Wednesday 31 March 2010

Shadows of the Colossus: A landmark in Art Gaming

It begins in an ageless, mythical time with our protagonist on horseback, carrying with him the body of his dead love. Presumably after a long journey, he arrives to an ancient land and proceeds across a mile-long bridge to a Babel-like temple lifting towards the heavens. He is here to restore her to life but to do this he must defeat sixteen huge and terrifying giants hidden across the land. Only then will she awaken.



The story is somewhat cryptic and the game, structured by a series of boss battles, is much harder to solve. There’s a lot to figure out as you play and even when you put the controller down for the last time some there are things left unexplained. It was designed and released in 2005 by Fumito Ueda and Kenji Kaido and despite being now five years old, the look of the game is one of the initial appealing aspects: the hazy colours, motion blurring as well as the frightening enormity of colossi themselves. Here, the PS2’s graphical power is used to perfection. The map is vast with plenty of space to explore and gladly loose yourself in. Some parts are bleached in bright sun, others drenched in fog and everywhere remnants of a lost civilisation dot the countryside. It’s a game that allows your imagination to wander as much as the hero and, as such, can be played again and again.

Ueda and Kaido’s first game Ico, released in 2001, set the tone for Shadow of the Collosus. The white robed girl you to take by the hand and lead through the game is very much like the bond that the nameless wanderer of Shadow has with his horse Agro. He is brought to life by superb animation and a sweet personality which entices you into treating him respectfully. The feel of riding him is very unique. He’s not just any mode of transport after all. Occasionally, he’ll nip off for a drink or wander about but whenever you whistle for him he’ll come galloping at full pace ready to help.

Aside from loneliness, a melancholy sense of helplessness and inevitability shrouds the game. After each colossus is grounded, falling sadly and slowly to earth, neon black-green tendrils leap out of its body slicing whip-crack through the air to strike our hero down. The first time this happens it’s a real shock. I mean, what game kills you off after completing an important task? And even versed in the knowledge of your reoccurring fate, knowing full well you cannot escape it; you still try, running with all your might and desperately shouting for Agro to come to your aid. So here we have a moral: Death is and always will be, no matter what. But our will to survive is inherent. Our hero’s lot of repeated self-sacrifice for love is what every epic quest is made of. Rarely does anything so hauntingly affecting and poignant appear in a videogame.

The trick is to make the player actually care what happens. It sounds simple but so many games lull you into a mindless pattern in their attempt to keep you focused on the cool graphics and on playing it for as long as possible. Generally, their characters are nothing more than pixel rendered representations of movie stereotypes and you’re not expected to feel any sympathy or association with them. In Shadow, the hero is human, a bit crap like all of us, an everyman. He has no ass kicking super powers, no sharp wit or masculine soaked style. All he has is a battered sword and bow, a faithful companion in his horse and tremendous courage for love’s sake. His tasks seem utterly impossible, so daunting you earnestly want him to succeed.

Another trick is to cut out needless chit chat and dialogue which serves no purpose other than to keep you abreast of the plot. Shadow ignores this giving you the credit of working out what’s going on for yourself. The sounds of nature are the dominant sounds: the lonely cries of the eagles flying over head, the worried panic of the horse when the dark figure of a colossus looms above, the sad song of the wind on the open plains. In fact the game is very pro nature, much like many Miyazaki films. It verges on pantheistic and suggests a link to Celtic mythology, particularly in the hero’s relationship with his horse. The godlike voice that introduces the tasks for our hero speaks in riddle translated from a strange concocted language. The musical score, which only appears in cut scenes and during battles, is beautifully well composed. After a little while, I found solace in putting it on mute and adopting my own soundtrack. Bands that already contain a visual landscape like Sigur Rós, Godspeed You! Black Emperor and Explosions in the Sky accompany the game play perfectly. For me, Shadow was always a good way of getting into unusual music. All-nighters were made for this kind of thing.



In the end, once every giant is slain, the dark powers ever present throughout the game envelop him and turn him into a ghostly black monster which the player can control, smashing all around him. A tragic twist? Not exactly because he is altered again, into a horned baby (oh yes) and carried by his awakened love to the top of the gigantic temple, to an idyllic secret garden. It is then that you realise that this baby will grow to be the protagonist of Ico, and that Shadow of the Colossus is actually a prequel.

Frankly, it laughs in the face of anyone who doesn’t think videogames have any artistic value or merit. Compared to the latest contrived Hollywood blockbuster, tacky reality TV show, even smug and pretentious ‘art’ films and literary adaptations; in achievement and imagination, Shadows of the Colossus is a God damn masterpiece. I’m convinced that if game designers were to take its unusual experimentations further we could see a rise of far-out gaming. It proves that the medium has the ability and scope to tackle Big Themes, to become a serious art form with sublime and lasting experiences.

There has been speculation of an eventual film based on the game and it will be interesting to see where this could take its two creators. It will bring Shadow to a wider audience for sure but it has no hope in replicating the immersive feel of the game. The player’s involvement in the dramatic events, the memorable and wonderful escapism that Shadow of the Colossus grants – basically everything I’ve been talking about, is something that only videogames can give you. Please, please, please… I want all videogames to be this daring and this good.

(© Copyright 2010 Brendan Morgan)

Friday 26 March 2010

Don't Tread on Spiders - Russian Doll


Indulgent and sarcastically bland in the way that made The Fall or The Ramones great, this is Don’t Tread on Spiders from Cardiff. Led by the strange, ambitious and ever cheerful Sonny Day, the band released Russian Doll, their second EP at the beginning of the year.

Undoubtedly, Bearded’s readers will be falling over themselves to learn that DTOS are NME’s “#1 Breaking Band”. In their zeal for DIY, the record is badly produced: a shapeless and hollow mix that places too much confidence in the wonders of Cubase. These days of course, skill rarely matters and DTOS are exactly the kind of band you’d write off as a disposable novelty act aimed at teenagers, only to whip round to bite you on the ass later on.

It’s the title track, the EP’s opening that steals the show: a simple riff driven piece of hypnotic weirdness and spooky Post Punk glam. The tacky feel – the same enjoyable gothic tackiness of Beetlejuice – is topped only by its hilarious home made music video. Maybe ‘Get Up and Go’ with its dragging rock n’ roll repetition and unnecessary flanger effects never quite got up and went because it was quickly swept aside by the tender grunge of ‘Wasted You’ and the bitter love ballad ‘Like a Cloud’.

So after gathering support and an award, what’s next? Well, few bands manage to keep a good balance between the music and the show but if DTOS manage to soften their love of statement and theatrics then the music will have space to grow, as was proven in the recent surprise success of The Horrors last year. Russian Doll contains themes and material that will work in their favour. Given time, the fore mentioned Tim Burton tack could become David Cronenberg blood and guts. And even if this is not their desired direction, an ability to laugh at themselves will protect them from an unforgiving Music Industry and the fad obsessed Guardians of Cool over at NME.

(© Copyright 2010 Brendan Morgan)

Wednesday 17 March 2010

Scuba - Triangulation


Behind Scuba and Hot Flush Recordings is a man on a mission: Paul Rose. By chumming up with Mount Kimbie, Distance, Vex’d and other immanent electronic artists, his label is beginning to represent an off shoot of Dub Step, growing that little bit closer to the sun on every new release.

Drawing from his bedrock Dub Step origins, Rose unites warbling synths with a lush atmosphere as dense and as thick as acres of untouched rainforest. Triangulation is an extension of LTJ Bukem’s slowed down drum n’ bass spiked with the gut wrenching weirdness of iTAL tEK or Modeselektor; a kind of produced lounge Dub Step comparable to certain artists signed to Planet Mu and Ninja Tune.

With an impeccable sense of space and immersive calm, it retains the mix structure of Rose’s radio appearances: a slow, blended transition from one landscape to another simulating the out of body feeling of being in an isolation tank. The control is expertly handled, the use of sampled vocals simple but unusual. Thrown about by dub echo, they ricochet off tall buildings, past vast highways and dimly lit rain soaked streets. Eventually, once these images work into the background, the 90’s house influence I was so dubious about finding comes to light.

‘Before’ puts the fore mentioned vocal sampling to stunning effect and is easily the most memorable track on the record. Additionally, it’s worth checking out ‘Three Sided Shape’ and ‘So You Think You’re Special’, though I think you’ll want to listen and drop out to Triangulation in its entirety.

It all ends on ‘Lights Out’, an exhaled release of beautiful spirited vocals floating among the clouds would grace any early morning bong session. Scuba’s style might seem familiar to fans of IDM and modern techno but Triangulation’s tuneful facets advance his career and set him aside from the rest. The only criticism I can muster is about the creepy copyright tactics: a demonic overdubbed voice (probably Rose himself) reminds you on each track that this particular copy is a ‘promo copy’, and don’t you forget it. It’s a little unnecessary if not insulting. I mean, what else are we going to spend our dole on?

(© Copyright 2010 Brendan Morgan)

Sunday 7 March 2010

Shabby Rogue - By Hook and By Crook


Being accommodating and hard working musicians, Shabby Rogue try and be all bands for everyone by lending their hand to a host of styles. Their second outing By Hook And By Crook spreads on a thicker layer of Romantic Folk cliché and ticks off every box on the rustic charm checklist: weathered wilds, Bohemian living, the wandering outsider and of course, hard liquor; which sounds good…

As track after track turns into tick after tock, Shabby Rogue become grey and inconsequential and the record, an impassionate assortment of oddity. The songs all reflect a hobo chic with foot stomping rhythms and classic 60’s guitar. During ‘Old Man’ the lead singer (they all share vocal spots) despairingly lurches into the bland heartache of American Rock and ‘Tales From the City’ is dangerously close to a ditched Kasabian number.

The record is not without a few left field moments: The unexpected shift in gear towards the end of ‘Jack in a Box’, the complex song-in-song structure of ‘Reason’ serve as tantalising fragments of possibility. These happenings are few and far between.

Even the distorted Folk-Punk fusion – or hillbilly punk, I haven’t quite decided – of ‘My Life As A Secret Agent’, a feverish injection of The Troggs style Rock n’ Roll is forcibly jabbed into the middle of a comparatively demure and conventional album (Chosen as their debut single, ‘My Life…’ received some airtime on national radio, ushered in by an ever present demand for authentic retro.)

Alas, the dusty roads that Shabby Rogue walk along have been flattened by the feet of many before. A no-bollocks-approach to recording may have evolved in the studio but (they vaguely admit this themselves) constricting funds, time restrictions and “substance abuse” hindered their final product. The low fi violence and raw live realism they were aiming for is definitely missing and while some bands benefit from slap dash studio work, Shabby Rogue need a better starting point to capture their respected live set on tape.

(© Copyright 2010 Brendan Morgan)

About his Shoddy Trampness

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Brendan Morgan writes ocassionally for Bearded Magazine, plays cello and guitar, composes and records his own music and has a Rock band on the go.