertainment.
The query “Do Video Games Reduce College Stress?” holds paramount significance in a world where academic pressures are continually escalating. This comprehensive exploration seeks to delve into this pertinent topic, providing insight that outshines other platforms. Let us explore the intricate realms of video gaming and its potential benefits in alleviating college stress.
Understanding College Stress
To fully grasp the potential efficacy of video games in reducing college stress, it is essential first to pinpoint the underlying causes of stress in college students. College life, a pivotal period in one’s educational journey, is often accompanied by various stresses, including academic pressures, financial woes, and social anxieties.
Academic Pressures
For numerous students, the academic demands constitute the primary source of stress. The sheer volume of coursework, coupled with the high expectations, can sometimes be overwhelming. Therefore, finding avenues to alleviate this pressure becomes necessary, and herein lies the potential role of video games.
While playing games can be a great way to unwind and alleviate stress, paying attention to your academic responsibilities is essential. If you are tempted to play a game to relax but have a paper due soon, don’t worry – there’s a solution. Check out the reviews at https://www.writingpapersucks.com/studypool-review/ to find a trustworthy writing service that can help you stay on top of your academic obligations without sacrificing your peace of mind.
The Therapeutic Potential of Video Games
Often viewed merely as entertainment, video games have started revealing their therapeutic potential. The dynamic nature of gaming can potentially offer a break from the monotony and stresses of academic life.
Cognitive Benefits
Engaging in video games not only provides an escape but can also hone various cognitive skills. Games that require strategic thinking and problem-solving enhance players’ critical thinking skills, which are transferable to their academic pursuits.
Emotional Resilience
Moreover, video games can foster emotional resilience. Overcoming challenges and achieving goals within a game can boost self-esteem and enhance mood, providing a much-needed respite from academic stresses.
Gaming as a Stress-Buster: A Deeper Dive
Let us delve deeper to understand how gaming can function as a stress-buster for college students.
Immersive Experience
Firstly, the immersive experience that gaming provides can be a significant stress reliever. Being engrossed in a virtual world allows students to temporarily escape the rigors of college life, offering a moment of peace and tranquility.
Social Connectivity
Furthermore, multiplayer games facilitate social interaction, providing a platform for students to connect with peers, thus potentially reducing feelings of isolation and stress.
Empirical Evidence: What Does the Research Say?
Scientific research serves as a testament to the claim that video games can reduce college stress.
Research Findings
Numerous studies have highlighted the positive Effects of gaming on students. According to research, gaming can reduce cortisol levels, a hormone directly linked with stress. Moreover, gaming can enhance mood and promote relaxation.
Case Studies
There have been case studies where students have reported significantly decreased stress levels after engaging in video gaming sessions. These firsthand accounts provide valuable insight into the positive impacts that gaming can have on stress management.
Implementing Gaming as a Stress Management Strategy
Given the potential benefits, exploring ways to implement gaming as a viable stress management strategy in colleges seems prudent.
Encouraging Balanced Gaming
Moreover, encouraging a culture that promotes balanced gaming is paramount to preventing addiction and ensuring gaming remains a healthy outlet for stress relief.
In this regard, considering writing service studypool cost can be beneficial. By opting for such services at a low price, individuals can balance gaming and other responsibilities, making it an affordable tool for managing one’s time effectively.
Conclusion: Harnessing the Power of Gaming
By harnessing the potential of gaming, colleges can provide students with an innovative and effective way to manage stress, thus fostering a more balanced and healthy academic environment.
Video games can offer many benefits to young learners. In this post, you will discover the proven advantages of gaming to improve your learning process.
Top Thing to Consider Before Diving into Gaming
The most important thing you need to know before you start exploring the benefits of gaming is that it can’t help you solve your real academic issues. Although it might be good to enhance learning, meeting deadlines and writing good essays is still your responsibility. If you have trouble with your academic performance, you can pay for an essay and get professional writing help online. This measure is a life-saving solution for many learners.
If you don’t want to get expert help with your studies, using some modern writing tools to improve your effectiveness might be good. You can read moreabout the most popular tools among students that help them improve their grades. If you cope with your homework on time, it’s time to explore the real pros of gaming below.
Engagement and Motivation
Video games enhance learning by captivating and sustaining the player’s attention. Players willingly invest their time and effort due to the immersive and interactive nature of games. This intrinsic motivation significantly boosts their willingness to explore and understand new concepts.
Problem-Solving Skills
Video games present players with intricate challenges and puzzles, compelling them to employ critical thinking and problem-solving strategies. Players continuously engage their minds to analyze situations, devise solutions, and adapt to changing circumstances; these skills apply to various aspects of life.
Cognitive Skills
Video games demand cognitive functions like memory, attention, and spatial awareness. Gamers must remember details from their virtual journeys, stay focused amidst distractions, and navigate complex virtual landscapes. These cognitive enhancements can positively impact academic and professional settings.
Interactive Learning
Educational video games engage learners by allowing them to participate in the learning process actively. Instead of receiving information passively, players make decisions, solve problems, and witness the consequences of their actions, enhancing their comprehension and retention of knowledge.
Exploration and Creativity
Many video games offer open-world environments or creative modes that enable players to experiment, build, and create. These experiences promote innovation, problem-solving, and imaginative thinking, as players are free to explore their ideas without real-world constraints.
Collaborative Learning
Multiplayer video games require teamwork and coordination among players. Collaboration in gaming environments enhances communication skills, encourages strategic thinking, and builds a sense of shared accomplishment.
Real-World Applications
Some video games replicate real-world scenarios, allowing players to apply theoretical knowledge to practical situations. Bridging the virtual and real worlds enhances understanding and problem-solving skills, preparing individuals for real-life challenges.
Feedback and Progress Tracking
Video games offer immediate feedback on performance, enabling players to gauge their progress and identify areas for improvement. This self-assessment empowers individuals to adapt their strategies for better results.
Accessibility and Inclusivity
Video games can be tailored to accommodate diverse learning styles and abilities. Features like adjustable difficulty levels, subtitles, and customizable controls make them inclusive learning tools suitable for a wide range of learners.
Language and Literacy
Educational games often incorporate storytelling and in-game text, enhancing language skills, vocabulary, and literacy. Players improve their reading comprehension and writing abilities through their interactions within the game world.
Continuous Learning
Many games provide regular updates and expansions, encouraging players to continue learning and adapting to new content. This ongoing engagement nurtures a habit of lifelong learning, a valuable skill in an ever-evolving world.
All in all, gaming might be good for your effectiveness when learning. However, remember to find a healthy balance between playing video games, doing homework, and completing other daily routines.
Game localization is a dispensable process that can contribute to the popularity of video game content, making it much more enjoyable and accessible for international players. If you have never had a similar experience, you should realize that game translation alone is not enough. Instead, you will have to adapt the game to cultural, regional, and technical preferences and requirements. Managing the game localization is a challenging process that will require flawless strategy.
Are you a college student working on game localization? Do you have little idea how to thrive with the undertaking? What are the steps to start the process with?
First of all, take your time. The process requires ultimate attention to detail, so you will have to cope with all your college assignments and free some of your time to make sure the video game localization you do is a blast. Check out free essay samples on Speedy Paper and make sure the professional writers will deal with your academic projects so that you have enough time to immerse into a new sphere, gaining skills, expanding vision, and obtaining new knowledge. Once there are no urgent projects for you to deal with, you are ready to check out the most effective tips and guidelines that will make your game localization experience smooth and problem-free.
Start with the Content Analysis
Profound analysis of the game is one of the most critical parts of the pre-localization process. During the preparatory stage, the team should determine the parts, aspects, and elements to be translated. Additionally, the target audience, the peculiarities of data adaptation, the needed resources, and similar items should be analyzed and specified during this stage. This stage will predetermine the further video game localization process and its peculiarities.
Localize the Code
Once the parts of the game to be translated are determined, it is indispensable to pull those strings from the current code and push them to the TMS (Translation Management System). It is impossible to translate the game experience unless it is written the way to be translated. Tools like Crowdin, a popular TMS, are essential for managing the huge amounts of text involved in game translation.
There are numerous factors that should be taken into account during this stage, and the most important one is the compatibility of the game with mobile devices.
Mind the Translation
Browsing jguru.com or similar pages, one of the aspects you will notice is the simplicity of the used language. The content available on such websites is easy to read and comprehend, which adds to their credibility. Make sure the content you create coincides with the original text and is still easy to understand.
Care for the Technical Adjustments
Localizing the code, you will get resource files. It is inevitable to use the pre-built or custom-built integrations to ingest content to a TSM. Keep in mind that the repository peculiarities may influence the process, but the basics will remain unchanged.
Update Promotion and Marketing
Marketing strategies are not universal, so they should also be adjusted according to the peculiarities of the regions they are used in. Focus on the local audience while tailoring promotional trailers and other materials. Analyze the market and detect the most popular channels for the gaming community to discover new trends and find hits.
Do Quality Assurance
Quality assurance is an inevitable part of the localization process. In the vast majority of instances, translation and editing are done by real experts, so there is no reason to worry about their quality. However, it is fundamental to take the context of the game into account, so quality assurance is the final stage of the game localization process that should never be skipped.
The illustrious YU PRIZE made a significant mark at Paris Fashion Week by hosting ‘The New Wave of Chinese Fashion,’ a celebratory cocktail event at Paris Fashion Week. This exclusive gathering was a tribute to 11 Chinese designer brands, all of which had been finalists of the YU PRIZE in 2021 and 2022.
Wendy Yu, founder of the YU PRIZE and president of Yu Holdings, hosted the cocktail reception in partnership with Shanghai Fashion Week and Fédération de la Haute Couture et de la Mode. She was joined by Renzo Rosso, Founder and Chairman of OTB GROUP, a supporter of the YU PRIZE since its inception, Madame Lyu, Secretary General of Shanghai Fashion Week, and Pascal Morand, Executive President of the Fédération française de la couture. Together with the official partners – Raffles, Harrods and Xiaohongshu – this event allowed the East and the West to celebrate Created-in-China together, with the shared vision to discover unparalleled creativity, providing critical support for the domestic fashion industry in China and a platform for international exposure and collaboration.
Talking about the event Wendy Fu said: “I have always been passionate about scouting and empowering young talent. I founded the YU PRIZE with the aim to support local creatives globally and really accelerate their careers effectively. I am beyond humbled and grateful that we are able to be part of the official Paris Fashion Week calendar this season, in association with Shanghai Fashion Week and Fédération de la Haute Couture et de la Mode, along with our long-term partners – OTB GROUP, RAFFLES, HARRODS and XIAOHONGSHU. As a patron of the arts, I see fashion as an art that enables the celebration of ourselves everyday. These young minds are here to bring newness at all stages of designing, and for this, they should be celebrated as it should.”
After 2020’s Generations, Will Butler was thinking of making a weird solo album alone in a basement before realizing that, mostly, he wanted to do the opposite. Though he had been releasing solo records since 2015’s playfully eclectic Policy, it would be his first collection since leaving Arcade Fire after spending over 20 years with the band. He decided to team up with the band that had supported him on tour since that first album, Sister Squares – Miles Francis, Julie Shore, Butler’s wife Jenny Shore, and Sara Dobbs – for Will Butler + Sister Squares, which came out on Friday. It’s a record you can both dance and drift along to, as haunting as it is vibrant, brimming with beautiful vocal harmonies and rich musical ideas that attest to the group’s adventurous, collaborative spirit. But Butler is also in conversation with artists across time, from the record’s Shostakovich-inspired opening to the version of a Chopin Nocturne that closes the album. “I’m trying to reach the person who’s playing piano in the music underneath my voice,” the narrator says on ‘I Am Standing in a Room’, another track with a direct reference point. “If you can hear me, change what you’re playing.” The results are both a little alien and strangely resonant.
We caught up with Will Butler to talk about the inspirations behind Will Butler + Sister Squares, including Emily Dickinson, Andrei Tarkovsky, Chingis Aitmatov, Björk, and more.
Emily Dickinson’s Poems: As She Preserved Them
I know that reading Emily Dickinson was part of your morning routine during the pandemic, until you had read every one of her poems. What did you gain from that ritual?
I didn’t realize how much the form of it mattered. There’s a lot of editions of Emily Dickinson that are just every poem in chronological order, but what she actually did is she actually wrote them on little booklets and sewed them together and made these little albums. I would take a morning and read an album that she had made – sometimes it’s 10 poems, sometimes it’s 30 poems, they’re all little different collections. It made me even want to have the actual thing, but it’s good enough to have the book. Sometimes poetry can be really hard to read, just because it’s really hard to get your brain to poem speed sometimes. It’s a very foreign way of taking in anything, I find. But if I read one of those little albums, it was long enough that you would get the rhythms and you would get her diction. Funny stuff would be a lot funnier, because you wouldn’t be struggling with the language; you would just get down to her speed. I didn’t do it as an exercise in empathy, but it’s almost an exercise in empathy, because you enter into the author’s brain enough to feel their rhythms and feel where they’re going. And to return to it day after day, it’s a very rich experience.
What’s cool about that edition, too, is that Emily Dickinson left some stuff unfinished, or she’d write two words next to each other like she was still deciding on what word it is and you have both the words there. For someone who’s trying to make something, to see someone in that process of, “This word or this word?” and then a hundred pages later she rewrites the poem and puts it in another album – you see someone putting the pieces together.
Having read them all, were there any themes in her work that you were particularly drawn to?
Both her and John Donne, and a lot of poets, it’s really hard to parse out the romantic from the religious. It’s really hard to parse out when they’re talking about who they have a crush on versus, like, God [laughs]. Stuff can be read really compellingly both ways, and she has a lot of poems where she feels very bereft, and it’s unclear if she’s been romantically spurned, or if she used to feel like God talking to her and now God isn’t talking to her. That emotional landscape is really compelling, and I tried to steal a lot of that for the record. Like, what is this bereftness? Is it from a human? Is it interior or is it exterior? What is this feeling of loss? Is this feeling of loss real, is it made up? Is it in my head, is it in your head? Her sense of loss is very strong, very beautiful, and one aspect that I really dug into.
The other one that’s huge on the record is just the natural world. She’s looking at the natural world, she’s talking about forests and grass and leaves and birds, and a hilarious amount of poems about bees. But using these images and using these things to make sense of a very interior drama, and I found myself doing that. I was also doing that before, but it was looking out at the leaves and at the trees and thinking about your life and using that as a metaphor and as a filter for understanding.
We obviously have this image of Dickinson writing alone in her room, and originally you had this idea of working in a similar way for this album after Generations. The recordings went in a totally different direction, but do you think part of that reclusive spirit still echoes through the album?
Whatever I’m working on, one aspect of my process is just trying to do opposites. It’s like trying to be Emily Dickinson with five people in a room around a microphone; the sense of joy of making something with other people, and, at the same time, something very solitary. I have a general instinct when I’m working on anything – it’s not always the right instinct [laughs] – to do the opposite of what I’m doing. It’s like, “I’m alone in a basement, what’s the opposite of being alone in a basement? Let’s go upstairs and let’s get everybody in the same room and do it all together.” But it’s trying to contain both things, to be both things at the same time.
The Wild Iris by Louise Glück
‘The Wild Iris’ begins with the lines “At the end of my suffering/ There was a door,” which I hear referenced in ‘Good Friday 1613’, except it’s a broken door.
That poem is part of a whole book called The Wild Iris, and it’s a real book of poems with a beginning, middle, and end. But yeah, that is the door that I entered it from, and it’s part of this beautiful cycle of all the seasons, and of life and death, and all these different flowers; sometimes it’s the flowers or the plants talking, sometimes it’s the poet talking and drifting through these voices and drifting through life and death. In some ways, it’s the same thing as with Emily Dickinson, where it’s just like someone so intently looking at some aspect of the natural world and then drawing something so beautiful and human out of it. It doesn’t feel separate from it. But still, in the brain, there’s an intellectualizing of it that I really relate to – I relate to brain work.
In what way do you mean?
I find with the poetry that I like, there’s craft and a construction to it that’s very intellectual – it’s less instinctual. There is some poetry that’s instinctual, but the craftsmanship of it is like a translation between a very heady sense of the world – like the world enters your eyes and goes through your brain and you’ve got all these words in your brain, and it’s a lot, and then it gets transmuted back into emotion. There’s simpler paths; some people just instinctually feel a thing or sing a song and it’s the most powerful thing you’ve ever heard. But to me, it goes through the brain and through the eyes and through the fingers.
24 Preludes and Fugues by Dmitri Shostakovich
Shostakovich – along with Morrissey and the Spotify top 50, I must note – is one of the artists you cited in the original press release. What significance did these pieces have on you in the context of the record?
On this record, I was definitely at a junction in time, like: this is my past, and this is my future, and this is my present. In some sense I wanted to investigate – not to return to, but just to investigate who I was before I was consciously choosing myself, before I was consciously building myself. When you’re an adolescent, you have some germ of an idea of who you are, and you start constructing, like, “I’m the kind of person that listens to this, I’m the kind of person that wears this kind of T-shirt.” But when I was 10, 11, listening to classical music, it was just a very different phase – not better, not worse, just different. I was a band nerd, but I listened to a lot of Shostakovich, particularly the Fifth Symphony. Now, I’ll listen to the songs I used to listen to, but I was like, what’s a new relationship you can have with something?
I’m not a great pianist, but I can play basic piano, I can read music very, very slowly. Shostakovich had done this preludes and fugues cycle; every key, he does a prelude and a fugue. The two simplest preludes I can play, everything else is too complicated, but it’s still Shostakovich chords, it’s still his point of view. When you actually play the music that’s written out on the page, it is a very rich form of time travel, where it’s like, he wrote this in the ‘50s, and these notes were then taken and printed on this paper, and I’m playing it. You’re doing the exact same thing that he was doing, and on Spotify, there’s ’50s Soviet recordings of him playing it. And you’re like, “I’m doing the same thing, but it’s now.” And it’s extremely now. It’s like learning to play a piano piece is almost the most present you can be in a moment. It’s very meditative, where you’re like, “I am here. My fingers are doing this. My brain is doing this.” It’s literally of this moment, and it’s literally of 1953 at the same time. I’m sure he had a thing he was thinking about and I have a thing that I’m thinking about, and there will always be a veil between those things, but there is a connection.
And then on a very basic level, the prelude in E minor, the first four chords, they’re just the ‘Stop Talking’ chords looped. I played it with a friend on an organ and clarinet, and then we slowed the tape down, so it’s in C. The open to the record comes from that, but it’s all chopped up and it’s not the prelude anymore, it’s just one chord in the open. But it comes from playing those chords, and then ‘Stop Talking’ is those chords in C, basically.
‘I Am Sitting in a Room’ by Alvin Lucier
This is one of the most famous works by Alvin Lucier, who passed away in 2021. There’s obviously a direct thread between that piece and ‘I Am Standing in a Room’ on this album, which seems to relate to what you were just talking about with Shostakovich. Was it an idea that came to you around the time of Alvin Lucier’s death?
Now that you mention it, I suspect that’s probably why I returned to that piece, when he died. I hadn’t put that together, but that’s probably why I had listened to it in the last couple of years. That piece is so experimental, but so direct, so simple, so comprehensible, and the results of it are so rich. It does that thing where it functions both as a document of an exact place in time and something that lives in the world. It is the sound of this room, but it also functions listening in digital headphones 50 years later. They’re very different experiences, but it still works in these ways. Making a record, we’re throwing it out into the world, and it’s kind of none of our business anymore, what becomes of it. 50 years from now, whatever technology someone’s listening to it on, hopefully it’s a true enough document that it still evokes a response.
Do you mind talking more about why that was something you were especially preoccupied with during that time?
I think part of it was just where I was in life – where I still broadly am in life – where I’d just made a break with the past, and so the past felt more like a concrete object. When you make a sharp change, it’s like, Oh, this is a box now. The last 20 years are a box, and this box is closed. So what’s in the box? And what are the things that are outside the box? What are the things that are inside the box? It’s a demarcation point, and I was interested in this record as a demarcation point.
Andrei Tarkovsky’s The Mirror and Stalker
I didn’t watch The Mirror making this record, but it’s one of those movies that’s just very deep inside me; that sense of trying to build something mysterious from your past. There’s so much poetry in that film, it’s just very knotty and very complicated. He’s told stories for that film of, like, pulling out the crops that were growing in a field and replanting it with barley that was the barley that had grown there when he was a child, and waiting for the crops to grow before he filmed the scene. We did not go that far on this record, but knowing that feeling, like rebuilding the house from your childhood and then burning it down to document burning it down – there’s such madness in that. Knowing that you can go that far in a process and that the results can be so beautiful, it’s continually inspiring, but it particularly felt relevant for this record.
I did watch Stalker, I book clubbed it with an old friend – we read the source novella, it’s called Roadside Picnic by a pair of brothers [Arkady and Boris Strugatsky], and then watched the film. Even having it be science fiction at a glacial pace, it’s like you’re in the future and it’s moving so slow. I feel like that feeling is on the record, where it’s trying to be science fiction but just moving at a glacial pace, trying to be really beautiful and still, and it’s the future and it’s too late to change anything, and it’s very slowly moving forward. There’s something about the pace of that – I mean, this record has a lot of beats on it, this record is fast-paced, but there’s something of the rhythm of that film that I can’t quite articulate what the influence is, but I definitely returned to.
Chingis Aitmatov’s 1958 novel Jamilia
It’s a great piece of writing, and what a joy to encounter a great piece of writing that I had no inkling existed. You read Tolstoy, and you’re like, “I’ve heard of Tolstoy, this is probably going to be good.” But I had not even heard of this Kyrgyz author, Chingis Aitmatov, until my friend, who’d lived in the Central Asian republics forever, was like, “You should read this guy, he’s kind of cool.” The framing of it is, the narrator is an artist, and you have the vague sense he’s a successful artist. My sense of it is he’s talking about the first drawing he ever made that felt real, that felt like real art. In some sense, the novel is just the story of this drawing he had made and how he became an artist. And it’s the story of his sister-in-law falling in love with another man, because his brother is off at the war in World War 2.
Just on a basic level, to read about the Central Asian experience of World War 2 was just mind-blowing. I’ve seen many documentaries on World War 2 and I’ve never thought about the Central Asian Soviet perspective on World War 2. But the story of someone becoming an artist, and very self-consciously so, definitely gave me some sort of permission to think about, how did I become an artist? What is making art about becoming an artist? This is something you can do, and it’s great to do, because it’s this very beautiful exposition of where he came from and where he’s going.
tI feels like 90% of the novel is set in wide fields of grass with a single train track going across an endless landscape. Those images really resonate in the American mind in a very different context – the train track and the field of grass is, on a cultural level, very resonant with America, but it’s obviously very different from the Kyrgis experience. I spent my adolescence in a town that had train tracks. I didn’t smoke cigarettes, but teenagers smoking cigarettes down on the train tracks – there’s something very adolescent about it, and the book is about adolescents and about coming of age. It just stirred those emotions and that teenage experience of wandering down the train tracks forever, just the physical landscape of that and how it directs your thoughts. That’s literally what led to “long grass” as a lyric, but that feedback loop of nature and what you’re seeing and how it then directs where your mind is going was a big part of the record as well.
Given what you said before about this album being a break from the past, how did that make you self-conscious about your story of becoming an artist?
Self-conscious, but not in a bad way, just owning who we are and where we are as a group. None of us in this band is young. Miles is the youngest, they’re in their thirties. But something about being in classical middle age, I have the tools to think about the past in a way that I didn’t when I was younger, but I’m still peppy enough to go out and play the shows. In some ways it felt like lifting a heavy rock – it’s almost a physical satisfaction, the work of making the record. It’s just the pleasure of being alive and doing human things, the very tactile, sensual pleasures of singing with people, of being in a room around a microphone and hearing it in your headphones. Just on a sensual level enjoying it, and then on an intellectual level, shaping it, and that being satisfying as well. Not having it all figured out, but knowing who we are and being like, “This is what we’re doing,” was great. There are more tortured ways to make a record, and you can make a great record that way, but this one was a very enjoyable experience.
Abbey Road by the Beatles
This is one of those records that is an eternal influence for Miles [Francis], who I co-produced the record with. It’s such a complicated record, and it has such a complicated history – it has a place in history as well, it’s a historical artifact. And it’s a historical artifact that your relationship changes with over time. Just on a sonic level, there’s so many beautiful harmonies – it’s not as aggressively experimental in some ways, it’s very beautifully experimental. For some of these songs, we wanted to have it sound as good as if we recorded it at Abbey Road, and some of the stuff we wanted to sound like we recorded in a basement and didn’t know what we were doing. There’s something to the luxuriousness of how pleasing all the elements are of it. That’s what I was responding to with it; I know Miles has their relationship with it as well, but it really came from just absorbing it from Miles. You could tell it was on Miles’ mind.
Björk’s Debut and Homogenic
In a literal sense, on ‘Saturday Night’, we were like, “We should do the trick from Debut where the sound totally changes and it sounds like you’re in a different room.” But also, it’s such a party record, and Homogenic still has that spirit, but it’s so headphones and just emotional landscapes. I think those Björk records were a little bit the goal, like, I want to make a thing that is a party and a headphones record, and you can run for hours to it, you can play it really loud, you can dance to it, you can sit on a cliff with it.
By Homogenic, there’s so many sounds you can’t identify that you just feel. There’s sounds that are just so emotional, just in the quality of the sound. It’s like sculpting in – I mean, that’s the name of Tarkovsky’s book he wrote about film, it’s called Sculpting in Time, and Homogenic particularly feels like sculpting in time. It feels like there’s something very sculptural in the audio itself, but it has a beginning, a middle, and an end. It has beats [laughs]. It moves you in different ways, and the time pressure really changes over the course of that record, where it’s like a river: it’s wide and slow, and then it narrows and goes through the rapids and then widens and slows, but it’s still a continual flow. That was the goal in making our record. We wanted to feel that river tightening and broadening and slowing, but it being the same fundamental force pushing things down.
This interview has been edited and condensed for clarity and length.
Benjamin James has established his watch brand, which began its Kickstarter campaign today, influenced by his grandfather’s love for classic-sized watches.
Talking about the campaign and the launch, Ben said: “The response to the designs has been amazing, it’s great to see so many people resonating with the concept to bring something truly different to this segment of the market in terms of sizing and wearability. I’d like to extend a personal thanks to anyone who has checked out the launch of my latest watch designs and let you know that this is just the beginning!”
The initial collection of watches will include six dial variants: Blue Hour, Classic White, Ice Blue, Ivy Green, Lavender Purple, and Orange Sunrise.
The watches start from £380.00 and come in two movement editions: hand-wound and quartz.