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Flicker, How Much Are You Willing to Forget?FTC Disclosure: I received a copy of this CD in exchange for review. No money changed hands and all opinions presented here are my own.

Every so often I get the opportunity to review releases by smaller, independent or lesser known artists. This is something I’d love to do a lot more of on this blog, moving forward. To that end I was contacted early this year by the band Flicker, who wanted me to review their new album, How Much Are You Willing to Forget?

In the meantime I read and reviewed Scott Bishop’s A Soul’s Calling first. Not because I hadn’t listened to this…but because I was finding it genuinely difficult to stop listening to this long enough to write about it. Doing reviews of unknowns on this blog led me to fear that I’d be flooding my reading and listening time with…well, stuff I’d rather not flood that time with. Here, however, Flicker has fenced me into the opposite problem: enjoying something to the point that writing about it feels intimidating.

Nevertheless, I shall attempt it.

There’s a definite Pink Floyd vibe to this collection of 9 songs, but I feel as though carrying the comparison too far does this band a disservice. After all, part of the enduring appeal of Pink Floyd has to do with their overt challenging of musical preconceptions. (The same can of course be said of Frank Zappa.) It gives them a pretty timeless shelf-life, but it also means that it’s easy to find examples of that approach backfiring, where they overreach just enough that the weirdness and experimentalism starts to feel silly and reductive. When it comes naturally the listener feels as though he’s being granted access to an entirely new and exciting universe, bursting with possibility. When it doesn’t come naturally it feels completely artificial, and somehow even embarrassing.

Here the experimentalism comes naturally, and the stranger passages — of which there are many — feel like integral parts of the journey. This is a good thing, because the songs are relatively long (five of the nine songs break the six-minute mark, and one falls just short) and if the experiment doesn’t pay off, you’re stuck with it for the long haul.

Fortunately, the experiments pay off, and there’s not a disappointing moment on the disc. Flicker shifts from brash to spacey to heartfelt in the space of a single chord change and it feels right. In fact, for an album of only fifty minutes or so, it sure covers a lot of ground.

What it does lack, I would say, is a stronger sense of cohesion…a symptom of its own ambitiousness. It feels as though the band is more interested in crafting a series of strong singular experiences than one grander, album-spanning one. Not a problem in itself, of course, but it does make How Much Are You Willing to Forget? feel more like a collection of impressive splinters than like one single work of art.

It’s a small criticism at best, and honestly not much of one at all, especially when the individual tracks are this good.

My personal pick for standout track is “Counting Time,” a cathartic series of smaller build-ups and releases that swirl about in an atmosphere of uneasiness. It’s a rare song that uses well-chosen moments of silence to make itself feel massive and eternal, and it’s easily the one I’ve returned to most. There’s also a brilliant, improvised-sounding vocal outtro by an uncredited female that adds a lot of personality to an already excellent tune.

As far as accessibility goes, both “Go” and “Everywhere Face” sound tailor-made for the radio…and, not coincidentally I’m sure, are recorded to radio-friendly lengths. The former is an absolutely Floyd-inspired ramp-up promising big things that the album fortunately delivers, and the latter is a much darker, pounding dirge that nevertheless carries the sense of immediate familiarity every single needs.

Some great and rewarding experimentation rounds out the experience in other tracks, such as “My Empty Head” which fills more than half of its space with a lengthy, airy jam that works brilliantly here and promises so much more if the band is willing to play around with it in concert. It’s passages like this that tend to resonate with me most, and in the case of Flicker it’s the moment that absolutely had me hooked. It takes more than talent to record a piece of music like this…it takes heart. And judging by this track alone, Flicker has a lot of both.

“Is This Real Life?” closes the album with a long, plaintive piano-driven ebb into nothingness, and it’s exactly the kind of gorgeous simplicity that only a band with this much confidence in itself can pull off well. It’s an excellent way to punctuate a debut, bringing both closure to the listening experience and leaving a lot of room to anticipate an impressive followup. It’s also a welcome breath of simple reassurance after an album’s worth of restless complexity, and a great way to bring the experience back down to earth.

It’s always nice to discover a new band, especially one so versatile and restlessly impressive. I look forward to hearing a lot more from them, so be sure to check them out on iTunes or at their Bandcamp page. And no rush on the follow-up, guys…I’ll have this one in rotation for a long time.

FTC Disclosure: I received a copy of this CD in exchange for review. No money changed hands and all opinions presented here are my own.

Hello and welcome to a brand new series that I thought of just now, while writing this sentence, which is good, because if I hadn’t thought of one I’m not sure where I’d go with this.

This is $1 Adventures, wherein I spend one dollar on Steam, hoping to end up having an experience that’s worth far more than that. Say, $1.01. Steam is a digital distribution service that’s home to many great games, and sales are regular and plentiful. In fact, sales are so frequent that I end up downloading tons of games that I never even find time to play. Obviously, then, the best thing for me to do is start a series in which I download even more, focusing on games that are likely shit.

As far as rules go, that’s the only one: spend no more than a dollar. That may be the game’s normal price, that may be its sale price…it doesn’t matter. I’ll then play through the game and assess its actual worth, which is legally binding I think.

And where better to start than Las Vegas, where you can take such a small amount of money and turn it into something larger, and then even larger, and then a little smaller, and then you lose your house?

So let’s move forward and invest $1 in Vegas: Make It Big, a title which lends itself to hooker jokes so cheap even I wouldn’t make them.

The first thing we see when booting it up is that the game runs automatically in Windows 95. Maybe 98. Honestly, it’s been so long since I’ve seen a launch window like this that I’m already assuming it’s a Minesweeper clone. It’s the sort of thing you’d find on those 50,000 Most Wonderful Games Ever compilation CDs, where 25,000 of the games didn’t work, 24,999 didn’t tell you how to play them, and the last was some bootleg Tetris thing that totally wasn’t a ripoff because it used bugs instead of blocks or something, and which you’d play on Saturday night well into the next morning, eating Spaghetti-Os out of a can and crying.

Those were the days.

I click “configure” to see if I can run the game in a window and I can’t, which means taking screen shots will be that much harder. Not off to a good start, Las Vegas: Make It Hard. I also check the “ReadMe” file, which is indeed in txt format, just to remind me of how not-far I’ve come since middle school. Instead of teaching me how to play the game it warns me about “performance issues.” This should be great.

Ah, so it’s Windows 98 after all.

We get some title cards and then we’re dumped at an options screen that welcomes us to The Strip and invites us to watch an episode of King of the Hill.

Actually these are two different scenarios to choose from. In the first, you build a gambling empire in the heart of Las Vegas. In the second you drink too much and verbally abuse your fat son Bobby. I go with the first.

It’s Sim City, if Sim City sucked. For starters, we’re stuck in a mandatory tutorial. The game squawks and screams at me every time I click something, because I’m not clicking the one thing it’s squawking and screaming at me to click. Unlike Sim City I don’t get to build roads leading into the sea or chemical refineries next to elementary schools for the fun of it. No, instead I need to follow instructions so precise that I honestly don’t know why Vegas: Make it Salty doesn’t just build it for me and wake me up when it’s done.

There are a wealth of options and menus and suboptions and submenus and menuoptions and optionmenus, each with its own mess of unidentifiable commands embedded within, but I’m not allowed to play with them I guess. I just need to do what the game tells me to do. It’s like going to the actual Las Vegas, but you’re with your overbearing father who won’t even let you roll down the windows because it’s too loud out there.

Las Vegas is supposed to be a world of magic, of enchantment, of gaudy approximations of enchantment and magic. It’s a place where dreams come true, and dreams are crushed. (Both, if your dream is to have your dream crushed.) But playing Vegas: Make ‘Em Laugh is like being bossed around by a crabby supervisor who keeps telling you exactly how you’re making the coffee wrong, but would rather stand in the corner with his arms crossed than help.

I eventually succeed in building my first hotel, which upsets my supervisor even more because I built it too far away from the sidewalk. Well forgive me for wanting to give my guests some exercise! There’s nothing I hate more than fat people clogging up my elevators, and that’s saying something because I hate an awful lot of everything. I figured I could discourage them from staying here by stranding my hotel in the middle of some scooter-unfriendly desert sand, but I guess not.

As penance I am forced to lay some pavement for the residents, so that they can get from the street to my hotel while bitching all the while that this walk is so long my god. It costs me another few hundred dollars to do that, and not one little pixel man thanks me for it.

Actually I just expected that the hotel would be larger. You know. Since it’s in the middle of fucking Las Vegas. Instead it’s barely the size of a small Arby’s and I had no idea how much space was going to be wasted. Oh well. At least I’ll definitely get all that lucrative wanted-to-stay-in-a-huge-city-but-couldn’t-stand-the-idea-of-an-appropriately-sized-hotel business. Ca-ching!

I’m asked to choose a theme for my hotel. I choose House of Zeus. My only other option was a gambling theme, which, let’s face it, is a cornered market. At least with House of Zeus I might be able to reel in some confused history teachers.

I don’t know what’s going on. I think the game is trying to scare me off by throwing irrelevant options and windows at me. The joke’s on it, though…I was scared off before I even booted it up.

It looks like it’s trying to both tell me how shitty a business man I am and sell me things like family portraits, sunglasses and a yacht. That’s not how salesmanship works, Vegas: Make It Soggy. You’re supposed to flatter me. Make me feel good about myself. Get me on your side and then move on to the okay okay I really want that yacht please please please let me give you all my money for a yacht.

But alas, the game won’t let me click anything. It’s as though Jesus has led me into the desert to offer me all this great stuff as a test, and I keep failing because I just nod and say “Yes please, that sounds wonderful.”

I’m told — in a way that doesn’t so much edify me as it does remind me that I sure was stupid not to know this in the first place — that I need to build a management office. I also learn how to zoom in so that I can take better screen shots, just as I’m losing interest in taking them.

The management office has some naked Greek people writhing all over each other as a motif, which I think does a great job of conveying my “no shit from anybody” management style. The default green and white checkerboard foundation also does a great job of conveying my “embarrassingly unprepared for this” entrepreneurial style.

I also tinted my upper windows, apparently, so you guys will just have to imagine for yourselves what kind of wild shenanigans I’m getting up to in my over-office penthouse on a vacant lot. (Tetris. Spaghetti-Os. Crying.)

I now have to build both a souvenir shop (because who would want to forget their visit to the world famous Hotel Inaccessibility?) and a maintenance shed. I learned my lesson from the hotel, so I’m saving on paving stones by building the souvenir shop right next to the street. That’ll make it easier for both customers and robbers, which proves that I don’t play favorites.

The maintenance shed goes right next to it, because that’s faster than scrolling, and look! It even comes with a little maintenance guy to stand out front and make the shoppers feel uncomfortable!

This is Brad. Or that’s what I’m calling him anyway, because I see a man drunk before 7 o’clock at night, wiping his nose on his sleeve and standing outside waiting for a stranger to talk to him, and I think “Brad.”

Brad serves a dual purpose, I’ll say. Since he’s so close to the souvenir shop, he can help with restocking duties and unclogging toilets. He’s not particularly strong so I can’t rely on him for security, but he’d probably stop more rapes than he’d cause so overall that keeps us on the positive side of the ledger.

I zoom out to get a better look at my misfit empire and…and…what’s this? Somebody checked into my hotel! That’s another $25 in my pocket like that!

Wait a minute…$25? Why the hell are my rates so low? I just spent several thousand dollars paving walkways to nowhere because you assholes are afraid of getting a little sand in your shoe and all you’re giving me for a night in my hotel is $25? That’s not even enough to feed Brad! And the labor board told me I really needed to start feeding Brad!

But the game doesn’t let me linger or even let me, you know, shake that fucker down for some more money which should totally be an option especially in Vegas. Instead it forces me to start placing all kinds of unnecessary crap on my property that I don’t want.

For starters, why do I have to build a movie theater? And why must that movie theater tower over the things I actually care about here, such as my hotel, and my precious sand? And how much will these movies cost anyway? Judging by the discount rates of my hotel I’d say you get to watch endless movies all night for a nickel. Maybe I’ll even shine your shoes.

Come on, Vegas: Keep It Greasy. I’m a better business man than you are…can’t we just skip this tutorial already? You’re forcing me into the role of theater mogul and I think I should have the right to put the breaks on this new career path.

I also need to build another maintenance shed, only this one is for maintaining the theater. Come on, I have Brad! This is his job! Do we really need a whole other building with a whole different name and a whole new even-shittier-looking appearance to drag down my own property values?

I put it immediately to the left of my cinema, so that I don’t have to pay for this guy to take a taxi to work or something. It even comes with a whole new creep to stand outside and accost women and children who were dumb enough to go to my theater alone.

I’m telling you right now if you’re reading this: I don’t know this man. I can’t seem to force him to leave my property. Until I can get rid of him please don’t go to my theater alone.

Anyway, that’s a hotel, a management office, two maintenance sheds, a souvenir shop, a movie theater, and six hundred trillion miles worth of paving stones. Not bad for a single day’s construction.

Not bad…but not enough! The game now informs me that in addition to disappointing my parents, wasting money on a worthless literature degree and regularly throwing my vote away, my near-vacant lot in the middle of the slummiest slums of Las Vegas isn’t “beautiful” enough.

The game even overlays a filter showing me, scientifically, exactly how not-beautiful my investment property really is. It’s the video game equivalent of someone not only lecturing you on how you should take better care of your money, but actually producing photocopied bank statements to definitively prove that you are incapable of taking care of yourself.

So it tells me to plant a tree. And I plant a tree.

And damned if this isn’t suddenly the most beautiful patch of desolate earth in Vegas. I even check the overlay again, and, sure enough, the tree is radiating green pixels that — as in real life — symbolize beauty.

Man this tree is just gorgeous. I even kept it away from Brad and that sex offender who lives next to the theater, because it’s a beauty that I simply couldn’t bear to see corrupted.

Also I don’t want them grabbing free coconuts or anything. Those guys are robbing me blind!

At long last, after so much waiting, nearly one full day after I came to Vegas with nothing in my pocket but hundreds of thousands of dollars and a screaming tutorial, I build a casino.

I think I’ve got the perfect name for it, too: Casino Casino Casino. It’s like Circus Circus, but with Casino instead of Circus, and three of them rather than two.

I predict big things for Casino Casino Casino. And by that I mean I predict I’ll never visit it again once I shut this game off. Good news, Casino Casino Casino…you won’t have management breathing down your neck.

I’m noticing a man in the lower right of that picture, walking along The Strip and daydreaming about wooden chairs. I wonder what kind of simulation he goes home and plays at night.

I’m invited into my own casino, which is pretty nice, considering that neither Brad nor the sex offender ever invited me inside, and the souvenir shop didn’t even let me browse my own selection of walnuts with googly eyes that say I WENT NUTS IN VEGAS.

My excitement is short-lived, however, as they just want to make me decorate the place. That might normally be fun, but then they start teaching me about how to maintain the machines and unload the money and all that crap.

Why am I doing this stuff myself? I only install one slot machine because as soon as I install it I’m assailed with windows trying to teach me about all the various things I’ll need to do in order to keep the thing operational.

Isn’t that why I have a staff? Donald Trump doesn’t have to get down on his knees and recalibrate spinwheels. He doesn’t have to vacuum the rugs and pick the green M&M’s out of Tony Orlando’s candy bowl. No, he has other people do that for him, so he can stand on top of a skyscraper shouting about Sharia law and birth certificates. That’s what I want to be doing!

Perhaps — and, really, just stay with me here — I should have hired a staff before I opened four disparate places of business. Perhaps — and, yes, I know I’m new here but I think I might have some insight — these places would run so much better if I wasn’t running them all myself, simultaneously, with no help. Perhaps — and I really do hope I’m not overstepping any boundaries here — an entire massive gambling vacation resort needs more than two maintenance guys who never leave the shed and a CEO who dutifully scrubs every toilet with his own loving touch.

Why oh why am I now in charge of emptying slot machines? Aren’t I supposed to be managing the company? Can’t somebody else sell chewing gum or do I have to man the concession desk myself, too?

Anyway, welcome to the floor of Casino Casino Casino. I’m already overworked to Hell and back so I’ve limited myself to a slot machine, a black jack table, and a security guard.

This should work well, I think. It’s no frills, I know, but I’m not much one for frills anyway, and with the security guard I have at least one extra set of hands to help keep the place running. I know that that’s not his job, strictly speaking, but if I’m washing sheets and singing lullabies to Brad then maybe Officer Hardass here can pitch in a bit as well.

THEN AGAIN MAYBE NOT:

Come on now! I need to move this bastard’s legs as well? Can these people not do anything without me?

The asshole I hired sees a crime — in a casino that has a whole two gambling stations — and I need to come in and bend his knees for him so that he can go investigate?

This is getting ridiculous. Who knew the workforce in Las Vegas was this unmotivated? These are the laziest people on Earth. Do I need to keep checking on him to make sure he didn’t drink too much liquid on the job? What if he did? Would I have to walk him step by step to the bathroom, undo his belt, and squeeze him until urine comes out?

For crying out loud, man, I shouldn’t need to carry you back and forth across the casino floor. I know the economy is tough, but it’s not so tough that I need to hire invalids as my security guards and maintenance men.

I can’t spend all day babysitting him in here. I need to get back outside. Somebody might be vandalizing the tree!

I’m not doing it. If you want to move across the casino floor, you can move yourself across the casino floor.

Needless to say I move Officer Useless across the casino floor. It requires me to click a series of very precise icons in such an unintuitive way that I think it would be easier to just slice his legs open and tug on the muscles myself.

He makes it halfway across the floor before giving up — which, to be fair, coincides exactly with me giving up — and stands with his arms crossed, splashing green light everywhere which now represents security. So, well done. I’ve secured this empty patch of the casino which somehow manages not to encompass either of the two areas where security might be necessary.

One of my lone, confused patrons walks over to an unused raised platform, surveys the emptiness around him and inside of himself, and frowns.

I know the feeling, sad man. I too came to Vegas seeking something larger. I too ended up in an empty casino that really shouldn’t be open to the public until it’s actually stocked and staffed. I too had a dollar in my pocket, and hoped against hope that it would lead me to something bigger.

Here you go, friend. These are the keys to Casino Casino Casino. It’s yours now. And I won’t be coming back again. I’m leaving Las Vegas. Like Nicolas Cage. But with the sense to know when to quit.

Vegas: Make It Big
Released: Dec. 21, 2006
Price on Steam: $0.99
Regular Price on Steam: $4.99
Price It Should Be on Steam: -$25, in honor of my first and only guest at the House of Zeus

The post title here is an observation made by Homer Simpson in “Homerpalooza.” It’s stuck with me because so many times I’ve enjoyed an album, only to notice it was indeed released in 1974. So I figured I’d do a little bit of digging and put together an abbreviated list of truly great stuff released in that ostensibly magical year, and, sure enough, it looks like Homer has a legitimate argument here. I omitted anything that can’t be classified as rock, and a few others that were hugely well-received but with which I have no personal experience, and…well…it’s still a hell of a list.

Diamond Dogs, David Bowie
David Live, David Bowie
Okie, J.J. Cale
Planet Waves, Bob Dylan
Before the Flood, Bob Dylan & The Band
Here Come the Warm Jets, Brian Eno
The Lamb Lies Down on Broadway, Genesis
Dark Horse, George Harrison
Walls and Bridges, John Lennon
Feats Don’t Fail Me Now, Little Feat
Sundown, Gordon Lightfoot
Son of Dracula, Harry Nilsson
Grievous Angel, Graham Parsons
Queen II, Queen
Rock N Roll Animal, Lou Reed
It’s Only Rock N Roll, The Rolling Stones
Country Life, Roxy Music
Live Rhymin’, Paul Simon
Pretzel Logic, Steely Dan
Walking Man, James Taylor
The Heart of Saturday Night, Tom Waits
We Had It All, Scott Walker
Odds & Sods, The Who
On the Beach, Neil Young
Apostrophe, Frank Zappa
Roxy & Elsewhere, Frank Zappa & The Mothers of Invention

No wonder the Simpsons are always in financial trouble. I’d be broke too if I lived through a year that had even a fraction of those records worth buying. Homer, you indeed win this round. If only my adolescence were as culturally rich as yours.

The mere fact that I’m writing this review sort of gives away my feelings, as I didn’t intend to write anything — or, at least, not much — about it at all. But History Repeating – Blue absolutely shocked me with its quality. For anyone who’d like to purchase it before reading my spoilers, be my guest. I recommend it outright.

History Repeating – Blue is the first half of the Mega Man 3-themed rock opera by The Megas. It’s been years in the making, which for a long time had some folks wondering if it would ever see release. It was not only worth waiting for, but it represents an enormous step forward for the band in both their writing and musicianship.

The fact that History Repeating is being released in two parts is my only real disappointment, but stick with me because I’ll negate that disappointment before this review is through.

The 10 tracks on this album suggest that the Mega Man 3 rock opera is going to be significantly longer than its Mega Man 2-inspired predecessor, Get Equipped. After all, that album only had 13 tracks, and two of those were less than 20 seconds long. Here we have four robot master themes (Top Man, Magnet Man, Spark Man and Snake Man), two Wily themes, a long intro theme (split in half) and a gloriously meditative tune built upon the simple Game Over theme.

I can’t stress enough how impressive it is that the band weaves such an emotionally-invested story based on the Mega Man games. Those titles were famously slight on the storytelling. There were hints of themes and continuity, but, overall, they were just an excuse to dodge traps and shoot things. That’s fine. What The Megas choose to explore is the mindset of somebody trapped within such an existence. On the surface, it’s a fun game. On the inside, though, what is happening? What kind of thoughts would he have? How would he cope with them?

The Megas have now covered three Mega Man games, and the psychological progression of the protagonist is noticeable. Throughout the EP based on the first game, Mega Man is silent. He’s been told to destroy the enemies of Dr. Light, and he does that. The closest thing to an emotional response comes from Dr. Wily, who pleads with Mega Man to acknowledge the destruction that he himself has caused in his mission to take the old man down.

Throughout Get Equipped Mega Man is similarly enthusiastic about his quest, but the album ends on the tellingly introspective “Lamentations of a War Machine.” It’s here that Wily’s words seem to have at last gotten through to him. As Mega Man’s body count rises, is there any reason that he can’t be tarred with the same brush? The refrain sees Mega Man questioning his creator, Dr. Light, and pleading for some justification of his actions, or at least reassurance that he did the right thing. We don’t hear an answer. Mega Man’s concerns go unresolved as the song ends, and the rain begins again to fall.

Here, in History Repeating – Blue, Mega Man opens the album by openly wondering how many more times he’ll need to do this. (If he’s feeling this way now, I can only wonder how exhausted he’ll be by Mega Man 10.) His future seems to be set in this cycle of torment, this unending gauntlet of villains and a race of people that turn only to him when they need help. He’s still going about his work, but he’s at least aware that there are alternatives…which is why “Continue” works so well at the end of the disc.

I was a bit worried about the interruption of narrative flow that would occur with a split release, but “Continue” is as perfect a disc-1 conclusion as anyone could ever hope for. Sung by an unknown figure (Dr. Light? Roll? Mega Man to his reflection?) it gives our hero a chance to consider an alternate path for his life. He never would take such a path, the song assures us, but he’s starting to notice that it’s there. Mega Man is, three games and albums later, finally acknowledging the paradox in his prime directive to fight for everlasting peace. That kind of self-questioning is a beautiful sentiment, and it’s handled with impressive atmosphere and emotion.

The fact that it comes after Mega Man is tempted by Snake Man — who, with a smart move, is portrayed here more as a Biblical serpent than with the more naturalistic connotations of a true-to-life snake — to defect and join Wily’s team. While there’s no chance of that happening on disc 2, the question is more important than the answer. Snake Man weaves a tale of murder, hatred, coldness, blindness and…well…evil. But it’s a tale he’s weaving about Mega Man. Both Dr. Light and Dr. Wily send out their creations to destroy and to kill. Can one be inherently better than the other? Their intentions may be different, but their methods are not. Is Mega Man just as culpable for the war? It’s an interesting question, and it’s clear that Snake Man’s words would indeed resonate for the super fighting robot.

One other fascinating theme is continued from Get Equipped, and it has to deal with the concept of surrogate children. In Get Equipped one of the standout tracks was “The Message From Dr. Light,” which revealed that Dr. Light created Mega Man not as a peace keeper or a war machine, but as a son. Unable to have one of his own, Light created a mechanized replacement. He feels a great deal of affection for his creation for that reason, and Wily by this point has decided to adopt and corrupt that idea as well, and has also begun referring to his own creations as children. This leads to a humorous, almost Sonichu-like, frequency of artificial creations addressing humans as “father.”

Dr. Light legitimately wanted a son and transferred that dormant love to Mega Man. Dr. Wily, by contrast, saw how well that helped keep Mega Man in check, and began employing it himself. It’s a brilliant way of subverting the protagonist’s driving force. He fights for his father because he cares about him…but is that any different from his enemies, who are also fighting on behalf of their father? As Snake Man observes, the lines are blurring between wrong and right. Things are starting to look pretty similar on both sides of the fight. Mega Man takes a walk in the sand halfway through his journey — unlike Get Equipped he can’t even finish his mission first — and looks inward. That’s “Continue,” and it’s one of the album’s many accomplishments. We don’t know what he sees, but we know he doesn’t like it.

Elsewhere we have a pair of swirling, rocking Wily tunes as he preps Gamma, his latest WMD, and the other three robot master songs. Top Man’s is a relentlessly danceable masterpiece of mindlessness and Spark Man’s is a militaristic call to arms, but the real winner here is Magnet Man’s, which characterizes the villain as something of a delusional romantic, who may or may not have actually had a fling with Mega Man’s sister, Roll. It’s funny, catchy, and probably the most accessible tune in the collection.

I was prepared to be disappointed by this release, as I thought it would feel like one half of a greater piece. However it just feels like an extremely cohesive and exciting first act. There’s more to come, and we’ve likely got a pretty long intermission, but it’s already worth waiting for.

I used to wonder what it might have been like when Frank Zappa released his masterpiece Joe’s Garage in 3 parts, with delays in between. How did it feel to have that one story, that one work of art, that one musical journey, interrupted and dispersed over a much longer period?

Now I have a much-smaller-scale analogue. It feels pretty great. It’s a sense of creative excitement. And it gives me a chance to focus my attentions more strongly on a first half that, very likely, could have otherwise been buried beneath the impact of the conclusion.

As such, I’m left with a paradox of my own. I can’t wait…and yet I hope The Megas take their time. I’m happy to savor this as long as I can.


Reader / humorist / friend (titles in ascending order of importance) David Black wrote in recently and asked a very interesting question. He was wondering if the obtrusive hallmarks of a Wes Anderson film could also be serving as barriers, holding his films back from being great in their own right. In other words, does Anderson’s strict adherence to being Anderson restrict the growth of his films?

My first instinct, of course, is to respond with a simple no, hit David very hard with the Royal Tenenbaums script book, and never speak of it again. But he’s far away and I actually do think it’s a topic worthy of consideration. After all, Anderson’s films — like Anderson’s characters — do erect walls between themselves and others. It’s part of what defines their identities. Dignan plots every step of his life 75 years in advance, Steve Zissou surrounds himself with script writers, camera men and original score composers so that he’ll never have to cope with an unstructured moment, and Francis Whitman distributes daily itineraries — laminated, natch — to keep his brothers ever on task.

Those are his characters, of course, but in a larger sense Anderson does the same thing. His scenes are dense and detailed, his dialogue deliberate and cautiously delivered, and his soundtracks meticulous. There’s rarely a moment in any of his films that feels spontaneous; it would work against what he does, and it would be well outside of his comfort zone. The films of Wes Anderson are almost painfully composed. You may not feel that his scenes are particularly lively or energetic, but allow your eyes to drift a bit to the margins and you’re going to find evidence of truly passionate, boundless and insatiable creativity…a carefulness of purpose that seeps much deeper into every scene than the words his characters are asked to speak.

Which, I think, becomes quickly the crux of my response. The hallmarks to which Dave alludes are clear, and his question about their accidentally subverting Anderson’s emotional thrust is valid. After all, what are some of the most common criticisms about Anderson’s films? Read a negative review or ask somebody who’s not particularly a fan, and you’re bound to hear things like “unnatural dialogue,” “unrealistic characters,” “coldness.” Perhaps Anderson is missing the forest for the trees, so to speak, spending so much time and investing so much of his energy in refining the details that he forgets to — or neglects to, or is unable to — provide an engaging and resonating emotional experience.

The question, as I say, is valid. The answer, however, relies on another question: is Anderson’s trademark detachment and ennui structurally consistent — or tonally sound — with whatever grander point he’s trying to make? Kurt Vonneget’s fourth rule of fiction writing is this: Every sentence must do one of two things–reveal character or advance the action. He was speaking about literature, but we can apply that to film as well, so long as we broaden our concept of the word “sentence.” And even though Vonnegut himself actively encouraged breaking these rules, it provides us with a decent baseline of intent: do each of Anderson’s details either reveal character or advance the action?

I would absolutely say yes, though Anderson’s intentions lean far more toward revealing character than advancing action. After all, in each of his films the seeming narrative thrust is subverted and replaced before it really gets moving, whether it’s Max getting expelled from The Rushmore Academy, Royal’s lie being exposed or the brothers Whitman being left behind by the titular train, Anderson is telling us in each case that the story is changing, all around us. We once meant to do this, but now, instead, we are going to do that. What happens isn’t important merely because it happened…it’s important because of how it made us feel. As the great Frank Zappa said, you should be digging it while it’s happening, because it just might be a one-shot deal.

Advancing the action is of comparatively little interest to Anderson, and he’s perfectly willing to bring it to a complete stand-still if it means we’ll get to spend more time learning about his characters…something that happens quite literally in The Darjeeling Limited when the train comes to a complete stop, leaving the Whitmans (and us) with an unplanned opportunity for ceremony and soul searching.

But what do Anderson’s obtrusive hallmarks — the reason Dave asked this question in the first place — have to do with this? Well, on the surface, perhaps not much. Anderson’s characters are as deliberately constructed and detailed as his sets, something even his detractors would admit, but these details can serve as deterrents to digging deeper, and finding a real human being inside. That’s something that some would call a weakness, but it’s exactly what Anderson wants. He may well overtly manufacture his characters, but since these characters overtly manufacture their lives, that’s a pretty fitting approach, thematically speaking. In fact, I think it’s much more helpful to view the question from the ground up: instead of looking at Anderson as a man creating these characters, look at the characters themselves, and then see Anderson’s methods as a way of telling their stories while remaining true to who they are.

It’s difficult — and intimidating — to dig into Anderson’s characters in order to find a shred of humanity, but that’s not Anderson’s shortcoming; it is true the personas his characters deliberately cultivate. The most obvious example of this is Richie Tenenbaum, who isolates himself at sea, and behind sunglasses, and behind a curtain of hair, to prevent anybody from seeing who he really is. After his public meltdown he very much retreated from the world, and erected barricades to keep himself safe — if not exactly sane. When he finally lets down those walls, even in a solitary, dark bathroom, he sees the damaged and weak human being within, and he attempts to destroy it.

Richie’s attempted suicide is a self-fulfilling prophecy. He was afraid that if he let anybody inside, they would hurt him. Therefore the moment he lets himself inside, he knows what must be done.

In a less drastic sense, we can see deliberately cultivated quirk serving as emotional barricades for his siblings as well, which serves to underscore the fact that Anderson chooses these details carefully, rather than slopping them on for the sake of confounding audiences. In the case of Chas Tenenbaum, the matching red track suits that he wears with his two boys are a way of both pressing his sorrow inward — his wife’s death, which must be re-internalized every time he slips into the outfit — and sheltering himself and his family from ever facing it again, with the bright red uniforms becoming, suddenly, identifiable beacons in the event of tragedy.

It’s an unspoken detail strengthened by the fact that the closest thing to a real tragedy — a car accident that kills his dog and nearly his sons — occurs once the track suits are removed. Its removal also, however, allows Chas to soak in the full benefit of a Zen garden, and without his protective shell he’s much more receptive to his father’s unexpectedly selfless gesture: buying the family a new dog. Being freed of this physical trapping allows Chas to admit to the true depths of his sorrow, something he was never able to do earlier, opting instead to storm off and internalize.

A similar — though differently functional — affectation can be seen in the case of Margot Tenenbaum, who — for reasons equally unspoken — chooses to wear a wooden replacement for her missing finger, both visually and aurally obtrusive, rather than something a bit less conspicuous. To many, this might seem like just one more of Wes Anderson’s distracting details that allow him to focus on design over character development, but for Margot it’s a symbol of her own detachment. She wears it like a scar, and draws attention to it so it won’t be forgotten.

Throughout the film she stands apart from the rest of her family, likely a result of Royal’s tendency to inform people up front that she’s adopted, and therefore not technically his. This unwitting familial detachment became a defining feature of her personality, and ultimately manifested itself physically during a visit to her biological family, where her finger is accidentally severed, and her outfit and demeanor make clear that she’s necessarily detached from that family as well. Her missing finger is a symptom, and a reminder of a completeness she will never feel.

I think that instead of Anderson’s hallmarks standing as obstructions to genuine greatness, they instead help inform a cohesive whole. His films work better with a cumulative impact, meaning more and reaching deeper the more of them you experience. One film on its own may or may not move you, but viewing several will give you a better opportunity to feel moved by his uncommon methods. And like the unreliable narrators of Nabokov or the deliberately terrifying specificity of Pynchon, these are similar devices deployed differently each time, seeming similar when viewed from a distance but, once studied, revealing themselves to be impressive variations upon what we may have thought was a barren theme.

Consider, for instance, Max Fischer in Rushmore. Max also lives an affected life, with a deliberate bearing and an impressive attention to detail. But this is a life he has manufactured in order to detract from what’s actually there: he is a barber’s son. He piles on extracurricular activities to distract from his less impressive curricular performance. He creates art, wills companionship and outright lies about his father’s vocation and sexual exploits, all in the service reinforcing a bubble around himself, constructing a world that means everything to him that he wished the world could mean on its own. He even demands control over his soundtrack, bringing a cued-up cassette tape along when he makes his move on Miss Cross, and signaling to a disc-jockey to play Ooh La La as an indication of the progress he’s made…even as such a gesture tends to call that very progress into question.

(As an amusing sidenote, Jason Schwartzman’s character in The Darjeeling Limited shares this compulsive control over his life’s soundtrack, relying on his iPod in the same way that his brother relies on his laminating machine to keep the universe in order.)

All of which leads me to believe even more strongly that Anderson’s hallmarks are not just hallmarks, but appropriate showcases for his characters, and respectful echoes of who they wish to be. Rushmore itself is structured like a play, with act breaks and a curtain call, a framing device that draws even greater attention to Max’s careful manipulation of the world around him. He constructs literal scenes on stage, but sees the world around him with a similar directorial eye. Anderson’s shots and soundtrack may have been carefully chosen, but it’s pretty fair to say that he is being true to Max, who would have chosen the same ones. Had Bert Fischer been the central character, we would instead have seen a diminished level of attention, a softer and more optimistic viewpoint, and — if the music in his barber shop is any indication — a soundtrack of cool and unobtrusive jazz.

It’s clear, I think, that Anderson’s characters need this sort of careful composition if they can ever feel at home, and he chooses locations that are conducive to such isolated structuring, whether it’s The Rushmore Academy, 111 Archer Ave. or the Belafonte research vessel. These are the worlds Anderson has created, yes, but they’re also the worlds his characters have created, plying their own layers of history and detail into every room and onto every shelf, whether it’s a massive collection of board games in the closet or a set of out-of-production action figures flanking the television, some method of keeping reality at bay…some protection against a harsh world that has already moved on, and continues to move on, without you.

I don’t think Anderson’s hallmarks serve as barricades, and they won’t as long as he continues to find new ways to apply them, and interesting directions with which he might explore his themes. I think they instead spotlight the self-inflicted trappings of his main characters, and the walls within which they remain their own prisoners. Anderson simply revels in exploring the smallness of the worlds around his characters, and mapping the boundaries that hem them in.

As an artist, he’s revealing character…albeit in an off-putting, defensive, oblique way. And what better way to be true to characters that work so hard to do the same?

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