Apr 30, 2010

CD review

I am a fairly big fan of 70s music - Zeppelin, The Who, ZZ Top, Foreigner, Van Halen, Nazareth to name a few. And I was excited to be given the assignment of reviewing a compilation of 70s artists. Yet, somewhat to my dismay, none of the artists I am familiar with [minus the Buzzcocks, Cure and Ramones] were not on the compilation.

Instead of a compilation of music from the 70s, I received a compilation of 70s-punk, or what would later become known as quintessential punk rock.Almost every, but not every, track sounded as if the same four guys got together, tracked and released the songs under differing names.



Having said that, the compilation was not utterly irredeemable. My favorite track was "Jumping Someone Else's Train," by The Cure.It's a song about conformity, following the crowd and finding oneself swept up into the fad-lifestyle that, ultimately shrouds one's identity. And Robert Smith's vocal patterns, face paced and somewhat hidden behind the instrumentals, reinforces the idea of identity loss - at times, the music holds the attention of listener so much that he seems to almost fade away.


Moreover, the song is truly and quintessentially 80s - recorded in 1979 - and lends itself to piquing my ears more than the other tracks on the record.


I would have to venture to say that the most irritating, grating and morbidly mediocre track on the compilation was "Gary Gilmore's Eyes," by The Adverts. On the surface, the song is conveying the horror in the realization the the narrator has received Gary Gilmore's eyes in a transplant procedure. Deeper, it seems to be exploring a feeling of anxiety and, maybe, depression at being shunned, cast out and seeing the world for what it truly is...

But the message is convoluted and hampered by the grating quality of the music and vocal pattern around it. By 1:28 [track time], I know that the narrator is looking through Gary Gilmore's eyes and, frankly, I don't care anymore. The refrain of the same, one lyric over and over and over and over and is simply unnecessary, boring and, most emphatically, maddening [unless the overall purpose of it all is to invoke the narrator's madness into the listener and, then, and only then, did The Adverts accomplish their mission].

And, from an instrumental stand point, the progression and chord selection is cliche' and, simply put, bland. There are no twists and turns, no change-ups, no crescendos, no troughs, no build-ups - the song has absolutely no musical dynamic. It is predictable.

Overall, the compilation was not bad, but not great either. Being a fan of Nirvana, I could take most of the songs without biting my nails. I appreciate what these artists created and can appreciate the insight the venture into not-so-popular 70s tuneville provided me [I remember why I like the Cure and the Buzzcocks now], but it doesn't mean I have to like it...

It's just not my personal cup of tea.

Apr 29, 2010

Vigilantes at Sea

"Established in 1977, Sea Shepherd Conservation Society (SSCS) is an international non-profit, marine wildlife conservation organization. Our mission is to end the destruction of habitat and slaughter of wildlife in the world's oceans in order to conserve and protect ecosystems and species," (seashepherd.org)

Vigilantism is not often something smiled upon by law enforcement, the government or the populace in general - at least not thought to be smiled upon. But there is a group of individuals out there roaming the seas that has garnered support from the aforementioned populace in particular (at least in some part) and they are known as the Sea Shepherd Conservation Society.
 
Due to their unorthodox tactics and firm ideology, the SSCS has, most often, not been embraced wholeheartedly by law enforcement and the government, although SSCS has, in the past, organized with several governmental organizations. Those, though, have fallen through due to the overzealous nature and hotheadedness of many of SSCS's members.

And their tactics don't aide in the their cause - they have been subject to registration restrictions as well as protests and attacks on their own vessels by frustrated fishermen and ideological dissenters alike. As indicated through the Society's mission statement:"Sea Shepherd uses innovative direct-action tactics to investigate, document, and take action when necessary to expose and confront illegal activities on the high seas. By safeguarding the biodiversity of our delicately-balanced ocean ecosystems, Sea Shepherd works to ensure their survival for future generations."

These innovative and direct-action tactics are nothing more than ancient and widely used pirating techniques - SSCS ships have a notorious reputation for ramming, boarding, scuttling and disabling moored ships, and throwing bottles of butyric acid on ship decks. 


All of these tactics are viewed, in most circles, as unnecessary and overtly dangerous not only for those on the receiving end, but for the SSCS crews themselves. Yet international waters are not regulated to an extent that would allow for regulation of the SSCS's tactics.

The only truly agreeable tactic the SSCS employs is that of destroying drift-nets, nets that catch anything and everything in their paths regardless of the intended catch.

But do two wrongs make a right? Is the SSCS justified in taking (or making) law into their own hands, essentially becoming a good-man's pirate? I think it's a touchy subject. I believe in preserving the ocean for not only future generations, but our own and in sustaining vital ecosystems. Yet I also believe in a man's right to provide for himself, make a living, provide for his family and defend his possessions.

OK. So, many of the fishermen gone after by the SSCS are interacting in suspicious or down-right criminal activity. I support that. But I support it in close proximity to some kind of governmental enforcement agency. Vigilantism is a last resort - if everyone took the law into their own hands or acted violently for a cause they believed in deeply, chaos would reign supreme.

My concern is unregulated vigilantism. Just like unregulated fishing and everything these watchdogs fight for, unregulated sea-vigilantism could, and I stress could, burgeon into an international bane if left to continue its current course.

Apr 27, 2010

Free Post: - The Bucking Broncos Catch Superman

"Do Jim Furyk and Tiger Woods swing the club the same way, hit irons the same way? No. But they both win tournaments. There're different ways to throw, different mechanics, and you can still get the job done," (Josh McDaniels, Denver Broncos' Head Coach, via SI.com and Peter King [Monday Morning Quarterback]).


Josh McDaniels hasn't been the head coach of the Denver Broncos long, but he's already made three monumental decisions. The first came in 2009 when he traded quarterback Jay Cutler - a move lauded by most and, overall, a smart decision - for Bears' quarterback Kyle Orton. The second came in April when he traded wide receiver Brandon Marshall to the Miami Dolphins for a two second round draft picks in the 2010 and 2011 NFL Drafts. The third came on draft night and it was a move no one, again, saw coming - he drafted Tim Tebow, the former Florida Gator, as the 25th overall pick.

This could be, according to analysts, the best of or worst of decisions. But whatever the outcome, McDaniels is sticking by his decision. In an interview with Peter King, a Sports Illustrated columnist, McDaniels was thrilled with the concept of having Tebow on the team.

"I love this game so much,'' McDaniels said. "I would die to have 53 guys here who love it as much as I do. I'm looking to find the right group of guys to accept our one singular goal -- to win. I think Tim fits in with that. There're going to be doubts about him. Great doubts -- and I understand that. Some people don't think he has the natural traits of a great quarterback," (Josh McDaniels via SI.com and Peter King [Monday Morning Quarterback]).

Bottom line - Tim Tebow was an outstanding college phenom. He is a quarterback that will go down in the annals of college football history as one of, if not the, greatest. And it isn't just because of his numbers, it is because of his drive, his versatility and x-factor, his charisma and character. Tim Tebow will do whatever it takes to lead his team (and any team he's on is his team) across that goal line.
But will all of that translate into his pro-game? Many critics say his throwing motion is all wrong, it takes too long to develop - he exposes the ball far too much to survive at the pro-level. And yes, Tebow did not, by far, have the best pro-day or combine performance around. In fact, he flopped: his form just didn't fit the pro framework.

Yet it's all the studying, the work ethic, fast learning and quick-on-his-feet mentality, not necessarily the form, that has caught the eyes of coaches. And, I think, that Tebow will learn faster than his critics have stated, but he doesn't need to play, as Peter King suggests he may, his rookie season in the pros - at least not be the go to guy. A few snaps here and there won't hurt, but Tebow still needs to study reels and reels of film and train and train and train...

I know that Tim Tebow can make it, but just not right out of the gate. And it's good he has two experienced quarterbacks ahead of him in the depth chart to teach him a little something here and there: how to throw a tighter spiral, how to make a quicker delivery, how to take snaps from under center. I know that, although at first disappointed, Denver is somehow a perfect fit. I know that come fall, I'll be watching a lot of Bronco football...

I just still can't believe he was drafted in the first round...




The Old Republic: Dev. Diary 4

Art and concept design are always integral to games, no matter if it is the low-res, iPhone application, the downloadable arcade side-scroller, or the grandiose, metropolis of a famed, beloved and relatively unknown world in a galaxy far, far away.

Here, the developers at BioWare are focusing, in this video, on only one planet, Coruscant, in the Star Wars universe. They show all the fanboys, Star Wars enthusiasts and everyday gamer that they are sparing not expense on giving players an hugely immersive experience - we will finally see what Coruscant, the most politically charged and important city in the galaxy, really is, see how it functions, see its corruption, its beauty. And we know, through the detail they embed into the gameplay, how an experience can be made memorable or forgettable through design.

Oh, and sorry for the German subtitles...this was the only video I could embed. Aber das ist nicht schlecht, das ist ein gutes Ding. Duestch ist ein wunderbare Sprache, zu lernen...


Apr 26, 2010

The Old Republic: Dev. Diary 3

BioWare is ambitious. Evidenced in the following video-diary, Bioware has taken dialogue to the next level and, in many ways, seemingly surpassed their own previous efforts. With great writers and with great actors, BioWare creates a believable and completely immersive Old Republic diegesis that fits perfectly with the overall Star Wars cannon - at least as of second impression and footage of this early build.

Unlike previous BioWare romps through the Star Wars universe (ie. KOTOR I and KOTOR II), it appears as if all encounterable NPCs will be ones with whom the player can converse. And each of these NPCs will, seemingly, learn from actions the player takes and from predetermined dialogue based on a player's class selection.

I'm a little skeptical still, but if BioWare can truly pull it off, which they can, it will change the way narrative impacts gameplay and the way in which videogames are viewed. It could be a step to truly making videogames interactive movies and novels.

But here's more....



Apr 25, 2010

The Old Republic: Dev. Diary 2

Here, the developers delve into the overall narrative arc and setting of the Old Republic. Now, the writers and programmers at Bioware have, supposedly, created an experience in which the player actually controls his destiny and that of the overall universe.

Although this has been said before, it seems Bioware has come closer than any prior studio due to the massive amount of narrative programming embedded within the game - each class has a unique story and, due to the engaging A.I., and its inability to continually respawn, as well as the fact that random, human controlled players will encounter each other, it really does seem that the story is shaped by a player's actions.

Have a listen...