Deer tick has shared their video for their new single and announced dates for the United Kingdom and European tour.
Deer tick, a quartet from Rhode Island, has released a music video for their song ‘Wants/Needs’ which is part of their Deer Tick Vol.2 album, which was released back in the September of 2017.
The band has also announced dates for their United Kingdom and European tour.
American film director Wes Anderson has become known for his distinct and well-polished style, a style that has got him six Academy Award nominations, which was present in his latest film ‘Isle of Dogs’.
With the release of ‘Isle of Dogs’ being two months ago, we have selected our top five films by Wes Anderson.
Moonrise Kingdom
In this 2012 film, Wes Anderson explores themes of love and family with a pair of two “troubled” young lovers who flee their town and cause an adventurous search party as their love for each other and understanding of life becomes richer as the story progresses.
Fantastic Mr. Fox
This film adaptation of Roald Dahl’s ‘Fantastic Mr. Fox’ has become a classic in our books and one we adore dearly. In this comedy-filled animation, Mr. Fox voiced by George Clooney cannot resist returning to his past where he raided and stole from farmers. However, this time his old ways put him, his family and the whole community in danger.
Isle of Dogs
In his latest project, Wes Anderson sets the flag in Japan. In this film, we follow a boy’s journey to find his lost dog when the whole species of dogs are exiled due to an outbreak of a canine-flu. With this being the second stop-motion film of Wes Anderson’s, we can truly say it has been a major success and certainly pleases the audience as much as ‘Fantastic Mr Fox’ did upon its release.
The Grand Budapest Hotel
Four-time Academy Award winning ‘The Grand Budapest Hotel’ is another Wes Anderson classic. In this film, we follow the life a legendary concierge Gustave H and the lobby boy Zero Moustafa, who both develop a close friendship as they try to overcome obstacles to prove Gustave’s innocence for a murder he did not commit.
The Royal Tenenbaums
Our final selection for this list is the 2001 Academy Award nominated ‘The Royal Tenenbaums’ featuring Gene Hackman, Ben Stiller and Bill Murray. This film follows a dysfunctional family which gathers back home when their eccentric father Royal claims he has terminal stomach cancer.
The promise of science-fiction and overenthusiastic game developers for decades, yet something which has only really started to become feasible with the technological advancements of the last few years. We talk, of course, of virtual and augmented reality systems. You’ve probably seen them or played with them yourselves at some point, whether in a store or with a personally bought device and gotten a look at what the real first generation of these headsets and devices are capable of.
This being an industry in its infancy, both in terms of hardware and software, it leaves us a lot of room for speculation as to what possibilities the future might bring. So let’s take this opportunity to take some educated guesses, on the off chance we can look back on this in a few decades in smug satisfaction of how we ‘called it’.
Remember the Red
While not the first virtual reality device, the Virtual Boy from Nintendo was the first big attempt by a major console developer to find success in an undeveloped market. Released in 1995 in both Japan and North America, this controller and headset combination, which sat on your desk a little like a plastic periscope, was met with both critical and commercial failure. This thing was expensive, had only a monochrome display, poor visuals even despite the simple color scheme, and a very limited library of games (22 in total). It also had a tendency to give players migraines, an issue which persists with the eyestrain of modern devices, just on a lesser scale.
When Nintendo wants to try something new then they go at it with full force. In the case of the Wii and the Switch, this turned out fantastically, but the Virtual Boy, much like a lesser version of the Wii-U, was a marked failure. The idea was good, but the tech was simply not there yet. Quality VR would require more than two colors, better resolution, less latency, a wider field of view, and the much higher level of computing power which these necessitate, and we wouldn’t have those for at least another decade.
Enter the Rift
The device which really kicked off the modern age of VR was the Oculus Rift. Originally started as a Kickstarter campaign back in 2012, Oculus managed to raise a total of $2.5 million for the project, before being bought out by Facebook for $2 billion. While this influx of cash certainly helped the system along, it was a corresponding increase in technological feasibility which allowed this virtual reality device to finally reach a level of real believability.
The rift offered a 90Hz refresh rate, 1080*1200 resolution per eye, and a 110-degree field of view to far exceed any commercially viable product before it. Aiding this hardware was the help of serious programming legends like John Carmack to form the system firmware, and set the stage for the developers who would follow. It should also be noted that, unlike the Virtual Boy of yesteryear, the Oculus, and the various imitators and competitors which would later arise, would depend on a PC to perform calculations, where the video and audio output was then handed to the device. This meant at least a GeForce 970 graphics card, three HDMI 3.0 outputs, and a processor equivalent to an Intel Core i5-4590, which while not obscene were still at the higher end of the time.
With new hardware available for exploration, it was only a matter of time before software developers would jump on board to try their hand at the opportunities which this new avenue represented. Though there have been a few attempts by major publishers, like Doom and Skyrim VR, these often come down to smaller indie titles, as developers still struggle with appropriate translations of their games into VR space. Motion sickness is still a big issue here, as is the fact that running a game in VR requires considerably more resources than the traditional way, owing mainly to the strain of rendering two different screens at once, and at a sufficiently high frame-rate and low latency.
As our technology for creating virtual worlds improves, and general cost of processing power decreases, we can expect these systems to become increasingly viable, and with major console developers once again on board, the next few years and the next generation will be key.
So What Does the Virtual Future Look Like?
This is the part where we put on our guessing hats and try to predict how things might shape up in the future of VR. There are a few things which are a given, just based on the general improvement of technology over time. As computers become more powerful we can expect games on VR devices to become better looking, and more complex. This will undoubtedly be aided by an increase of fidelity brought in by hardware advancements of the VR headsets themselves. Better field of views, faster refresh rates, and improved visuals overall means that we will inevitably reach a place where the virtual world might appear indistinguishable from our own.
Small form factors and lighter components will also decrease the discomfort we feel after using these devices for long periods, and better understandings and adaptions to eye-strain could also help eliminate the problem of migraines and motion sickness. Eventually, we might be looking at direct neural interfacing, which could bypass traditional aspects of control and audio/visual display. The foundations of these are already being used in modern cybernetics and, while they have a long way to go, they still show immense promise.
Of course, the more invasive of these possibilities raise questions as to the ethics of certain types of elective surgery, especially in the first few experimental years, so the industry surrounding this should also be something to watch.
In short – yes we are saying that something similar to jacking in like with Neuromancer or the Matrix might eventually become a reality. As for how far this would go, that might depend on the future of personal freedoms.
What of the Augmented
Arguably lesser famed than its virtual reality counterpart, though one with perhaps much more promise in terms of general use. Augmented reality, for those unaware, can be thought of as a simple overlaying of the real world with digital components. The most famed example of this is probably the recent phenomenon of Pokémon Go. This game would use the cameras of smartphones to show a real location, and on top of this would be placed the digital creatures themselves. While this example was perhaps a bit of a flash in the pan when it comes to staying power, it did a lot to capture the imagination of what games might one day offer.
This is a market largely untapped, as realizing an AR vision requires considerable knowledge, though recent developments like Google’s AR Core framework have lowered the bar to entry considerably. Part of this ties into the limits of the involved devices. While smartphones, the current biggest system for AR games, are rapidly improving, they have a long way to go before either they or online infrastructure in general reaches a level where AR development is anything approaching simple and efficient.
This also ties into a similar issue shared with VR, that of device size and weight. While VR headsets work great in some spaces, they aren’t exactly perfectly suited for transport, which limits their viability with how well AR works with outdoors and changing environments. While future developments like the announced Apple AR glasses will undoubtedly help in this area, these are still a long way from proper coverage and feasibility. On the plus side for gamers, the enormous potential for AR in business and medicine means that we might see some sort of government-funded research breakthroughs in the future.
The Games, Man!
AR has some major advantages over VR in that it can encourage exercise, and you have a far less a risk of physically bumping into stuff as when wearing the blinders of a regular VR device. When reality is the background of your game world, you have an almost unlimited field of play. Combine this with the multitude of different games which could be on offer, and you could find yourself in a virtual wonderland of realities to explore.
Thirty years from now you could put on your VR glasses and look out your window into the city, flipping between multiplayer programs and games hosted within your server location. You could see enormous monsters wandering the city, as virtual tracer rounds fired from AR ground player’s streak up towards the sky. You might hear the rumble of jets as those with VR setups offer air support and weave between the buildings on your block.
Flipping programs, you could see an overlaid digital version of hell, with monsters roaming the city while fellow players fight to keep them at bay. Changing again, you might enter the world of your local AR Minecraft server, with all the potential for fun and trolling that it represents.
As with VR, this is not entirely without limitations. Concerns about personal privacy are always going to be a big problem when it comes to the type of monitoring which becomes necessary when sharing a virtual space. While this might not an issue with single-player AR games, it does bring to mind other issues regarding recording and ‘accidental’ invasions of space. Much as we have seen with privacy laws involving the internet, there are likely going to be those out there which take advantage of the legal system playing catchup, so there’s probably going to be a lot of, let’s say, gross stuff, at least at first.
You Could be a Part
The thing about this type of future speculation is that it relies on the imagination of artists, designers, and programmers to become a reality. Just as people have released more traditional games which became runaway and unpredicted hits, this is likely to also occur with augmented and virtual reality games. With the most recent generation being more familiar with technology than ever before, we have to wonder exactly how many of the ideas which we all have might eventually make their way into the mainstream. This is an area keyed for exploration and expansion, so if you think you have any ideas then don’t be shy about pursuing them. You might be the next Notch, just without the negative reaction which his name inspires.
The first song to enter this edition of Sound Selection is by Naji featuring Insightful who present us with ‘Forget About It’. In his latest single ‘Forget About It’, Naji explores dynamic soul-driven vocals with full of life catchy beats. With this terrific single released, we are sure to hear more great things from Naji in the months to come as he looks to grow on his already presence made career.
Meg Blumberg ‘Happenstance’
Now, who cut the onions? Presenting us with a deeply emotional and simply stunning Up-like composition is Meg Blumberg who gifts us her latest project, ‘Happenstance’. With this latest composition, Blumberg explores emotional themes of joy and delight with true authenticity and pleasantness and marks herself as the name to follow in the world of music.
KLANGPLANET ‘Tropical’
The household name that has become KLANGPLANET is back and this time with another groovy and well-fitting song for the summer named, ‘Tropical’. In this song, Klangplanet beautifully combines brass and string elements with the core elements of Deep House to make this song, one for the playlists.
ManiezzL ‘Barracuda’
Bringing us more fantastic House music is ManiezzL who gives us ‘Barracuda’ which utilises jaw-opening synths and dynamics that we can only describe as awe-inspiring. With this splendid and well-produced song released, we are sure to keep ManiezzL on our radar as he looks to become the next big name in the sphere of electronic music.
Lyves ‘Still’
Another top-level song to enter on our Sound Selection is ‘Still’ by the wonderful, Lyves. In her latest single, the highly gifted and billboard-made artist, Lyves showcases a range of stunning and comfortable vocals that makes this song, one for the playlists.
Ryder Havdale ‘Good Girls’
Entering Sound Selection with a dance-driven vibe and catchy bass that takes you in upon the first note, we have ‘Good Girls’ by Ryder Havdale. In this single, Havdale develops a strong structure and an addicting melody that becomes the cornerstone of the song. It is without a doubt that this song is a great addition to any playlist looking for a striking and electrifying dance song that explores the sounds of Deep House beneath the expectations of the genre.
Fever Feel ‘Somewhere Down The Line’
The final song to enter on this edition of Sound Selection is by Fever Feel who presents us a catchy and funky song named, ‘Somewhere Down The Line’. This is a perfect song to end this Sound Selection as it utilises positively driven themes that are supported by terrific vocals and splendid production that marks this song as a great addition to any playlist.
Fun, catchy and simply glorious is just how we describe Rocket Love by Golan.
Golan, a Romanian-based three-piece band, has shared their latest single ‘Rocket Love’. In their latest single, Golan take on quite the fun-vibe with their authentically driven token that is ‘Rocket Love’. The solid, indie-driven production of ‘Rocket Love’ becomes a big draw for the listener and one we adore, for sure.
With this song released, we are sure to hear more music from Golan shortly as their previous big release was their fourteen-track album ‘Intro’.
‘Rocket Love’ is available to be streamed via Spotify and was released under Universal Music Romania.
Jan Blomqvist, a Berlin-based solo artist, has released his five-track EP ‘Disconnected – Part One’, yesterday. With this project released, we are proud to premiere Blomqvist’s music video for ‘The Space In Between’. In this track, Blomqvist explores dynamic and wonderfully progressive-driven production that explores emotional and heart-touching themes through its melody and atmosphere-driven feel.
“A beautiful song that reconfirms how talented Blomqvist really is”
With this splendidly-produced part one project released, we are sure to hear more music shortly from Blomqvist, who looks to once again reconfirm his household name in the land of electronic music.
‘Disconnected – Part One’ and ‘The Space In Between’ is available to be streamed via Spotify.
I still remember the first gaming system I ever bought. A Sega Master System 2 which my brother and I purchased together, alongside Tom and Jerry: The Movie (the game). This, alongside the inbuilt Alex Kidd in Miracle World, would be our first forays into complete gaming experiences. Formerly only having played with a comparatively limited Atari 2600, this new console was nothing sort of a revelation. Of course, by today’s standards, these games and systems are hilariously limited. Two button controls, incredibly low resolution and a story which could be completed in around half an hour meant a sort of hard limit on how long they could hold our interests, but for impressionable young minds, this was far longer than it should have been.
“Sega Master System II power button” (Public Domain) by brendanbostock
In many ways, we see video games today as a simple evolution of the rules set out by the first console generations. Games would get bigger, graphics would improve, and gameplay would become increasingly in-depth and complex, and yet not all of these developments are welcome or positive. As you might have guessed from the title, there is one area where the modern game often cannot, or does not even try, to match the cohesion of the products of so many generations ago. This is, in basic terms, the idea of a complete game.
Buy the base game (and maybe the expansion), get the complete package. This is how it was meant to be, this is how it will be experienced, and that is that. Well, not anymore. Today, what we think of as a complete package is no longer a matter of a single simple product, but rather a line of related products, expansions, DLCs, and add-ons which, only when combined, form the sort of cohesive whole that we used to be able to find a simple single cartridge. How did we get here, what are the most egregious examples of this, why is it done, and is it as bad a development as my entry paragraphs seem to be indicating?
Ye Olden Days
The early days of a full game being stuck on a single cartridge, disk, or set of disks, was as much a reflection of the technology of the time as anything else. Teams were much smaller, the maximum data limit was hilariously limited, and consoles simply could not accept more than one game at a time, and had no long-term memory. In other words, even if companies wished to release add-ons, upgrades, or expansions in early days of Nintendo and Sega, they usually couldn’t. What was shipped was the final product, and while there were a few attempts to circumvent these limitations, as with the Sonic and Knuckles lock-on pack for the MegaDrive/Genesis, these were unwieldy and difficult to build.
“Sonic and Knuckles Sega Genesis via RGB” (CC BY-ND 2.0) by aaronmjr
Short of taking a big risk, and spending a lot of money, this was how the game was played. This certainly meant that there would be occasions of limitations of scope, as games still had periods of crunch where later patching was not feasible, and so almost finished elements would often end up cut completely. Fewer buggy additions are great, but a few initially buggy features which might be patched eventually could bring a lot of fun to a game. This ties into the idea of what pundits like Jim Sterling have dubbed early AAAccess, but that is an article for another day.
Expansions Expanding
PC gaming was a fundamentally different beast from the early console market. In terms of use in video games, a large portion of this came down to the inclusion of hard-drives and their enormous storage capacity. Cartridges had barely any storage, with the SNES and Mega Drive/Genesis generally maxing out at around 4MB. While this particular part of the problem was largely solved with the adoption of the CD as game storage, boasting a massive 700MB, the consoles which operated with these CDs still had severe limits on their own writable memory capacity. In fact, early systems like the PS1 relied on memory cards, which were only really used to store save data.
“Mr. Driller case and disk (PlayStation)” (CC BY-SA 2.0) by bochalla
PCs, on the other hand, both allowed high capacity read-only memory and high capacity storage. This meant that the potential for game expansions on PCs came about far before their console counterparts, and appeared far more commonly. Over time, as consoles continued to evolve, bringing with them their own mandatory hard drives from the 7th generation onwards, and with this bridging, crossing this gap became increasingly simple. The other change, the one which gave the industry the ability to focus on expansion development more than ever before, came from the proliferation of the high-speed internet.
Enter Horse Armour, Open Floodgates
The exact term of expansion, in a gaming context, used to strictly refer to large portions of software which brought significant extra gameplay to an already released game. A new land in The Elder Scrolls, a new act in Diablo 2, or a new story campaign in Half-Life, whether standalone or requiring the base game. From a business perspective, this made a lot of sense.
In the early days of the internet, data transfer was extremely limited. Releasing a new product over the internet meant that not many would be able to download it, thus limiting potential sales. On the other hand, releasing a full-sized expansion in retailers or through mail-order is an enormous and costly undertaking, so if the release didn’t have enough depth then a lack of sales would render the release as a fiscal loss. As the internet kept getting faster, and more people kept finding access, this problem would lessen, until the point where full online distribution was no longer anywhere near as cost-prohibitive.
Kotaku
It was inevitable, given this situation, that there would arise those to take advantage of a new market so rife with opportunity, and while it was not the first to test and taint the water, it was Bethesda Game Studios who gave us the best indication of what was to come. This came in the form of the now famous Horse Armour, released on April 3rd of 2006. A small paid download (what would later become known as a microtransaction), which offered an almost useless cosmetic piece for an entirely single-player experience. This armour was cheap, costing only $2.50 US, yet was widely decried and met with significant backlash from gamers.
The problem which so many of us had was not just with the item itself, but with what the item represented. It used to be that such cosmetic enhancements would be locked behind gameplay achievements, or cheats, but Bethesda had opened the world to something else. That which used to be for free could now be monetized, that which used to come with a game could be stripped and sold back, and the overall experience could be crippled in an attempt to play the market. Of course, there were those ardent defenders who saw this type of slippery slope argument as unnecessary and ridiculous, claiming that developers would never do such a thing, but in time even those most dedicated would struggle to defend was is increasingly seen as an ever-expanding rot.
The Best of the Worst
Downloadable Content, or DLC, became the given term for this type of transaction. It was a perfect fit – content says nothing of the range or worth, and comes without the legacy or expectations which people think of when something is called an expansion. The potential had been unleashed, and the industry was getting ready to flex its legs and see just how far this envelope might be pushed. Many of these avenues were just as had been predicted, and were just as insidious.
For a start, let’s begin with the problem of on-disk DLC. This is content which was completed before the game was released, placed on the actual game disk, shipped with the game, and then sold to the customer at an additional cost to the base package. Capcom was one of the first to jump on board this method, with 2012’s Street Fighter X Tekken containing a whopping 12 characters already within the game files, yet locked away. Naturally, fans were not especially happy with this development, and the lackluster corporate PR excuse of an explanation did little to assuage anger at the company for this practice. While the industry now anticipates the type of file mining which makes these types of discoveries possible, indications are that this has simply evolved into day-one DLC, the content available for download immediately after release which still only comes at an often significant additional cost.
Dragon Age: Origins was a game which had a lot of people excited before it launched. A modern RPG somewhere analogous to a more action based Baldurs Gate, which included an all-new world filled with character and lore. As your character take a little rest not far into the game, feeling the deep level of engagement only possible through such a personally and artistically crafted world, you wonder what this little camp has in store next. Then you run into an NPC which tells you that this quest is only available with the purchase of DLC, shattering the fourth wall in an incredible display of tone deafness. A major and unavoidable part of the main game taunts you with the realities of your incomplete experience. Did you buy an entire product? I think not! Spend more!
“Dragon Age: Origins” (CC BY 2.0) by mrwynd
Then we have the joy of pay-to-win or boost microtransactions. Unlike the other types of DLC mentioned, these type of payments don’t necessarily unlock game content which would otherwise be hidden away, but rather they give a massive advantage to certain players which utterly ruins any concept of an equal playing field. Playing a multiplayer game and getting your butt kicked? Spend extra money, pay for a literal stronger gun or boost, to level faster and skip the grinding which those suckers who bought the base game must suffer through. Literally pay to win. While this sort of action has been gaining momentum for a while now, the recent backlash to how EA included pay to win with Battlefront 2 might have put a damper on what these companies feel they can get away with, at least until they feel public attention has shifted enough for another attempt.
In basic terms, the complete version of a traditional video game would tend to come in two parts – the base game and the expansion. Two parts of a whole, simple and clean. Now, let’s take a look at a spreadsheet which illustrates how the player would manage to get the full experience out of a full game such as Watch Dogs.
From Neogaf
Even when we exclude the special edition box features, what we are left with is a rather complicated picture which is distinctly unhelpful to the average consumer unsure of how to get the best experience.
Altogether these paint a picture of baseline experience which is simply not a complete package. There can be already completed gameplay elements already on the disk which you need to pay to access, you will be brought out of your experience by increasingly cloying and unavoidable attempts to sell you more, and you can very well be beaten by those whose only advantage was generated through their willingness to shell out on top of an already supposedly complete product. This is the reality of modern AAA gaming, and this is a pattern far too profitable to be going anywhere.
So, what can you do? The best answer is to vote with your wallet. Don’t support the companies which would engage in these practices, and send them the only type of message that they understand. We can’t promise it will actually make a difference, but at the very least it means we won’t contribute to the further disrespect of as consumers and video game fans both.
Of all the films American International Pictures released throughout the 1950s, none featured a title that instantly evoked more intrigue, excitement, and sensationalism than I Was a Teenage Werewolf.
Directed by Gene Fowler Jr (who would go on to direct the exceptional I Married a Monster from Outer Space), I Was a Teenage Werewolf is a film that exceeds the expectations one might have upon hearing the title. On the contrary, the film manages to tackle mature themes with its nuanced approach to teenage anxiety, supported by compelling performances. That these elements are wrapped in the guise of a monstrous werewolf speaks once again to how powerful such genre films can be in tackling social issues.
Tony Rivers (Michael Landon) struggles to fit in at high school, regularly getting into fights and violently reacting to so little as a tap on the shoulder. As his aggressive outbursts worsen, Tony is referred to Dr. Brandon (Whit Bissell), a psychologist known for his use of hypnotherapy. Dr. Brandon initially appears to have Tony’s best interests at heart, but he has mysterious motives. Dr. Brandon plans to use Tony in an experiment he believes will save the human race: to revert humanity back to our primitive, animalistic selves to save us from self-destruction…
On the surface, such a narrative may seem wild, and indeed it is. Were it not for Michael Landon’s superb performance, the rather contrived reason for him turning into a werewolf could have robbed the film of its credibility. No matter how one tries to rationalise it, turning a young man into a werewolf as a means to save humanity pushes one’s suspension of disbelief too far. That said, Tony’s characterisation is wonderful, carrying nuance and pathos that fleshes out a very tragic character. Landon’s performance works in tandem with how his character is written. Tony isn’t merely a young man angry at the world; he is acutely (and somewhat painfully) aware that his outbursts are hurting those he cares for. After lashing out and beating his friend over a miscalculated practical joke, Tony stands alone against the horrified silence of his peers. Gene Fowler jr allows the camera to linger on Tony, and in the torturous silence Landon projects someone instantly made small by the scale of their actions. Landon is capable of projecting so much in just a strained look around the room.
Michael Landon as the troubled Tony Rivers.
Despite the sensational title, I Was a Teenage Werewolf responsibly presents a teenager. Tony’s outbursts may be embellished, but the person behind them is truthful to the complex beast we call ‘growing up’. Consciously or otherwise, the film asks us to look beyond the violent teenager narrative prevalent in contemporary culture. We are asked to look at an individual struggling to cope with his environment. Tony isn’t just a thug, and the deep sense of regret at his outbursts is palpable; he doesn’t want to be the way he is. That he is then exploited for the twisted assertions of Dr. Brandon is the final nail in the coffin for Tony’s unfortunate narrative; the only help available to him is that which betrays and destroys him.
Despite the ludicrous reason for Dr. Brandon’s experiment, Whit Bissell turns in a solid performance as the mad doctor. Bissell is able to sustain an uncomfortable degree of menace that lurks beneath an air of pompous arrogance as he preaches about the doomed future of mankind. His performance is further bolstered by the striking use of shadows throughout his scenes; Dr. Brandon’s eyes pierce the darkness of his laboratory with an unhinged madness. He is the wolf in sheep’s clothing.
Whit Bissell plays the unhinged Dr. Brandon.
In terms of pace, I Was a Teenage Werewolf begins with tremendous energy as we observe a fight between Tony and a classmate. Indeed, that pace is upheld as we learn more of Tony’s violent tendencies and his troubled relationship to those around him. Unfortunately, the pace is severely undercut following the killing of Tony’s first victim once he becomes the werewolf. We constantly cut between Tony stalking the woods (short but exciting bursts of werewolf wonder) to the plodding police investigation. Some scenes of the investigation fair better than others, thanks to the performance of Barney Phillips (as Detective Sgt. Donovan) whose worry for Tony’s wellbeing heightens the stakes. However, by contrast, the tired performances of both the other police officers and the press undermine those stakes considerably – if they seem disinterested in finding the werewolf, why should we care?
Tony transforms into the horrifying titular teenage werewolf.
Despite its pacing issues and some ridiculous plot elements, I Was a Teenage Werewolf is a remarkable horror film. With a limited budget, Gene Fowler jr delivers a meaningful exploration of growing up, and the dangers posed by exploitative authority figures. With thoughtful cinematography and arresting lighting, Fowler is able to flesh out the beats of his characters with skill. Moreover, Michael Landon sustains the film’s credibility (despite the reasons for his turning into a werewolf) with a nuanced projection of teenage frustration, never once allowing the character to become unlikeable despite his aggression. I Was a Teenage Werewolf remains a well-crafted, if sometimes flawed, horror picture with enough gleeful werewolf mayhem to satisfy fans of cinema’s best lycanthropes.
Burning provides a contemporary insight into class division and the consequences of misogyny, in Lee Chang-Dong’s Korean mystery.
Burning premiered at the Cannes Film Festival, marking the directorial return of the great Lee Chang-Dong for the first time since Poetry (2010). Burning is a South Korean mystery drama that follows the story of Jong-soo (Yoo Ah-in), an aspiring writer based on a farm near the Korean border, just outside Seoul. Jong-soo’s mundane lifestyle is flipped upside down, as he falls in love upon reconnection with his old neighbour, Hae-mi (Jun Jong-seo). In time, Jong-Soo and the yuppie, Ben (Steven Yeun), enter a battle for Hae-mi’s affection, though Ben’s mysterious motives don’t appear as romantic as Jong-soo’s.
Ah-in’s almost flat and one-dimensional portrayal of Jong-soo throughout works on some long takes, and scenes with a sense of hopelessness and a lack of real belonging. However, it’s hard to accept that the constant passiveness of our protagonist would last for as long as it does. We’re informed of Jung-soo’s dysfunctional family relationships, with his Father facing a trial and consequent imprisonment for his aggressive nature, which also caused Jung-soo’s Mother to walk out on the family at a young age. For the entire film, we never see Jung-soo show any emotion for either’s situation, even when his Mother calls and meets him after over a decade, and as his Father is sent to prison. We’re aware of the knowledge that Jung-soo’s character is very internal, and understandably so, but this prohibits a connection, belief and only confuses the viewer. It’s unfair to only blame Ah-in for this though, as the characterisation in the screenplay must be looked at.
Continually, this remains with the disappearance of Hae-mi. Until the very last scene, which still results in a lack of an outpour of emotion, we only see polite and interrogative questioning from Jong-soo in his attempt to get the truth from Ben. It’s frustrating and disables a willing suspension of belief that Jong-soo, would still be as passive and mundane as he is. Ben, by the way, could not have been more obviously involved in her disappearance from the get-go, unless we had a close-up of a tattooed confession on his forehead. The height of any emotion for the majority of the film is simply Jong-soo masturbating, and we keep seeing this time and time again. We don’t even see our protagonist’s action, which is writing, for other than a few shots in the final act. The predictability and repetitiveness have let Chang-Dong’s screenplay down, and cause the first and second acts to drag somewhat.
However, Hong Kyung-Pyo’s cinematography results in a visually beautiful film that will earn Chang-Dong’s romantic mystery with many plaudits. With particular mentions going to the landscape shots of in inner and outer Seoul, and foreshadowing throughout. In Hae-mi’s last scene before her disappearance, her dancing and drifting through the wind in front of the evening sky are visually stunning and reflect the beauty, innocence and frailty of Hae-mi’s character. Also, this was foreshadowing Hae-mi’s vanishing and drift off into the unknown with great execution.
Burning’s character development, repetitiveness and predictability are what lets Chang-Dong down. However, it’s a visually stunning film that highlights class division in Seoul, contemporary misogyny, and the vulnerabilities and danger facing some young women who are driven to succeed. These themes are executed with brilliant realism. And while this couldn’t hold up to the eventual winner, Shoplifters, or other frontrunners for the 2018 Palme d’Or, it is a very good film nonetheless.
This is our interview with illustrator, Agata Pankowska, you can find our feature on her work here.
Agata Pankowska
Are you working on anything new and exciting?
I continue to work on my personal projects – mostly children’s books. Currently, I have finished a dummy for a camouflage project. Readers need to find an animal hidden on each spread and a challenge for me was to make it realistic enough for a young reader to be able to spot the creature, but also not too realistic because then you might as well use photos instead of drawings.
What makes you do what you do?
There is probably a strong self-indulging aspect to what I do and why. I have heard many stories from incredibly creative, talented people who cut their teeth at jobs that did not make them happy. For various reasons of course – sometimes it was practicality; at other times a circumstance forced them into roles they didn’t quite like. But eventually, we all met – at life drawing evening sessions, at uni doing an art degree, or at an art gallery, sketching. And what I take from these stories – each of them valid and inspiring in its own regard, is that if you are a creative person, you will strive to make art. I have lots of ideas and it would be a shame to never share them with others.
Why and how did you become interested illustration?
Art was a part of my life since I picked up crayons one day and doodled my first drawing. But to be more precise, I was probably seventeen or sixteen, back in Warsaw and still at my art school, when I realised illustration was a direction I wanted to take. There is an annual exhibition of diplomas created by students of the Academy of Art I tended to visit. And one time I wandered into their illustration studio. I was enchanted. Everything I did from that point onward was to become an illustrator myself. I finished my school with a final major project in illustration – I made artwork Macbeth and pursued my dream right to the UK where I graduated from both BA Illustration and Animation and MA Children’s Book Illustration.
What do you love about creating book covers?
I like to think I have a good eye for design – which is in itself half of a success for a good cover. What distinguishes a decent design from a great one is the ability of an artist to capture this mysterious ‘something’ about the book a reader may not grasp until they finish reading. An artwork for a front page is something different than simply an illustration you are tempted to put on the cover because it’s a climax of a story. So to answer the question, I think I like the fact that cover design is a play with an audience that aims at captivating their attention. You venture to capture the attention of an audience with a mere promise of the story they’ll then hope to find inside. That, and the simplicity you are allowed to indulge to achieve a stronger, more striking image. Because on a cover, I believe, less is more.
Who are your biggest influences?
There are so many authors that inspire me constantly, from well-established and old masters to people whose work I see online. When “Lord of the Rings” adaptation made it big in the early 2000s and all the concept art was in a well-deserved spotlight, I remember being absolutely in love with Alan Lee’s artwork. There was so much grace in his detailed drawings full of characters and creatures and I can’t deny he was a strong influence at a time. But there were others. Many 20th century Polish illustrators are still some of my favourites like Marcin Szancer or Stanisław Rozwadowski.
There is one book worth highlighting here in terms of strong inspirations. I was chasing it for years and only recently managed to get a copy. It’s a polish edition of Kalevala, illustrated by Michał Bylina, from 1968. It’s extraordinary, from a dust jacket to traditional artwork inside. This book is everything I hope to be doing myself one day.
What’s your source of inspiration?
I’m trying not to restrict myself to looking solely at illustrations when I need to feel inspired. Many things I draw can be traced back to some sketch I had done from observation at some point in time. If I want to design a character in a period costume and am struggling, I will do research about fashion from that era. Same goes for pretty much everything else: architecture, landscapes etc. It’s important to be exposed to new images almost every day and the more you know both from own experience and second-hand, the richer your art would become.
How do you know a piece is finished?
It’s always a matter of a subjective idea of what “a finished artwork” means. For me, it all comes down to two things: (1) what’s the artwork for; and (2) what kind of feel I’m trying to create. If I work on a double spread for a book that is intended for a publisher to see, I make sure it looks the part. But I often treat my sketches as finished artwork – they are fresh and carefree in ways that an image I intend to be a “proper” piece can never be. Most people can draw if they put their back to it and spend an enormous amount of hours on one drawing, but it’s the sketches that give a better glimpse into one’s skill, I think. But as to how I know the image is done? Well, I think it’s usually based on a hunch. A realisation that if I keep going, I will overdo it or fail to meet my deadline.
Do you have any creative routines?
I’m cursed with being such a free spirit about things I do. When you are freelancing, however, you really need to keep yourself accountable and that’s extremely important. Even if I work from home at the moment, I try to keep it more or less in a way as if I was to go someplace else. I will get dressed, even put on makeup – and all of this to fool my brain into a work mode.
What do you hope to accomplish with your art?
On a selfish level, I think what I’m trying to achieve is finding a way to be an artist in a current economy, but what would bring me actual joy in a broader sense would be a knowledge that somewhere along the way people do love the things I create and get inspired.
Any advice for aspiring artists?
Shortly? Don’t give up and keep drawing.
There is no time limit to accomplish your dreams, so don’t stress out if you meet a few obstacles on your way. Some people get lucky really quickly and become successful and I wish to everyone such luck, but the truth is some people need to wait a little longer and keep working and improving themselves until they find their way.
I’m catching up with #mermay2018 ! Be ready for some fish ladies and gents. #2 It’s a crude little doodle, but I’ve always liked it pic.twitter.com/P4ZPWA9xNU