Review: How Much Are You Willing to Forget?, Flicker (2013)

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.

Review: A Soul’s Calling, Scott Bishop

A Soul's Calling, by Scott BishopFTC Disclosure: I received a copy of this book in exchange for review. No money changed hands and all opinions presented here are my own.

When I was a boy, I used to go camping with my father. During one of these trips, my brother and I decided to take a little walk together. We didn’t think we walked very far, but trying to find our way back to the campsite was difficult. Everything looked the same and the return trip took at least five times as long as the journey out. Ultimately, though, we found our way back.

That which you have just read is true. But it is not, I absolutely hasten to add, a story. It might be an anecdote, but I doubt it’d be a very entertaining one. More likely it’s the sort of thing I might bring up with a group of friends, all of whom are exchanging brief, inconsequential narratives on the same theme (being lost, childhood memories, camping with kids…). But even in the right context, it doesn’t become a story. It’s just something that in some (but certainly not all) cases might be worth repeating.

I could drag it out, certainly. I could add reams of accurate detail that may well make the recitation more vivid for my listeners, but the compounding of unnecessary detail doesn’t turn it into a story either, and without a great deal of fictionalization, it never could be one.

There’s nothing wrong with fictionalization. At least, not within the context of fiction. (That’s kind of where the word comes from.) Fictionalization is a good thing for stories. In fact, I’d go so far as to say it’s the single most important thing. Storytelling is an art, and art lives and dies by the talent of the artist. We might be fine listening to a close friend tell us about a personal experience, and in that case we might feel cheated if we later found out he was embellishing it excessively.

However when we pick up a novel, we don’t want to read a dry recitation of something that the author did. First of all, that’s not what a novel is. And secondly, the novelist needs to demonstrate, in some way, a mastery of his art. This can take many forms, of course; it can be the active and deliberate bafflement of Joyce or the intense simplicity of Hemingway. It can — even better — be one of numberless possibilities in between those two extremes.

But an artist has to do something, otherwise he isn’t creating art. He’s just saying things.

A Soul’s Calling, a novel based on author Scott Bishop’s experience of hiking to the base camp at Everest, just says things.

It’s admittedly difficult to issue this as a universal criticism, especially since the writing in A Soul’s Calling isn’t uniformly bad, but this is essentially a long, long first-draft that is in dire need of a more compelling rewrite. As it stands it reads no better than my camping anecdote, but takes around 1,700 times as long to finish saying nothing. And that’s the problem. Some of my favorite pieces of writing “say nothing,” but they say it in so moving, amusing, or thrilling a way that the act of saying nothing becomes a kind of art unto itself. It takes — or, rather, is sculpted into — a shape, a series of shapes, patterns within patterns that compose themselves into larger movements and statements. That’s what fiction is for.

A Soul’s Calling doesn’t do that. It presents copious details in the hopes that obsessive accuracy will eventually conjure up its own kind of interest in the reader. But it does not.

To be honest, I’m not even sure I should be judging this book as a novel. Its back cover refers to it as a novel, yes, but it also refers it as a memoir…and those two things are mutually exclusive. You can’t actually be both. You can be a Nabokov-esque memoir of a fictional character, or you can be a Vonnegut-like fictionalized memoir, but in each case you’re still writing a novel, and the format (or intention) of memoir becomes a utility…a filter through which that novel is read.

That is not what we have here, and though I’m making a bit of an executive decision by calling it a novel, I think the presence of spirits and talking mountains and a main character who receives visions of an apocalyptic future that he alone can avoid somehow by making this journey all seat the book firmly in the category of “fiction.”

If any of that seems to be out of place for a story about a journey to Everest, then you might be disappointed to learn that it’s also completely unnecessary, and — to be honest — nonsensically handled. When Kurt Vonnegut takes us away from the real-life horrors of World War II to make comical digressions to an extra-terrestrial zoo, or Thomas Pynchon sees it fit to insert a sentient mechanical duck into the surveying party of Charles Mason and Jeremiah Dixon, they do so in order to make colorful points about the things we think we’re familiar with…in order to slant our perspectives enough that we can view the familiar in a new and unexpected way.

However when Bishop employs these strange intrusions, they serve only to confuse his intentions. What’s more, they ring loudly as artificial and empty gestures. After all, when George Mallory was asked why he intended to climb Mount Everest, he famously (and maybe apocryphally) replied with three words that have been connected with the mountain ever since: “Because it’s there.”

Everest is, within our cultural landscape, a mountain whose conquering legendarily requires no justification. It is in itself a justification. If reaching its peak is understood universally as being entirely free from — and separate from — mere human reasoning, then I’m not sure why we need urgent entreaties from the Spirit Realm to justify the comparatively minor trek to its base camp.

The real problem, though, is that this unnecessary justification fails to even justify itself. There’s nothing inherently wrong with making the protagonist the “Chosen One” who alone can prevent massive calamity on a universal scale; this has been the backbone of everything from The Bible to The Hitchhiker’s Guide to the Galaxy. There are countless places you can go with the idea, which is what keeps it from feeling stale in the right hands. It may come across as somewhat trite, but it’s an acceptable triteness that we expect will pay off in some interesting flourishes along the way.

In A Soul’s Calling, however, the protagonist / narrator (who shares a name with the author) some emissaries from the spirit world turn up, tell “Scott” that he needs to journey to the base camp at Everest, and then essentially disappear from the novel entirely. We do hear from them again, but they never actually explain what the issue is, what exact function “Scott’s” journey will serve, or why “Scott” was chosen at all. In fact, every time the narrator describes these conversations or visions, he lapses into an evasive textual shrug, admitting that he can’t really explain what he saw or heard…so, I guess, we just have to trust him when he says that his ethereal Princess Leia assured him he was our only hope. Whether or not he was qualified to shoulder the burden of universal salvation I can’t say, but as a reader I’m absolutely positive he’s not qualified to narrate if he can’t tell us about the most interesting things in the book.

Part of me wants to see this as a deliberate evasion. It wants me to read these moments — and there are many of them — as evidence of unreliable narration. That would indeed go a long way toward turning A Soul’s Calling into a work of art, as opposed to a collection of pages. But that part of me easily loses the war against another part of me: the one that read the book. Bishop’s inexplicable and unexplained forays into a spiritual justification for the trip are simply a baffling obstacle lost in the midst of so many other baffling obstacles, and it becomes an unintentional running joke that the narrator preemptively defends himself against the logical faculties of his audience, assuring us openly that these spiritual visitations — which occur when he’s in bed with his eyes closed — are not dreams. Why are they not dreams? Because they’re not dreams. That’s why. Well, that’s me told I guess.

Even if I could accept that “Scott” were the only hope for both this world and the spiritual world, and that his trip to and back from the base camp at Everest would somehow avoid The Biggest Apocalypse Ever, I absolutely cannot accept that, as a writer, Bishop so eagerly buries the lede.

If you were personally visited by spirits who told you that you needed to perform some earthly task in order to prevent the Alleged Cosmic Implosion of All That Ever Was and Will Be, and you did that thing, you’d then be pretty eager to tell everyone about it. Right? I know I would. But I also know that I’d spend a lot of my time talking about the spirits and the apocalypse, and probably wouldn’t spend nearly all of 340 pages methodically documenting that earthly task instead. And I suspect your narration would have a similar bent. “Scott,” on the other hand, waives away interest in the spirits, and thinks we’re more interested in how many times he stops for Pringles along the way to base camp.

The story here is that “Scott” was visited by ambassadors from another realm — a realm most human beings don’t even know exist — and assigned an urgent task that alone can avoid total intergalactic destruction…but Bishop thinks the story is that he took a difficult walk through the Himalayas. And I simply cannot abide that oversight. After all, that’s what prevents this from being a story, and restricts it to being instead a sloppily-framed and long-winded anecdote.

There are lots of other issues at play here, as well, including a massively problematic relationship at the book’s core. “Scott” and his guide Tej feud constantly on their way to Everest. To his credit, the narrator understands that this relationship is strained. To his much larger debit, he never realizes that the reason it’s strained is that he keeps arguing with Tej, childishly overriding his experienced council, and insisting that they do things “Scott’s” way. After all, Tej has only spent a lifetime physically guiding people along this exact route…and “Scott” has done several nights’ worth of reading on the Internet, so clearly he should be stubbornly disregarding everything his guide is so emphatically trying to tell him.

I was absolutely astounded by the way this played out between the narrator and Tej. All along I was expecting “Scott” to learn his lesson, but no, A Soul’s Calling wants us to believe that the moody American was right all along, and Tej was out of line for questioning him.

I’ve never seen anything like this. I kept expecting “Scott” to receive his comeuppance in some way and realize that the rich and beautiful world he’s so desperately trying to make conform to his expectations is actually the world he should be opening himself to. I find it hard to imagine a version of The Darjeeling Limited in which the Whitman brothers learn that it was smart of them to cling to their possessions and petty grievances, and I find it impossible to imagine that that would work at all as a film. When you fight against accepting another’s culture, the audiences laugh at you because they know better. When you stop resisting, the audience is on your side because you learned your lesson. In A Soul’s Calling however the opposite happens, and the audience is meant to be glad that “Scott” had the willpower to resist the foolish guidance of his (ahem…) guide. And I’ve never seen anything like that before. It genuinely hurt to read.

There’s more I could talk about at this point — such as the narrator’s explanation that every person who’s ever disliked him in life was actually being manipulated by evil spirits (which must be pretty nice, as everyone who’s ever disliked me in my life has done so because I was a dick to them in some way…you know, something that I’m actually responsible for as a human being and therefore must learn a lesson from) — but I think I’ve said enough.

A Soul’s Calling could have had some value, at least potentially, as a dry yet meticulous travelogue, but it ultimately fails there as well because the travel comes across as dead and routine. The narrator arrives somewhere, Tej tells him to go one way, the narrator throws a tantrum and goes another, the narrator gets exhausted, the narrator leans on a rock, the narrator tells us about something he read on the internet, and the narrator goes to sleep in a lodge. It’s just a simple, cyclical repetition of the same few ideas, with no substance or character at all, making this magical and important journey feel more like a boring car ride during which nobody feels like looking out the windows.

I’d like to read a version of A Soul’s Calling that makes something of its own components. I want to know what the spirits are talking about, exactly, rather than getting a spill of vague gibberish about them every one hundred pages or so. I want to see the narrator grapple with the possibility that the spirits aren’t real, and that he might actually be losing his grip on reality, just as any human being would. And most importantly, I want to see the narrator face some consequences for his behavior toward other people, without simply being able to handwave their disgust as being due to the interference of some invisible boogey man.

Because what we have isn’t a story. It’s a recitation of things that happen, yes, but it’s not a story. And it’s not a novel, and it’s not a memoir, and it’s not a travelogue. It’s a numbered collection of pages, and it’s waiting for somebody to give it shape. I hope somebody does; it’ll undoubtedly be for the better.

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

Product Review: Flakeout T-Shirt

I’ll get this out of the way right up front, since I don’t usually review clothing on this site: I received this T-shirt in exchange for writing a review. No additional compensation was offered, and I wouldn’t have accepted it anyway…it was simply a nice opportunity to GET FREE THINGS so, in the spirit of Christmas, I jumped on it.

Okay, so, I also jumped on it because I thought it was genuinely pretty awesome. T-shirts.com offered me the item of my choice from their selection of 8-bit Christmas shirts, and the minimalist in me was definitely interested in those designs.

I chose the Breakout homage pictured above (amusingly called “Flakeout” on the site). My personal favorite design is actually this great tribute to Donkey Kong, but a coworker of mine bought that one for himself and I didn’t want to look like twins. (That’s what a twin is, right? Someone who owns the same T-shirt?)

In honesty, though, I like the simplicity of the design I chose. Gaming has so few universally recognizable symbols, tiny visual cues that transcend their origins. I’d say the Pac-Man ghosts would be one…a space invader…and not much else, really. The Breakout paddle comes pretty close, though, and I like the double-take that the better designs here inspire. The Donkey Kong one is nice, but visually complicated, which means people will know to take the time to figure it out. The others, I think, are more pleasingly subtle.

Anyway, the review is bound to be brief, as there’s not much to say about a T-shirt. I received it promptly, which is obviously a good thing, but when I opened it there was a strange kind of “glossy” feel to the entire front of the shirt. Not just the inked areas, but the whole front. I’m not sure what that was…some kind of residue from the screening process perhaps (or however it is you kids print designs on shirts nowadays)…but once I washed it, it was fine.

If you are interested in purchasing one of the designs here (the others — and, I’m sorry, but indulge me here because cataloging references is one of my life’s greatest joys — are Space Invaders, Dig Dug, and Pong) it’s worth knowing that the sizes run a bit large.

I ordered a medium, and it’s really more appropriate as a night shirt. That’s not the company’s fault — I’m on the precise cusp between a small and a medium, so I’m acutely aware of the lack of industry sizing standards — but it’s worth mentioning. Order accordingly.

My shirt was free, but they’d typically run around $20 after shipping. So really it’s a question of personal value. I really don’t mind spending a few extra dollars for seasonally-themed things, because I understand that merchants really just get one chance a year to profit from them. And, besides, seasonal stuff is fun to break out annually. Nobody will be wearing this in August or anything, but as long as you get a few Decembers out of it, I think it’s a decent buy. ($20 isn’t that much for T-shirt anyway.)

So that’s it. In summary, I like video games.

There. I hope you enjoyed THE ONLY CHRISTMAS THING I’LL BE DOING ON THIS SITE ALL YEAR BYE.

…ahem. Check back a bit later in the week, for a multi-part article series I really hope you’ll enjoy.

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NOTE: Just to make it clear, any time I review something on this site — or anywhere — my opinions will be honest, regardless of whether or not I received a free item in exchange. (Those who know me for my reviews on Nintendo Life will be aware of that.) Having said that, I’d be curious to know how you guys feel about reviews on this site, so please do let me know!

$1 Adventures — Vegas: Make It Big

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

Review: Red Dwarf X Episode 6: “The Beginning”

I think it says everything about Red Dwarf X that “The Beginning” floats to the top mainly because it wasn’t outright terrible.

In fact, at times, it came pretty close to being good, and it sustained that pretty-close-to-being-good level of quality about as well as “Lemons” did. That’s definitely welcome, as even though Red Dwarf X feels like an enormous misfire to me it’s nice to end on a high note.

Unfortunately that high note really is relative, as “The Beginning” is marred by the same kind of misjudgment that gave us Lister on hold in “Trojan”, Taiwan Tony in “Fathers and Suns” and the crew clowning around to silly music in the aforementioned “Lemons.”

Doug Naylor must not feel like he’s writing comedy unless somebody on set is broadly mugging, speaking with an exaggerated accent, or just generally acting like a desperate circus clown regardless of actual context. Here in “The Beginning” that’s manifested early on with Hoagy the Rouguey, or however that’s meant to be spelled, who is some kind of robot I guess who lives next door to Red Dwarf and gets the crew embroiled in his hair-brained schemes on a regular basis. Again, it sure was nice when being three million years in deep space felt different from living in an apartment building in a bustling city, but what do I know.

Poor Hoagy makes some funny faces and lets his accent drift pointlessly from Super Mario to Dr. Wily as he bothers Lister and then gets embedded in a wall. Why not, right? Lister promises he’ll be back to rescue Hoagy but for the first time all series I’m glad Doug didn’t bother to look over his first draft before shooting the episode, as the fact that we didn’t get a second helping of Hoagy is one of the best things about this one.

We’ve also got some rather atypical scenes in which a group of killer Simulants on a different ship engage in comedy routines separate from the Dwarfers. It’s not often that we see other characters getting their own spotlight, free of intervention from the main characters. In fact, only two examples really occur to me: “Holoship” and “Meltdown.” In the former it was brief and for plot reasons, free of comedy and used for necessary exposition. In the latter it was indeed a comedy routine, but its corniness was offset by the impressive disorientation of having such disparate historical figures bickering as they were.

Here it’s just…filler. It’s like a supporting feature that for some reason keeps interrupting the film you paid to see. The actors aren’t particularly funny, which is fine as they could get away with being simply menacing…but the menace falls through when they’re asked to act like such imbeciles, stabbing themselves on flimsy pretenses and re-enacting the Twentiety-Century Vole sketch from Monty Python.

It’s bad. It’s very, very, obnoxiously bad. It absolutely decimates the pacing, it prevents the episode from being what should have been an effectively claustrophobic experience (Red Dwarf‘s equivalent of “Balance of Terror”), and it populates deep space with yet more side characters that really shouldn’t be getting this many lines.

But…wait. I said I liked this one, right?

Well, I did. The rest of the episode was pretty solid, particularly the Rimmer material. Poor Chris Barrie hasn’t had a real chance to shine all series. Every so often he gets an appropriately Rimmery line he can sink his teeth into, but the rest of the time he’s relegated to broadly shouting sub-par material to an audience that wants to enjoy it so much that they don’t care what he says.

Here he gets to dig more deeply. Rimmer was never one-dimensional…or, rather, he wasn’t one-dimensional for long. There was an element of tragedy behind his needy professionalism, his longing for power, and his steadfast respect for the rules and etiquette of a civilization long dead. Here, for the first time in a long time, we tapped into that tragedy. And it worked.

Rimmer’s material here with his father is everything we should have seen in “Trojan” with his brother. His emotion was real, and as a result Chris Barrie managed to dial back his performance to where it was 20 years ago. He wasn’t an actor dressed again like his most famous character…he was Rimmer. His “fear” speech at the end was a particular highlight, and not only of this episode. It was a particular highlight of this and the three series that preceded Red Dwarf X. It was a lost and damaged man who was trying his hardest, and yet seemingly still destined to fail. It was uplifting and disheartening in equal measure, clever and foolish, sincere and inappropriate. It was good writing.

And there was a lot of good writing here. I don’t know that it balanced out the bad, or what that would even mean, but it sure as heck stood out in a great way. The cockpit and Blue Midget scenes were very reminiscent of series VI, even if it overall seriously paled by comparison. Kryten’s suggestion that they look out the window was immediately the best joke in the series up until that point, and it hearkened back to an era when the comedy was organic…when the characters didn’t have to dance and hump things to get laughs…when the vending machines didn’t hurl racial slurs at us as we walked down the corridors…when the characters carried emotional baggage with them…when the crew felt not like sitcom characters but like lost adventurers trying to find their way home…when the show didn’t coast on the goodwill engendered by putting its actors in front of an audience for the first time in however long and hoping for the best…

…when Red Dwarf was good.

Because Red Dwarf was good. Red Dwarf was great. Red Dwarf was a show that mattered. It didn’t spin its wheels and pad out time with irrelevant slapstick and dead-end subplots. It didn’t take laughter or deep thought for granted. It didn’t struggle so obviously for ideas.

And “The Beginning” reminded me of that time. Not thoroughly, and not consistently, but it got me there. It reminded me of why I’m sticking with this show, and reviewing this show, even when I so clearly don’t enjoy it.

It’s because I love where this show has been. It’s because I can love it again tomorrow. It’s because no matter what else happens, these are still characters that can be redeemed. Just because Rimmer didn’t bat an eye when his brother was shot through the heart in “Trojan” didn’t mean he couldn’t be symbolically shot through his own in “The Beginning.”

One bad episode didn’t undo the possibility of that happening. Four bad episodes didn’t undo the possibility of that happening. Hell, the 23 or so bad episodes since series VI didn’t undo the possibility of that happening, and they never could.

Because these characters are always there, locked, loaded, and ready for the right material.

“The Beginning” might well represent the beginning of such a rediscovery. It’s certainly possible, because when you brush aside the abandoned plot threads and fragmented bad ideas, there’s a great concept there, and a stellar central performance that promises big things.

I know better than to get my hopes up, but it sure would be nice if this show, moving forward, managed to deliver on that promise.

Time will tell. Until then, it was nice to get a glimpse, however fleeting, of a character I once, so long ago, fell in love with.