Category Archives: Video games

Notes on Lorelei and the Laser Eyes

We select “New game” from the title menu, and we immediately find ourselves lost in the woods. We have no clear idea of who or where we are, or what we’re meant to do. 

Better get our bearings. 

Nostalgia Figurines $1

Lorelei and the Laser Eyes is unlike anything else the developer Simogo has ever made, and at the same time it is explicitly linked to everything they’ve ever made. I would know. This post is intended to work as a standalone piece, but it is also the fourth and final part of a retrospective on Simogo’s complete works. If you’d like to read from the beginning, you’ll find it here. I have spent a good chunk of the nine or so months since Lorelei’s release replaying Simogo’s whole catalogue, tracing common themes from one game to the next, and discovering the general shape of their body of work. 

In my view, Lorelei is the second game in an intentionally backwards-looking phase of their career, forming a pair of “secret sequels” with Sayonara Wild Hearts. Here’s my schematic in brief: 

They started with a trilogy of casual mobile games

  • Kosmo Spin
  • Bumpy Road
  • Beat Sneak Bandit

…continued with a second trilogy of metafiction-inclined adventure games

  • Year Walk
  • DEVICE 6
  • The Sailor’s Dream

…took a beat for an “intermission featurette” containing two small and contrasting works… 

  • The Sensational December Machine
  • SPL-T

…and most recently, they’ve created two ambitious games that each recall a different past phase of Simogo’s career…

  • Sayonara Wild Hearts, a secret sequel to their early trilogy of casual games
  • Lorelei and the Laser Eyes, a secret sequel to their second trilogy of metafiction adventures.

If this schematic continues to its logical conclusion, then Simogo’s next game will have to be a meditation on the trilogy that it is itself a part of: a secret sequel to Sayonara Wild Hearts, to Lorelei and the Laser Eyes, and–somehow–to itself. In practice, this would be ridiculous, not because it’s impossible but because Simogo has already made that game. It’s this one. 

Lorelei and the Laser Eyes shares most of its DNA with Simogo’s second trilogy, particularly DEVICE 6, which is also a midcentury-inspired adventure through a labyrinthine property littered with escape room puzzles and enigmatic men in suits. But its explicit references to Simogo’s back catalogue go back well beyond Year Walk, encompassing their early casual games and even their pre-Simogo work ilomilo. It sequelizes the whole of Simogo’s corpus. And if any game is recursive enough to be considered its own sequel, it’s either The Stanley Parable: Ultra Deluxe or it’s this. 

Lorelei’s dialogue with its predecessors begins in literally the first frame, with a car named “Lily Christine,” a reference to a rowboat in The Sailor’s Dream. The car’s license plate number, YW-D6-2013, completes the trilogy, referring to Year Walk, DEVICE 6, and the year of their release. Get in the car and turn on the radio, and you’ll find the jockeys playing old hits like the final boss music from Beat Sneak Bandit. This is not hidden. Before the game reveals anything about itself, it allows you a trip down a memory lane full of memories you might not actually have. 

Knowledge of Simogo’s catalogue is by no means plot critical to Lorelei. But for those of us who’ve scrutinized the complete works, there are more than just Easter eggs here: there is a continuity of purpose, an explicit attempt to frame their work as a tidy series of related gestures that, for better or worse, culminate here. Whatever else it is, Lorelei and the Laser Eyes is a self-curated Simogo retrospective. And why shouldn’t it be? We’ll soon discover that this is a story about artists seeking to give shape and meaning to their own pasts. It may or may not be self-indulgent, but it’s all of a piece. 

If you’ve read the first three parts in this series, you may be expecting a fairly holistic analysis of this game, which is what I attempted to bring to each of Simogo’s other games. That won’t be possible here. The most obvious difference between Lorelei and the Laser Eyes and its predecessors is that it is comparatively gigantic. You can have a relatively complete experience with any of Simogo’s other games in one or two sittings. Lorelei has a 17- to 24-hour campaign, with the strong possibility that it will take even longer if you’re a Smell The Roses type player. If I’m going to say anything meaningful about this sprawling work, I’ll have to limit my scope. 

(Full spoilers, nevertheless.)

In certain creative works, you can hear the creators asking themselves a question. Having played through everything Simogo has ever made, and having now finished Lorelei twice, the question I hear in this game is: who do we make things for? 

This is not a simple question. At any given time, the answer could be: for ourselves, for the publisher, for the critics, for the general public, for a niche community of self-identifying “gamers,” or for people who are specifically invested in Simogo games in particular. I haven’t spoken to anybody involved in the creation of Lorelei, but I feel that the game itself announces its intent to grapple with this question, trying on different responses for size. This game is a treasure hunt for self-awareness, not just on the player’s part, but (I suspect) on the artists’ parts as well. It is an act of stock taking: an explicit attempt to address a question that has implicitly defined Simogo’s output for fifteen years.

So. Who is Lorelei and the Laser Eyes actually for? 

Directional input… any button…

The single most prevalent complaint in Lorelei’s broadly positive reviews was about its control scheme. As Griffin McElroy put it: “In this game, you can move around, and then you have button.” Which is to say, there are only two inputs in Lorelei: a single directional input, and an action button. Several action buttons, really. In the Switch version, all of the main gameplay buttons on the controller are interchangeable. The action buttons–all of them–double as the button that pulls up the menu when the player character isn’t standing near an interactable object. Odder still, while you’re in the menu, if you want to retreat to the previous submenu, there’s no dedicated button for that. Instead, you’ve got to navigate to the “x” icon in the corner of the screen.

The fact that this extremely small UI issue came up in so many reviews, positive or not, indicates just how annoying it is. There is a widely agreed-upon, better way to do this: the A button is for selecting things; the B button is for going back. It’s so prevalent, and so ingrained in the muscle memory of anybody who’s ever owned a console or handheld, that it feels odd to even describe it. Lorelei’s lack of a back button makes you feel like you’re writing with your non-dominant hand. It causes an effortless task to become effortful. 

But to whom is the task effortless? Again: to anybody who’s ever owned a console or handheld. What about everybody else? Historically, this is one of the main questions that Simogo has sought to answer. They started their career in the primordial days of “casual games” for mobile phones. And since then, they’ve been more committed than almost any other game developer to questioning the assumptions of what a player will come to a game already knowing. Simogo made a name for themselves by creating thoughtful and immersive games that required no more explanation than a web browser. Reducing the barrier to entry has traditionally been part of their core mission.

In theory, Lorelei’s control scheme is simpler than the standard one. The “move around, and button” approach keeps you from having to think about what button to press. But, unlike with Year Walk, DEVICE 6, The Sailor’s Dream or even Sayonara Wild Hearts, I find it hard to imagine that much of this game’s potential audience would see the benefit of this ostensible simplicity. For one thing, it is Simogo’s first game not to be released on mobile devices. For the first time in their history, Simogo is selling a product exclusively through video game shopfronts like Steam and the Nintendo eShop, making it unlikely that players who aren’t predisposed towards games will encounter it at all. 

But more puzzlingly, Lorelei and the Laser Eyes is a video games-ass video game, filled not only with references to Simogo’s own back catalogue, but to the culture and heritage of video games in general. With their previous release, Sayonara Wild Hearts, Simogo’s stated aim was to finally create a video game that was “unashamed of being a video game.” Lorelei goes much further in this direction, incorporating references to the Game Boy, to the cheat codes you could sometimes input via secret controller inputs on vintage consoles, and to the physical ephemera of retrogaming. On three separate occasions, it forces you to use fucking tank controls

It feels like Simogo is being pulled in two directions. On the one hand, they maintain their impulse to keep the controls simple for the benefit of the broadest possible audience. But on the other hand, they’ve filled Lorelei with old-school gamer shibboleths. Lorelei is neither fish nor fowl. Maybe the only way to make sense of it is to take it for what it aggressively asserts itself to be: a Simogo game. The Simogo game. The game where Simogo lays all of their principles and fascinations on the table for the enthusiasts to puzzle through. 

INVESTIGATION REPORT

Before we move on, it’s probably worth discussing what actually transpires in Lorelei and the Laser Eyes, as I understand it. The game takes place in a grand old hotel containing a frankly decadent variety of locked doors. As we unlock those doors, we gradually learn the identities of four key players in the story. 

Our player character is Lorelei Weiss, a conceptual artist whose work made trailblazing use of computers in the early 1960s. We’re told that her early drawings prefigured the polygonal wireframes of 3D animation. One of Weiss’s most notable works was a collection of puzzle boxes, inviting the viewer to participate in unlocking them. So essentially, Lorelei Weiss is a game dev: an authorial insert on behalf of any or all of the artists who created this game. 

The two most obvious answers to the question “who do we make things for” are “the audience” and “ourselves.” If we’re ever tempted into thinking that those two answers are mutually exclusive, we should remember that the player’s avatar in this game is also an authorial insert. It’s never simple.

Next up, the man we came to see:

Renzo Nero is a filmmaker who’s summoned us to the hotel to assist him with a project he refuses to describe. Renzo talks in half-meaningless aphorisms that he seems to have made up on the spot. We learn more about him as we collect documents scattered around the hotel. He’s a fearsomely divisive figure in the film world: a provocateur with a gambling problem, a penchant for mysticism, and a dictatorial streak. He courts controversy by saying dumb shit, like that the atomic bomb was beautiful. (I’m reminded of Karlheinz Stockhausen calling 9/11 “the greatest work of art imaginable for the whole cosmos.”) He is every inch the Problematic Art Man of a prior generation, but perhaps it’s all bluster. 

Notably, for almost the entire game, we only see him from the nose down. The same is true, for hysterically obvious reasons, of our next player: 

This guy is in fact not nameless; he is Lorenzo the Great, an old-timey stage magician who is transparently just Renzo in disguise. But that is not all he is. We hear stories about Lorenzo, that place him at a far earlier time in history to the mid-20th century when Renzo supposedly lived. And he communicates with us through uncanny means: letters placed beside safes that contain floppy disks, and then through messages hidden within those disks. There are posters of him scattered throughout the hotel, each adorned with a mysterious red rune. 

And finally: 

This woman appears in three forms across the hotel grounds. There’s this eyeless ghost, floating outside a broken third-floor window. There’s the conspicuous corpse lying on the ground directly below that broken third-floor window. And there’s a young girl wearing an owl mask. It isn’t obvious from the start that this girl is related to the woman, but the more we see her the more she suggests this. It’s nice of her to be so direct. She is in fact the most helpful person around–unsurprising, since the instructions explicitly told us: “Listen very carefully if a person wearing an owl mask speaks.” She is this game’s Kaepora Gaebora: a quest giver, who imparts information as plainly as Lorelei’s idiom allows. 

The woman’s name is Renate Schwarzwald, and she was ostensibly the owner of this estate before it became a hotel. Like our other characters, she is an artist: a portraitist whose eyes failed in later life, leading her to embrace abstraction–not unlike Sargy Mann. Schwarzwald’s late work gives Lorelei its most indelible image: a man in a black suit with a neon red maze for a head. Identity is a puzzle in this game. Faces are obscured by coy camera angles, blurry textures, and sunglasses. Schwarzwald’s maze man–a creative insight born from a lack of literal vision–hits the nail on the head.

Schwarzwald isn’t the only character here who appears in multiple instances. When we find our way into our hotel room, we discover that we’re already there:

This old woman with glowing red eyes is Lorelei Weiss, our player character, decades later, ohne sunglasses. That fact is not immediately obvious: in my view, the narrative purpose of the player character’s sunglasses is to mask whether she has glowing red eyes or no eyes at all, i.e. whether she is actually Lorelei or Renate. Until close to the end, the game is very keen on allowing its characters to crisscross into each other’s identity space. 

But by the end, it’s obvious that this elderly woman represents the most empirically “real” thing in this whole godforsaken hotel. It is not actually the middle of the 20th century; it is 2014. We are not actually in the Hotel Letztes Jahr; we are in the Schöner Tag care home, coping with dementia. What we have been experiencing in this game is a difficult journey through Lorelei’s heavily barricaded memory palace. The people we’ve been talking to are two-thirds fictional: Renate Schwarzwald and Lorenzo the Great are characters in an unmade film by Renzo Nero. Renzo himself was an old colleague of Lorelei’s. He invited her to collaborate with him in 1963, but fell into a deep mental illness before the project was complete. 

The reason we haven’t seen Renzo’s eyes yet is because he gouged them out. In this state, he threatened Lorelei, who pushed him through a window in self-defense: an inversion of the ending of Renzo’s unmade film, where it’s Renate who’s pushed through a window by Lorenzo the Great. 

It’s a clean and decisive ending–possibly a disappointing one for those of us who appreciate ambiguity. “It was all in her head” is not the sort of ending a creative writing professor would sanction. But there’s more to it than that. At the end of my second playthrough, the facet of the ending that really hit home for me was Lorelei’s reconciliation with Renzo. Clearly, she feels guilty for her part in his death. And obviously her memories of Renzo are coloured by the fact that she knew him at his worst. But the image of Renzo that the game leaves us with is not of him with bloodied eye sockets, or even with his face cut off at the nose. Rather, we see him in full, looking youthful: a comforting presence for the dying Lorelei.

My favourite single moment in Lorelei is a sequence during which Renzo and Lorelei dance the bossa nova. Renzo’s interests are “not amorous”–he’s gay. Rather, he insists on dancing with every collaborator before a project. That way, when things get heated, “we know that once we danced together.” Much of what transpires in Lorelei’s memory palace cannot possibly be literal memory. But I take this scene to be an actual recollection of something that happened before Renzo took a turn for the worse: a fond memory of Renzo at his most charming, wily and beguiling. Keeping this scene in mind, the ending is less about the reveal that “it was all in her head” than about one final character beat. For decades, Renzo has lived in Lorelei’s head as a source of trauma: now she remembers the whole person. 

Cinema does not need people to exist

Back to our central question: who is Lorelei and the Laser Eyes for? Another possible answer is: cinephiles. 

Perhaps unsurprisingly, I’d been following what little news there was about Lorelei very intently during its development. To me, the single most exciting announcement was that Simogo was working on something inspired by Alain Resnais’ 1961 film Last Year at Marienbad. I wasn’t excited because I love the film overall (I don’t), but rather because Resnais’ specific triumph is a triumph of atmosphere. Marienbad is a film that gets enormous mileage out of the sheer, undeniable mood of its opulent setting–a hotel, no less. (Other films like this include Casablanca and Spirited Away.) It is a film that makes you want to live inside of it, however eerie and unsettling that experience might be. Lorelei and the Laser Eyes fulfills a dream I didn’t know I had: Last Year at Marienbad, but make it Resident Evil 1. (The dramatic central staircase could be a reference to either.) 

Last Year in Marienbad is the most explicit cinematic influence on Lorelei (the neon sign reading “Hotel Letztes Jahr” is visible from the woods you start the game in). But it’s hardly the only one. If you’re obsessed with this period, you’ll probably detect a hint of Persona or Performance in the identity slippage that occurs throughout the game. If you’re obsessed with David Lynch, you’ll find it impossible to imagine Lorelei without him: a pioneer of the boundary between the real and the unreal–and a connoisseur of the colours black, white, and red. 

But the cinematic influence that has the most to do with the question of “who is this for?” is Federico Fellini’s . This is another film mentioned in Simogo’s initial announcement. Like Lorelei, the film is concerned with the creative process. It is a film about filmmaking, with a filmmaker at its centre in the same way that Lorelei centres on a prototypical game developer. Renzo bears a slight resemblance to Guido Anselmi, ’s protagonist, and they share a profession. But it’s Lorelei Weiss who’s inherited his taciturn cool, his tendency towards autobiographical art, his position as an authorial insert, and his extremely rad shades.

Like Lorelei and the Laser Eyes, is an act of autocritique. If we continue to take Lorelei as a hunt for self-awareness and an act of stock taking, then it is very much in the tradition of . Fellini’s film is self-referential, almost to the point of smugness. It is named for its position in Fellini’s filmography. Close to the start of the film, we learn that Guido has hired a film critic to help him flesh out the screenplay he’s struggling with. Predictably, he’s of no help whatsoever. He spends the film manifesting Guido’s (and possibly Fellini’s) inner critic, saying things like “you need a much higher degree of culture.” There’s also a producer stomping around, looking after the bottom line, telling Guido: “How could you not care if audiences understand? I’m sorry, but that is arrogant and presumptuous.” It’s hard to know whether Guido, or Fellini, agrees.

If is going to resonate with you, you’ve got to be onboard for this kind of talk, where the big questions about the relationship of artists, their art, and their audience are debated in plain language. The same goes for Lorelei and the Laser Eyes, which approaches the same themes in precisely the same register of near self-parody. Both the film and the game put themselves at risk of smugness by preemptively ridiculing their critics and suggesting that we, the audience, might not be all that important. And in both cases, the sincerity of these claims is a matter of interpretation.

In Lorelei, it’s the filmmaker who makes the Big Proclamations. Renzo Nero’s personal manifesto is the most direct statement in the game on the question “who do we make things for?” Like the dialogue of the critic and the producer in , it’s not necessarily sincere–but it might be disagreeable all the same, for readers who prefer a subtler approach:

Renzo spends the game inveighing against any external force that threatens his singular vision. To Renzo, there is nothing more important than a singular vision. That’s what attracted him to Lorelei as a collaborator in the first place: she has laser eyes. During their cathartic pre-production bossa nova, Renzo assures Lorelei that their project will “overthrow the industrial entertainment complex,” rendering art and commerce separate at last. Renzo reviles his funders, his critics and his audience. He seeks to be free of them all, free to make a parodically extreme form of “art for art’s sake.” In the end, he deems even his own eyes to be a threat to his work, and removes them so he might inherit the visionary capacity of Renate Schwarzwald, his blind creation. 

“How could you not care if audiences understand?” asks the producer in . “I’m sorry, but that is arrogant and presumptuous.” If Renzo could bear to use an expression he didn’t personally coin, he might respond: “hold my beer.” 

An old artist who looked into a red mirror

In the same announcement where Simogo namechecked and Last Year at Marienbad as influences on their upcoming game, they wrote of their concern that “entertainment is dying, perhaps is already dead. Pre-chewed to mean absolutely nothing. Culture as hamburgers to pass time and bring in the dollars.” The message was, after the neon embrace of Sayonara Wild Hearts, the next one would be something difficult. But, they hastened to add: “the interactions and controls should not be the barrier. Everyone should be welcome. An intricate meal should not be hindered by a complicated fork.”

That last line is Simogo in miniature. It is the reason for this game’s stubborn refusal to use more than two inputs, even though that would make it easier for many (probably most) of its players. Simogo’s best work has a Renzo Nero-like singularity of vision, but without his sociopathic disdain for the public. Their games are products of the utopian vision that complex ideas can be made accessible to large audiences. This idea is laughably unpopular today. No politician believes this anymore. It is a lonely hill to die on. One day, in the smoldering aftermath of the culture wars, it’ll stand barren with only a smattering of dead educators, librarians and public broadcasting advocates to indicate that anybody ever cared. It is genuinely cathartic to experience art that takes this notion seriously. 

Simogo emerged from a more optimistic time. Barack Obama was president, and the smartphone was poised to democratize access to information. As far as games were concerned, smartphones promised to usher in a new era where games were no longer the province of an insular subculture. Simogo’s early games, drunk on the sheer novelty of the touchscreen, paved the way for a series of adventures that used mobile devices in ever more innovative and always accessible ways. 

In 2013, we learned just how useful these miraculous new devices were for spying. Simogo responded with DEVICE 6, a game that weaponizes the player’s anxiety about what black magic their phone is capable of. Optimism turned to wariness. The following year, Simogo released The Sailor’s Dream (still their finest work) to weak sales and critical indifference. Instead of publicly succumbing to spite, or forswearing the audience like Renzo Nero, they released The Sensational December Machine. It’s a vanishingly short game that deals with some of the same themes as Lorelei and the Laser Eyes: what it means to make something, and whether it matters what other people think. It concludes that no, it doesn’t necessarily matter. But it does so in the most graceful possible way. Their next major release, Sayonara Wild Hearts, was the definition of a crowd pleaser. 

That brings us up to date. The backdrop for this current phase of Simogo’s career is that the era of smartphone pollyannaism is well and truly over. Sayonara was their first game to be released on a console simultaneously with its mobile release, and Lorelei is not available for mobile devices at all. The technology that was once their raison d’etre is no longer viable and has probably made the world worse, so they’ll have to commit to less ubiquitous platforms that cater to a more specialized audience. They’ve experienced success, failure, and compromise. Lorelei and the Laser Eyes is a wild creation whose parts don’t always seem to add up, until suddenly they add up too neatly. But as the culmination of everything Simogo has done before, it could not be more perfect. It strikes me as a reflection of fifteen long years spent constantly thinking about how the audience will respond to something–a howl of frustration at the struggle of making art that welcomes everybody without losing its soul. It is the most melancholy victory lap I’ve ever seen. 

To end discussions by giving a “correct answer”

In one version of Lorelei’s story, Renzo has called upon Lorelei to create a maze. “As you know,” he explains, “the maze is a weapon of mass destruction. An endless ride for fascists and critics.” This is Renzo’s trick: he’ll trap us all in a puzzle so that his art remains unblemished by unworthy eyes. That, in a sense, is what Lorelei and the Laser Eyes does as well. It is quite possible to play most of the game, solving puzzles, and not engaging too much with any of the themes I’ve been interested in here.

Then, abruptly, that becomes impossible. The game’s final sequence takes place inside a computer, with code running visibly down the side of the screen. Simogo has always tended to emphasize the softwareness of the software, and for this they deserve an award for the best Verfremdungseffekt of the year. The computer is a manifestation of an ancient force, an artifact called the Third Eye. Think of it as a sort of Train Pulling into a Station for all human creativity. 

In this computer, we experience something called the Verity Sequence. We are presented with a series of questions pertaining to the characters in the game. All of the questions have right and wrong answers. We’re expected to know that the old woman and the young woman are both Lorelei. We need to have discovered that Renzo and Lorelei were real people, whereas Lorenzo and Renate were fictional characters. And we need to know that Lorelei was responsible, or feels responsible, for Renzo’s death. 

Again, this ending might be disappointing to those of us who appreciate ambiguity. Up until this point, the game has been admirably unwilling to “pre-chew” itself. But a line from continues to echo through the hallways of the Hotel Letztes Jahr: “How could you not care if audiences understand? I’m sorry, but that is arrogant and presumptuous.” 

And so, the Verity Sequence frees us from Renzo’s maze. The fact that the game’s big questions ultimately have unambiguous answers becomes an invitation. We are no longer caught up in the minutiae of puzzle solving, we’re obliged to consider the big picture, and at the last minute we become the person it has all been for. 

But remember: all this time, we’ve been walking around as a character who doubles as an authorial insert. We cannot be the only person it’s for. That would be far too simple. Even Renzo, a character who stands for all of the complicated forks and labyrinths of gatekeeping that Simogo disdains, is given grace in the end–because maybe self-indulgence is not a completely useless idea. 

In the end, Lorelei and the Laser Eyes is quite simple, and fairly complicated. 

And there’s room for everyone. 

TL;DR

Things I loved in 2024

I try to format this list a little differently every year. Nevertheless, they all have one thing in common: they are always incredibly long. Let’s try something really new. This year, I present a tight seven, appraised briefly with a minimum of honourable mentioning. Here goes. 

Best Television: Culinary Class Wars

For the second year running, not a single scripted television program I watched could compete with the rapturous gloss, detail and complexity of a Korean competition show. Culinary Class Wars is, beyond a shadow of doubt, the best cooking show I’ve ever seen. Before its premiere, my partner and I had been watching a lot of Masterchef. We can never go back. We have been spoiled by the brilliance of this. Culinary Class Wars features both traditional comfort food and haute cuisine, but at no point does anybody refer to the need to “elevate” a dish. We witness the tension of skilled chefs working under unrealistic deadlines, but the editing never suggests that something may go horribly wrong that ultimately doesn’t. And the judges, while almost comically exacting, are never rude. In particular, they are never performatively rude for the camera’s benefit.

To say too much more would be to ruin the sense of discovery you’ll get from going in cold: not just the discovery of who wins and who cooks what, but the discovery of what kinds of characters even show up on a show like this. I will say two final things to pique interest. Firstly, the specific events that the competitors are obliged to take part in are enormously more taxing than anything I’ve ever seen on an American cooking show. In some jurisdictions, they would surely run afoul of labour laws. And secondly, in the semifinals, one particular chef does perhaps five or six of the most astonishing things I’ve ever seen anybody do with food, within the span of only three real-world hours. 

I’ve largely lost my appetite for television in this era of Mid TV. This year, even some of the shows I was genuinely excited for left me feeling like they’d wasted my time (not to mention Cate Blanchett’s). But a couple of scripted shows stood out. The Curse is a miracle of behavioural comedy, featuring maybe Emma Stone’s best performance and a finale worthy of Twin Peaks. And Ripley is a genuinely cinematic adaptation of a classic story, in a medium that is quickly transforming into radio with pictures. 

Best Movie: Perfect Days

I missed this at TIFF 2023, so it’s a 2024 film to me. 

The logline of Wim Wenders’ gorgeous film might make it sound like a stunt or a provocation in the vein of the Nicholas Cage movie Pig. It might go something like, “a film about cleaning toilets, except the film is life-affirming.” This summary, while accurate, suggests that the disparity between the film’s subject matter and its incredible beauty might be meant to create some sort of cognitive dissonance: that Perfect Days is somehow perverse. It is absolutely not perverse. It is an utterly sincere and almost innocent film about a man who has learned how to be happy most of the time, dirty toilets or no. 

Kōji Yakusho is nearly silent in the lead role, so we leave the cinema largely ignorant of his insights. Perfect Days regrettably does not function as a self-help manual. But it does something better, a Wim Wenders speciality (he does it in Wings of Desire as well): it persuades you that Humanity Is Good.

I saw fewer new movies this year than any other year since lockdown, and only a handful really floored me. Notably, Dune: Part Two is the first version of that story that I have found completely satisfying. Its oddness and spectacle have essentially overwritten my memories of the novel that is its source, David Lynch’s creative nadir, Alejandro Jodorowsky’s spectral recollections, and even this new film’s own predecessor. Anora is a surprisingly frothy film for most of its duration, while also building a wonderful portrait of a marginalised character and illustrating how capitalism poisons everything. The other film I truly loved this year, Rebel Ridge, made me a confirmed devotee of Jeremy Saulnier. He’s one of vanishingly few filmmakers dedicated to making realistic thrillers, all the more realistic since his villains–neo-Nazis and abusive, corrupt cops–are people you could see on the news. 

Best Album: Sparagmos, Spectral Voice

By most reckonings, Spectral Voice is a side project of the massively successful prog metal project Blood Incantation. So, Sparagmos isn’t even this approximate collection of musicians’ highest profile release of the year. Blood Incantation’s Absolute Elsewhere is almost certainly the most acclaimed metal album of 2024. But I spent much more time with this release by their shadowy mirror twin, which is eviler by far. The fact that “sparagmos” is an ancient Dionysian ritual makes the metaphor almost too obvious. Where Absolute Elsewhere is striving, Apollonian music of transcendence through knowledge, Sparagmos is intuitive, dark and impulse driven. It is murky and doomed. 

It is the only top choice on this essentially optimistic and affirmational list that strikes that mood. Maybe I needed it this year, to help maintain perspective. 

And now: new music from an old favourite, a new favourite, and a favourite that’s newish to me. Godspeed You! Black Emperor’s comeback hasn’t been entirely consistent, but No Title as of 13 February 2024, 28,340 Dead is a career highlight–as stark and strident as its non-title. The existence of Geordie Greep’s solo career is distressing in itself, since it implies the end of his old band Black Midi, before I even got to see them. But The New Sound is a small miracle, blending some Thumpasaurusy meme funk tendencies with a genuine gift for extended form. And Four Tet’s Three was the ideal workout companion for several months, touching on nearly every mood in his kaleidoscopic catalogue. 

Best Game: 1000xRESIST

It’s absurdly easy for me to choose my favourite video game of all time, much easier than the same choice in any other medium. It’s Kentucky Route Zero. I love that specific game more than I love video games. I’ve played more than a handful of games that are clearly going after what KRZ did so well. Some of them are great. But none of them have KRZ’s lightning in a bottle originality. 1000xRESIST does. 

This is a game that, like KRZ, deals with the fallout of recent history: in this case the 2019 Hong Kong protests and the pandemic. Like KRZ, it is suffused with real-world melancholy over the way that social forces have shaped its characters’ lives. Like KRZ, its presentation changes in novel ways from moment to moment. But the atmosphere and preoccupations of 1000xRESIST are entirely its own. Its story and aesthetic are built from scraps of anime, Kojima games and Final Fantasy. Ultimately, I think the main thing the two games have in common is that they were both made by teams with more experience in other media than in games, experience that helps bring originality to their approach, and enables them to sidestep every cliché.

Bizarrely, I interviewed this game’s director, Remy Siu, many years ago in an almost entirely different context. I’d just seen the premiere of a musical performance piece of his called Foxconn Frequency (no. 2) — for one visibly Chinese pianist. The gist is that the performer has to play incredibly difficult exercises on an electric keyboard, amidst a clamorous multimedia stage environment, and can’t move on until they get it right. Different as it is, I’m pretty sure everything Siu told me about that piece is in 1000xRESIST somewhere as well. I should have seen it coming. 

This was the most contentious category. I considered two others for the top spot: Lorelei and the Laser Eyes and Balatro. But I’ll be giving plenty of attention to Lorelei soon enough, and I’ve played Balatro so compulsively this year that it’s starting to feel like I ate too much Halloween candy. Both games are ingenious, but neither got under my skin like 1000xRESIST. The other runners-up are Judero, a handmade stop motion adventure game whose somewhat tedious combat doesn’t at all detract from its atmosphere or the wonderful oddness of its NPCs, and 20 Small Mazes, which actually is just 20 small mazes. But they’re very good mazes. 

Best Book: The Work of Art, Adam Moss

While I read more than usual this year, I’m afraid this one wins its category by default. Turns out, when I don’t have half my mind turned towards a year-end blog post that a tiny handful of people will even see, I don’t read new books. But the one new book I did read this year is a truly stunning object. Moss was the longtime editor-in-chief of New York magazine, among others. His first book as an author rather than an editor is, and I mean this as a compliment, a huge magazine. It contains 43 features on notable artists and their processes, lavishly illustrated with sketches, scraps, outlines and notes-to-self. The artists featured are always a delight to read, and Moss is a wonderful tour guide through their minds. But it’s this documentary evidence that steals the show: process in still life. 

Moss shows us Twyla Tharp’s studio-spanning scroll, on which she details her choreography in a language that’s only legible to her. He shows us the multiple versions considered of two specific jokes in Veep. He shows us studies and sketches by artists that may in their rough emptiness be more poignant than the finished product. It’s an avalanche of fragments, a fragmalanche, and it reinvigorated my urge to make things, over and over and over. 

I had considered the notion of “curation” as a focus for this list. Had I gone through with it, this might have served as a sort of sequel to last year’s list, wherein curation becomes my latest alternative to frustrating, modern narrative experiences: instead of telling a linear story, you can simply place things next to each other. I decided against it in the end, possibly because I lived through the halcyon days of clickbait, and I’m not sure the word “curation” will ever be purged of that era’s evil associations. Also, the theme probably wouldn’t have applied to much aside from this book and a handful of games: Lorelei and the Laser Eyes, The Story of Llamasoft, and the latter’s fictional counterpart UFO 50 (which I didn’t even play). This paragraph is as much as I can muster on the topic. 

Best Podcast: Benjamen Walker’s Theory of Everything

Benjamen Walker is a podcasting OG with essentially no competitors. We’re a decade into the era of narrative podcast oversaturation, and there still isn’t anybody else who really does what Walker does: a blend of fiction and non-fiction, essays and interviews, often built around ideas that some would consider simply too abstract for radio. This year, the main event on the Theory of Everything feed was Walker’s series Not All Propaganda Is Art, a nine-part group biography of three 20th-century writers with ties to the CIA: Richard Wright, Kenneth Tynan and Dwight Macdonald. It is a titanic work, not only in its architecture but in the research that obviously undergirds it–Walker located not just one but two films that were previously considered lost in the course of making this series. It is one of the vanishingly rare history podcasts that tells you things you couldn’t have previously learned by Googling them. 

It is also a proof-of-concept for the whole idea of a podcast group biography. Should anybody else take up the torch, I hope they’ll follow Walker’s lead in thinking as a radio producer first, a writer second. By necessity, he tells most of his story through a written script. But the show is built around documentary evidence: recordings of lectures, film clips, television interviews, etc. that are present here not just for colour, but as the central pillar of Walker’s argument. In a just world, this would be the moment when Walker finally acquired imitators. But I doubt anyone has the energy. 

Most of my listening this year was to the same handful of chat podcasts that have made the list over the last several years, but I’ve added some new ones to the stable. Unexpectedly, the best of them comes from one of the godfathers of narrative podcasting: Roman Mars. The 99% Invisible breakdown of The Power Broker by Robert Caro is the platonic ideal of a chat podcast, featuring an smart host who’s also surprisingly funny (Mars), and a funny co-host who’s also surprisingly smart (Elliot Kalan). I did not read along with them, but if I ever pick up that brick of a tome, I’ll listen again. Finally, In the Dark maintains its crown as the best and most virtuous investigative podcast around. Its third season revolves around the infamous mass killing of civilians in Haditha by American marines during the Iraq war. Like its predecessors, the smaller story serves to illustrate a broader systemic reality–one that in this case will only become more troubling throughout the second Trump administration. 

Bonus: Jon Bois

If I were following the format, this would be an endorsement of Secret Base, the freewheeling sports-focussed YouTube channel associated with SB Nation. But really, I’ve only been following their creative director, Jon Bois, who created two extraordinary works this year that have nothing to do with sports. One is a data driven (all of Bois’ work is data driven but nobody ever phrases it that way because you don’t say that about funny people) history of America’s essentially defunct Reform Party. It’s one of the most entertaining works of non-fiction I’ve ever seen about American politics. 

Unfortunately, Bois’s recent video essay about how many people slip on banana peels is even better. 

Tally ‘em up and that’s 21 things I loved. You want an even 25? Fine. Llamasoft: The Jeff Minter Story, Corb Lund’s El Viejo, M. Night Shamalan’s Trap, and The London Review of Books. Are we done here?  

Notes on Simogo, Part 3: Secret Sequels

This is the third part of a retrospective on the complete works of the indie game studio Simogo that begins here. This part will cover The Sensational December Machine, SPL-T, and Sayonara Wild Hearts. Full spoilers, insofar as that applies. 

The Sensational December Machine (2014)

Let’s begin by revisiting my broad schematic of the Simogo catalogue. They started with a trilogy of casual games for mobile devices. Next, they made a second trilogy of mobile games focusing on narrative and metafiction. Finally, in my view, their two most recent major releases have served as tacit fourth instalments in each of those trilogies.

The point we’ve now arrived at–late 2014–sits between those latter two phases: after their trilogy of fourth wall-breakers was complete, but before they’d set out on developing their secret sequels. At this point, they’ve shipped six games in the past five years. They deserve a break. Every artist needs a moment now and then to take a breath, to reflect, and to chart a new course. So, between the release of The Sailor’s Dream and the bulk of Sayonara Wild Hearts’ long development period, we get a sort of “intermission featurette”: two small releases that serve as a mirror to the past and a map of the future.

Simogo presented the first of these, The Sensational December Machine, as a Christmas gift to fans. It was a tiny, free, interactive story available through their website–notably not for mobile, but for PC and Mac. It begins with static and bells, and a hand-drawn title card depicting something that looks like a radio. Nothing happens. Then you click, and the title card recedes into the background a little. You click again, and it recedes further. A piano melody joins the bells. You recognize that the key mechanic of this game is simply clicking and holding, while occasionally moving the mouse around to gently change perspective. 

You keep holding down the mouse button. Text appears. The text tells a story about an artist in a town where everybody is obsessed with machines. This artist is an expert machinist, but she has a deeper ambition: “she dreamed about touching people’s hearts.” (The text of The Sensational December Machine is fable-like and nakedly sentimental, like a children’s Christmas story.) The artist spends a whole December on her latest gadget, and fills it with “words, sounds and pictures.” 

When the artist finishes her machine, she takes it to the town square, where she’s met with utter incomprehension from a public that expects something other than what the artist set out to deliver. When the artist attempts an explanation, that the machine is simply for inspiring emotions, the public responds that “this was not something machines could do.” Hold the mouse button a little longer, and the words “or even should” are shunted into the sentence.

The artist sours on her own creation. Frustrated by its reception, she leaves it to rust in an alley. “Why make something no one wants?” The machine is forgotten within days. But every now and then, the artist reaches into her pocket to feel a screw that came loose from the machine as she left it in the alley. She recalls her creation and she feels a sense of fulfilment, regardless of everything else that’s happened in the story so far. 

A hand-drawn Simogo logo appears, and you hit Esc to quit. 

The Sensational December Machine is a five-minute experience that says more about its creators, and more directly, than anything else they’ve ever released save possibly for Lorelei and the Laser Eyes. The story dramatizes the creation and reception of The Sailor’s Dream, Simogo’s most ambitious but least gamelike game, which was their first release that didn’t match the critical and commercial success of its predecessors. Its mixed reviews from both critics and players tended to reiterate the same tedious points: the game is too short, provides too little agency, and isn’t a game. Reviewers consistently fell back on the old consumer journalism tendency to compartmentalize and rate the game’s elements separately (story: good; art: great; gameplay: ???), and to ask whether a game with such limited interactivity could possibly be worth the money. (I’ll defer to Noah Caldwell-Gervais on Kentucky Route Zero to refute this.)

As clapbacks to the haters go, The Sensational December Machine is remarkably graceful. Instead of obsessing over the community’s reaction to their creation, Simogo’s story echoes Kurt Vonnegut’s advice to grade school students on creativity: “Practice any art… not to get money and fame, but to experience becoming, to find out what’s inside you, to make your soul grow.” One could argue that you don’t make a game like The Sensational December Machine unless you’ve felt a certain amount of creatorly spite and resentment. Certainly, the game portrays the townspeople who wilfully misunderstand the machine as parodically myopic and shallow. And the fact that this story is defiantly un-interactive (a descriptor that frankly does not apply to The Sailor’s Dream) also suggests a certain amount of “I’ll show you.” But ultimately, the story emphasizes an important and altogether more empowering perspective: that art is not fundamentally a commodity, and that the relationship between an artist and the art itself is more crucial than the relationship between the artist and their audience. Some would call this attitude self-indulgent. Kurt Vonnegut would say: “you have made your soul grow.” 

I’m tempted to leave it at that, but I can’t help feeling that the critical discourse being relitigated here is not over, even a decade later. Simogo’s early career was informed by the promise of smartphones: specifically, the promise that they would enable people who were otherwise uninterested in games to become interested in them. The success of Year Walk and DEVICE 6 suggested that there was an audience out there for well-made games that didn’t hew to the tedious genre trappings of AAA products (spacemen with guns and jumping children’s cartoons) and that renounced the gatekeeping of unintuitive controls. The failure of The Sailor’s Dream does not, in my view, contradict this. It simply speaks to the challenges of creating art in a milieu where art is generally received as a commercial product to be compared against other similar products for feature richness and value for money. 

The historical moment when the smartphone seemed poised to transform games into a democratic, aesthetically heterogenous Big Tent without gatekeepers was over by late 2014–we explored this in the last part of this series. A decade later, the indie games space has evolved into almost this exact environment, albeit still one inhabited by dedicated enthusiasts and not the general public (and one in which smartphones remain a tertiary part). Still, even in this era of abundance and openness, you occasionally encounter the same critical attitude directed at The Sailor’s Dream ten years ago–the attitude reenacted by the townspeople in The Sensational December Machine

When the (non-indie) studio Obsidian released their small-scale medieval RPG Pentiment in 2022, the reception was broadly positive. Nevertheless, some reviews emphasized that it is “not for everyone.” The game’s director Josh Sawyer offered the simplest response: what is? But even beyond that, asserting that Pentiment is specifically “not for everyone” is bizarre. It’s on Game Pass, and it’s short enough that you can finish it within your trial month. It runs on the laptop you use to answer your emails. Its RPG systems don’t involve any numbers at all, nor do they require any pre-existing familiarity with RPG mechanics. And its story fits the popular mould of historical fiction, which ought not to be any more alienating than science fiction or fantasy. I’m inclined to suspect it is less alienating. Each of these considerations would seem to make Pentiment more approachable than your average AAA game, not less. Yet they’re seemingly the very reasons why it was received as an outlier–a niche product. All of this in spite of the game’s deep interactivity and its very video gamey focus on moving a little guy around on a screen.

During Simogo’s first five years, one of the main ideas floating around in the games discourse was that devs needed to branch out from the most entrenched stories and mechanics if the entire medium was to become less niche. The reception of Pentiment demonstrates that even today, games that are demonstrably more accessible and approachable than standard AAA tentpoles are still sometimes regarded as less “universal” than those games. 

This is the notion that Simogo gracefully declines to refute here. Good for them. And alas.

SPL-T (2015)

Simogo is maybe the only developer that could make a game that feels like something by Tale of Tales, and immediately follow it up with a game that feels like something by Zach Gage. If The Sensational December Machine was an epilogue to their trilogy of increasingly narrative-focused adventure games, then SPL-T serves as a prologue to a new era with a renewed interest in the elegant score chasing of Simogo’s early work.

Development on Sayonara Wild Hearts was well underway by the time of SPL-T’s release, so it may be a stretch to characterize it as a second response to the poor reception of The Sailor’s Dream. But it feels like it is. It feels like a deliberate shoving of the pendulum as far in the other direction as it’ll go–an exercise, perhaps, to see if the old arcade muscles are still in fighting trim. It took five weeks to make and it’s the most austere, narrative-free experience Simogo has ever produced. Narrative will reassert itself in their work almost immediately, but it’s still hard not to view SPL-T retrospectively as a statement of purpose for their next creative phase, during which nobody will ever accuse them of making something that is “not a game.” 

SPL-T’s basic mechanics are elementally simple: you tap the screen, and a horizontal line divides it in two. Then you tap one or the other of those two halves, and a vertical line divides that half once again. The entire game is a succession of alternating horizontal and vertical lines, always splitting a section of the playfield in two equal parts, until a part becomes indivisibly small. There’s a Cute Little Guy at the top of the screen doing semaphore at you to tell you whether it’s a horizontal or a vertical line coming up. 

When a split creates a group of four or more equally-sized blocks, those blocks are frozen in an unsplittable state, regardless of their size. A number appears on the blocks: the current number of splits that you’ve made so far. With each new split you make, the numbers on your point blocks reduce by one, and when they reach zero the block disappears. Every point block above it on the screen drops down to fill the space and, in the game’s most immediately hooky mechanic, all of those dropping point blocks have their numbers cut in half. Stack your point blocks strategically, and you’ll have cascades of them dropping with each new split. 

The first time you see a point block drop downwards, you might be surprised to learn that there’s a gravitational pull towards the bottom of the screen. Nothing before this has suggested that we’re looking at the playfield from the side. We could just have easily been seeing it from a bird’s eye view, drawing lines on a map. But the moment that rectangular blocks begin to fall vertically, SPL-T enters into a dialogue with Tetris: the most successful “casual” game of all time. It’ll be instructive to bounce these games off of each other. 

The most fundamental difference between SPL-T and Tetris is the pace. There’s no time pressure in SPL-T, and progress occurs on your time–not the game’s. The meditative power of Tetris is that it locks you into the present moment, commanding your attention and focussing it on a single time-sensitive task. SPL-T doesn’t do this. Instead, it offers all the time you need to make your next decision, like a sudoku or a crossword puzzle. This is the key difference between SPL-T and its distant ancestor: Tetris is meditative; SPL-T is not meditative. SPL-T is chill. It declines to short-circuit your rationality the way that Tetris does, engaging your conscious mind rather than your instincts. Entering a flow state while playing SPL-T is not out of the question, but the flow state giveth and the flow state taketh away. If you become single-mindedly focussed on how things are working in your favourite little corner of your rectangle machine, you inevitably miss the big picture. You fail to think holistically. And you accidentally create a massive point block that ruins your whole goddamn game.

So, Tetris and SPL-T are only superficially similar. But they feel more similar than they are, because they’re both among the rare games that exist in a space of complete abstraction. Part of the reason Tetris is more universal than, say Dr. Mario is that the latter modestly incorporates narrative: you’re a doctor, and you’re fighting viruses–whereas, in Tetris, you’re you, and you’re playing a video game. Even in Candy Crush, while it’s unclear what you’re actually accomplishing by eliminating candies, they’re candies–whereas, SPL-T depicts only space on a screen, organized into increasingly chaotic divisions. The only representational images that appear in SPL-T are the semaphore guy and a little frog who appears on the help screen, both of whom take up minimal space on a screen that remains mostly dedicated to rectangles. This purposeful lack of iconography–of branding–lends an air of elegance to both SPL-T and Tetris. Like instrumental music or abstract expressionism, these games are about nothing but themselves. 

There’s no randomness in SPL-T: every game starts the same way, and any given playthrough is perfectly replicable. Once you’ve spent a good bit of time with it, you may find yourself drifting towards familiar approaches, as if by a footpath of your own making. My default, unthinking approach is to arrange half the screen into point blocks yielding constant points, while the other half of the screen is a scrapheap of random shapes I only touch when I can’t find a good split on my main half. Playing this way, it only takes a few minutes for a blank screen to transform into a landscape of tiny, interconnected economies: resource extraction in the southwest leads to profit in the northeast. Given the lack of randomness in the game, there’s nothing preventing me from playing this way every single time–except for the lurking sense that there must be a better way. 

Simogo marketed SPL-T with IKEA-like Swedish plainspokenness. “We know,” the game’s single, 34-second trailer states, “It doesn’t look like much. And this video is probably not going to sell you on it. But we promise that it’s really good. Like, really good.” The trailer explains nothing, and shows barely more than a few seconds of gameplay. But SPL-T, like DOOM, speaks for itself. Even without knowing the mechanics, or how deep the game becomes once you gain familiarity, you can see what SPL-T is from a couple seconds of gameplay footage: a return to basic principles, invoking the purity-by-necessity of not just Tetris but even earlier games like Pong and Asteroids, whose aesthetics it more closely resembles. 

It might be enough that the trailer lets you hear the sound. The sound of SPL-T is its connection to Simogo’s legacy of tactile delights. Each time you place your finger on the screen and release, it’s like popping a little electronic kernel of popcorn. Horizontal splits and vertical splits are tuned a major second apart, giving the game a constant feel of unresolved tension, until a point block vanishes and a little melodic figure brings relief. The music itself, repurposed in uncompromisingly retro fashion from Kosmo Spin and Bumpy Road, taps against your eardrums like a blacksmith striking the world’s tiniest anvil. The sound and feel of the game are as thoroughly considered as any of the interactables on the islands of The Sailor’s Dream

When Simogo released the game, it seemed a little slight to some of Simogo’s devoted players, accustomed as they were to the overflowing fictions of Year Walk and DEVICE 6. Surely, the makers of such impish games as these wouldn’t produce something… straightforward. The momentary presence of a frog on the final help screen even drew speculation that the game might be connected to Frog Fractions, another game whose fiction famously escapes its boundaries. 

Unless something earth shattering remains undiscovered about SPL-T nearly a decade later, this turned out not to be true. The game does contain some entertaining secrets, such as a hidden ball-balancing game that reveals itself when you press and hold the game’s title, and the ability to change the colour scheme by shaking the phone or turning it upside down (good luck actually playing that way, though). Most notably, if you wait long enough on each of the help screens, you’re shown a series of messages from an unknown sender: an almost-story told as a one-sided conversation between a mysterious consciousness and an unseen second party. It’s suggestive, but it doesn’t motion towards any further secrets or any compelling interpretations. 

It’s entirely possible that twenty years from now, somebody will unearth a massive secret from within SPL-T that places it alongside DEVICE 6 and Lorelei in Simogo’s pantheon of uncanny metafictions. I doubt this: the fact that SPL-T’s simplicity was so hard for some players to accept is simply a reflection of how completely Simogo had come to be identified with the complex narratives of their last three major releases, and how little they were known as the creators of Bumpy Road. In 2019, the idea that they’d want to create something as uncomplicatedly gamey as this would suddenly become much easier to accept. 

A final note: although SPL-T is the Simogo game that least needs a sequel, it is their only game that has one. Nestled within the folds of Lorelei and the Laser Eyes, you can discover SPL-T 2, a feature bloated, perhaps intentionally worse version of SPL-T that serves Lorelei’s commentary on art and commerce, similarly to the bonus content in The Stanley Parable: Ultra Deluxe. Simogo claims it may inspire “the strange sensation of lessening your opinion on the predecessor.” Inferior as it is, I have not found this to be the case.

Sayonara Wild Hearts (2019)

There are only a handful of moments in music history when a cult artist made a record so pure and undeniable that they broke through to a mainstream audience without significantly changing their approach. The archetypal example is The Dark Side of the Moon, an album whose self-seriousness makes it an odd fit to even mention in the context of Sayonara Wild Hearts. Better analogues come from the pop songwriter world: Heartthrob by Tegan and Sara; So by Peter Gabriel; Hounds of Love by Kate Bush. 

Sayonara Wild Hearts is a work like this: a warm embrace, human and relatable, that still maintains the particular mannerisms and idiosyncrasies that made its creators interesting in the first place. It is Poptimism: The Video Game, and not just because of its musical reference points. Its fundamental attitude is a belief in people, and a sense that there are universal experiences worth expressing through the closest thing possible to universal means. Simogo has always worked in a big tent, but Sayonara skips wildly and joyfully along the surface of mass culture to create something more inviting and enveloping than anything in their catalogue so far.

This change of attitude is a subtle thing. Simogo’s previous games were all obsessively honed towards accessibility, with an eye towards attracting players who didn’t normally play games. But perhaps this gave the impression of a certain aloofness towards the medium in which they were working–a deliberate distance from the type of games made for people who do normally play games. Envisioning new audiences often means alienating the existing one to some degree. The paradox of Year Walk, DEVICE 6 and The Sailor’s Dream is that they are simultaneously more accessible to inexperienced players than most hit games–and they are highly ambitious, far-reaching and artful works that ultimately seem to be courting a cult audience. Simogo is hard to pin down. Calling them pretentious would be outright rude, given their commitment to accessibility and their philosophy that games should be for everyone. But trying to paint them as video game populists is somewhat challenging because of the esoteric and literary tenor of their best-known works.

Sayonara Wild Hearts kicks dirt in the face of this entire, tortured train of thought. It does so by being, as Simogo themselves put it: “unashamed of being a video game.” No more languid exploration. No more long chunks of text. No more interactive music boxes. Motorcycles. Lasers. Fail states. Accordingly, on its release day, Sayonara Wild Hearts was released not only for mobile devices, but also for Nintendo Switch and PlayStation 4. Knowing all too well that there’s a gendered component to making a game that’s “unashamed of being a video game,” Simogo gave their laser motorcycle game a queer female protagonist, built it around an effervescent pop music score, and made it, just unbelievably purple.

On Sayonara Wild Hearts, Simogo had their cake and ate it too. They once again refused to cater solely to the narrow sliver of the public that so many developers rely on–and they also made a fucking Video Game.

Sayonara’s universality begins with the story: a hero’s journey narrative, where a reluctant protagonist completes a quest through what ultimately turns out to be an interior landscape, and emerges transformed. The idea of the “monomyth” has become a tedious self-fulfilling prophecy ever since Hollywood screenwriters started reading Joseph Campbell. But if you’re aiming for universality, market research suggests you could do worse. Though its protagonist is a young adult, Sayonara fits the mould of classic coming-of-age fantasies like The Wizard of Oz, The Lion, the Witch and the Wardrobe and Labyrinth, where the main character’s journey through a new reality changes their outlook on the mundane world they eventually return to:

And you think of all of the things you’ve seen
And you wish that you could live in between
And you’re back again, only different than before
After the sky.”

Sayonara Wild Hearts takes place on either side of a beanstalk: a threshold between the mundane and the fantastical. The very first cutscene, which plays as soon as you boot up the game, keeps us on the mundane side of the beanstalk: a heartbroken young woman skates forlornly away from a falafel shop. Shortly after, another cutscene at the start of the first level situates us within a fantastical tarot-inspired cosmology involving the fracturing of a once-harmonious universe. In two cutscenes, we understand the twin facets of this story: the personal and the cosmic.

So where is the beanstalk itself? What sits between these two scenes that introduce us to our two realities? The title screen. In a sense, every game’s title screen serves as a threshold between the mundane and the fantastical: it is the passageway that leads from the material world you were living in before you switched on the console into whatever constructed reality waits therein. But Simogo’s title screens tend to make this even more explicit. Sayonara‘s is effectively a synthpop rewrite of the opening of The Sailor’s Dream, which depicts its protagonist crossing the threshold between waking and sleep. Like Sailor, Sayonara begins with a snippet of narration (by Queen Latifah, no less) that makes the boundary explicit: “So our saga begins tonight, yet aeons ago, just here, yet lightyears away.” A couple of logos later, we’re tumbled into a violet universe of strobe lights and sidechaining. The title itself beats at us like a heart, in rhythm with the first of Sayonara’s eight Jonathan Eng songs, all performed by Swedish pop singer Linnea Olsson. “Everything is strange,” Olsson sings, “the end of love doesn’t happen this way.” This is the denial that must exist at the start of any Campbell-approved hero’s journey. It’s up to you whether you sit in that denial for the song’s full 90-second duration, or leave the First Threshold in the dust the second your eyes alight on the “Start Game” option. 

It’s remarkable how quickly after this ascension into the sublime that we find ourselves pretty much just playing Subway Surfers. In 2019, Subway Surfers hadn’t yet become a primary component of “sludge content,” a multi-screen experience in which no single element is worth anything. But even then, it felt shocking to see Subway Surfers embedded as such a clear reference point in a game by such an ambitious developer. Some of the same habitual Simogo players who vainly sought a grandiose metanarrative in SPL-T might also have been flummoxed by Sayonara Wild Hearts, which contains precious little text, not the faintest hint of metafiction, and a couple of levels that are almost literally just Subway Surfers.

But if the brief “intermission” encompassing The Sensational December Machine and SPL-T indicates anything at all, it’s that The Sailor’s Dream marked a turning point. It’s quite possible that Sailor was always intended as the final instalment of a narrative-focussed trilogy (Simogo claims as much in retrospect). But the game’s relative failure must have also helped to push them in another direction–you cannot go on making Sensational December Machines forever. With The Sailor’s Dream safely relegated away in “make your soul grow” territory, it makes much more sense that their next project would uncannily resemble the casual mobile games of several years prior–the environment in which Simogo started their career. Thus, Sayonara materialized as a belated companion to Kosmo Spin, Bumpy Road, and Beat Sneak Bandit

Of the three, it resembles Bumpy Road the most. Superficially, they share a genre: they’re both autorunners–as is Subway Surfers. But the last time Simogo played in this sandbox, Subway Surfers wasn’t even available as a format to riff on. Bumpy Road predates it by nearly a year–and even predates Subway’s predecessor Temple Run by a couple of months. The 3D autorunner hadn’t been codified yet, leaving Simogo to subvert the genre in two dimensions. Sayonara adds the third, but it doesn’t subvert its predecessors as fundamentally as Bumpy Road did. Aesthetics aside, it is mostly just a sequence of well-timed dodges. Its main difference comes in the fact that it is not an endless runner: it is divided into discrete, finite levels that each offer something new. 

The framing of these levels takes after Scott Pilgrim Vs. The World: our protagonist, having Crossed The First Threshold, must now defeat mystical representations of all her exes. Every character is inspired by one of the Major Arcana: the player character is the Fool, a figure analogous with Joseph Campbell’s archetypal hero. Each ex and their posse is identified with a particular tarot card: the Devil (a troupe of dancers), the Moon (a bunch of howling wolf people), the Lovers (a person that’s actually two people), the Hermit (a gamer, hilariously), and Death (the protagonist’s canonical Big Ex, “Little Death”: a French euphemism). 

Each ex is the focus of a series of levels that offer a constant stream of stimulation. The fixed perspective of Subway Surfers is replaced by a dynamic, constantly shifting camera whose unpredictability adds a little extra challenge, and also makes you genuinely feel like you’re in a music video. The levels rip through the history of pop culture, pillaging images and sounds from disparate quarters and smashing them together so confidently that nothing ever feels out of place. Simogo’s games have often played like interactive “mood boards,” but never more than here: we’ve got Carly Rae Jepson, the occult, cosplay, Mario Kart, bisexual lighting, Final Fantasy VII, and the 75% of Tumblr not already accounted for by the rest of this list. Sayonara’s flood of references, images and themes only coheres because its central mechanic is so simple and consistent. Just keep dodging and watch the pretty colours zip by, and in the end you’ll be surprised by how much of the game’s content got through to you somehow. 

Once the Fool has chased down every one of her exes on motorbike, hoverboard, and vintage car, KO’ed them to the rousing approval of Queen Latifah, and released the monster lurking within Little Death, we learn an additional layer of mystical truth: each of these past lovers has been, in a sense, the Fool herself. The last level finds the Fool giving a loving, platonic smooch to each of the game’s characters in sequence–all of them having taken on elements of the Fool’s own character model. Sayonara predates the dominant cultural phenomenon of the moment during which I’m writing this: the Eras Tour. And for all its poptimism, Sayonara’s sensibility is a shade more indie than Taylor Swift. But somehow, it presages the key message that Taffy Brodesser-Akner took from Swift’s gargantuan global spectacle: that a key element of maturity is extending grace to your various past selves–however troubled, however embarrassing. 

In that sense, Sayonara Wild Hearts plays like an autobiography. There’s nothing particularly embarrassing in Simogo’s corpus, but it is a body of work characterized by a couple of clean breaks with the past. Sayonara brings all of Simogo’s past selves together in blissful coexistence. Even as it refers back to the sensibility of their earliest work, Sayonara continues to be in dialogue with The Sailor’s Dream, just like the two smaller games that preceded it. It synthesizes the arcade gameplay of Simogo’s first three games with the expressive presentation they honed on Sailor. Sayonara is fast where Sailor is slow, and Sayonara offers ecstasy where Sailor offers reflection. But the priority Sayonara places on sheer audiovisual splendor is characteristic of a post-Sailor Simogo. This game simply doesn’t exist in a world where Simogo didn’t previously create their narrative works. 

It also doesn’t exist in a universe where Simogo hadn’t built a relationship with Jonathan Eng–a relationship that fully flowered on Sailor, and which arguably reaches its apex here. Eng’s Sayonara songs take after the grand Swedish tradition of ABBA and Robyn: heartbreak anthems aiming for maximum catharsis. His original sketches for these songs are in a different sonic universe from where the game ended up. It’s easier to imagine some of them as Bon Iver-adjacent anthems of lo-fi anguish in the woods than as the synthpop bangers they actually became. But while Eng was on his own making music for Sailor, here he’s collaborating with Simogo’s longtime composer Daniel Olsen.

Olsen hasn’t come up yet in this retrospective, mainly because Eng is a more novel figure: it’s common enough for a game studio to have a go-to composer, but not a go-to songwriter. But Olsen’s work on Sayonara is more integral than ever. He transforms Eng’s introspective demos into CHVRCHES songs, then does the same with piano music by Debussy. Elsewhere, the instrumental score drifts through Daft Punk and Kaminsky before ultimately settling back into the sweet spot of Carly Rae Jepson’s Emotion. Released during the first year of Sayonara‘s development, Emotion is manifestly an inspiration. It’s a record of loud, glossy exteriors hiding a broken, Sinatra-like inwardness. Emotion’s best cut, “Your Type,” feels like a clear model for Sayonara’s title track, and Sayonara’s pop tunes share a sense of purpose with Emotion: they both reach for catharsis by fusing misery with ecstasy. 

This aesthetic evaporates just as the credits start to roll. Sayonara’s final song, “A Place I Don’t Know,” was a country song Eng hadn’t originally intended for the game. Its final form is semi-acoustic dream pop, with an almost whispered vocal performance by Linnea Olsson that suggests a new maturity that’s absent from the callow narrator of previous songs like “Mine” and “Inside.” The lyric is, on its face, an odd fit for the end of a story about self-love. It is clearly a love song directed at a partner. But the relationship it describes seems different from the previous ones hinted at throughout the game: 

“I was used to my safety and peace
I mistook all this tedium for being at ease
But then you came along and said it’s time to let go
And you took me to a place I don’t know.”

In its final moments, Sayonara Wild Hearts suggests that the self-love it celebrates in its final level isn’t only an end in itself, although it certainly could be. It also provides the courage that’s a prerequisite for real commitment–real love. For the second time, Jonathan Eng delivers the emotional kicker at the end of the story. 

Is it really possible that one of the five or six most beautiful love songs ever written is hidden in the end credits of a racing game? 

Yes. 

I hadn’t originally intended for this section to end here. My plan was to cover the two small post-Sailor games quickly, and then dedicate the bulk of this third part to the third major phase of Simogo’s career, constituting Sayonara Wild Hearts and Lorelei and the Laser Eyes. But this is quite long enough for one post, even without trying to shoehorn in the densest text in Simogo’s whole output. The next and final instalment will be entirely dedicated to Lorelei. It will be a standalone post, but it will also serve as “part 3.5” of this series, the second of Simogo’s two secret sequels. 

I’m satisfied that it turned out this way in the end, because it strikes me now that the three games we’ve covered here are part of a single continuous motion. Together, they constitute a reaction to the end of Simogo’s prior phase: the critical dismissal of The Sailor’s Dream, the exhaustion of a particular creative direction, and the end of the smartphone as a new and promising expressive technology. Lorelei doesn’t strike me as part of this same continuous motion. It’s of a piece with Sayonara in a way, looking backwards for inspiration in previous successes. But after Sayonara, it feels like Simogo has tied up their various preoccupying loose ends. Lorelei, for all its open nostalgia, is something new.

The final part is here.

Notes on Simogo, Part 2: Fourth Wall Foregone

This is the second part of a retrospective on the complete works of the indie game studio Simogo. Part one dealt with their first three games. This part will cover Year Walk, DEVICE 6 and The Sailor’s Dream. It contains full spoilers for all of them. 

Year Walk (2013)

The three games that predate Year Walk in the Simogo catalogue are all love songs to the smartphone. You might expect that the novelty of the touchscreen, the quality that made Bumpy Road a success, would have worn off by 2013. Nevertheless, Simogo spent the second phase of their career continuing to mine for novelty in the physicality of the smartphone. This still-new technology had already become mundane, so the new challenge was to create experiences for them that cut through the mundanity and made them feel surprising again.

If that’s the key theme of Simogo’s second era, then the mobile version of Year Walk remains the definitive one. Year Walk has escaped its origins as a mobile game more successfully than any other pre-Sayonara Simogo title: it exists in two dedicated ports for PC and Wii U. But we’ll be glossing over those ports in favour of the iOS original, because that’s the one that shares a continuity of purpose with the two narrative-focussed mobile games that came immediately after.

This version of the game is split in two unequal parts: the game itself, and a chalk-dry secondary app called the Year Walk Companion, featuring short encyclopaedia articles on the folkloric characters that appear in the story. These two apps are so dramatically asymmetrical, one so lavishly designed and the other so plain, that it’s easy to miss the fact that their user interfaces are exactly the same. In Year Walk, you scroll the game’s first-person perspective from left to right, exploring horizontal corridors that give the option of shifting to a new corridor by swiping vertically at specific moments. The Companion offers a menu of articles that you scroll between horizontally and select by swiping upwards. This mechanical similarity is the first suggestion that the Companion may be more than it seems: an integral part of the game, and not just a dutiful infotainment product like the ones you might download to Enhance Your Experience of a public museum or art gallery.

But the game itself is your first point of contact. It opens with the sound of a film projector, and white-on-black intertitles like in an old silent movie. The whole game has the flicker of cinema, though it commits to this premise only about as much as Super Mario Bros. 3 commits to its evocation of the theatre. It also resembles a children’s pop-up book at times, and it never really pretends to be anything other than a straightforward point-and-click adventure game with fairly standard puzzles. You play as an initially unnamed protagonist, undertaking a ritual called the year walk. To complete the ritual you must wander the haunted woods at night, meeting creatures of varying malevolence. At the ritual’s conclusion, you will presumably be confronted by a truth that you’ve been searching for, or avoiding. 

The story is threadbare by design. It was based on an unproduced screenplay by Simogo’s collaborator Jonas Terestad, with the details pared away by Simon Flesser until all that remained was the protagonist’s motivation: he’s in love with the miller’s daughter, but she’s engaged to another man. You meet the miller’s daughter once at the start of Year Walk, and once more at the end. The hard truth we encounter at the end of the ritual is that she will fall out of love with the protagonist in the new year. The game’s final revelation is that the miller’s daughter dies for this transgression against male desire, murdered by the protagonist in the morning.

Edgar Allan Poe wrote that “the death of a beautiful woman is, unquestionably, the most poetical topic in the world.” But it’s possible that you need to be alive in the 19th century and you need to be the greatest gothic writer of all time for this to be true. 

It isn’t the story that sticks with you after a playthrough of Year Walk. Nor is it the puzzles, really, which are quite simple. This game doesn’t have the self-guided difficulty scaling of Beat Sneak Bandit and Sayonara Wild Hearts baked into it. I suspect it’s too brief and linear to support that kind of approach anyway. The puzzles are easy enough to provide a few moments of friction along the way to the story’s conclusion, which every player should be able to see. 

What sticks is the visionary quality of your encounters in the mythical forest. Many familiar stories position the forest as a threshold between the mundane world and the fantastical, but these Swedish woods are darker and chillier than the lotusland of A Midsummer Night’s Dream or even the enchanted forests of the Grimm fairy tales. Simogo brings it to life with a cut paper art style reminiscent of the German shadow-play filmmaker Lotte Reineger and the Soviet animator Yuri Norstein. Simogo’s love of paper and other physical materials has been visible since the arts and crafts-inspired Kosmo Spin, but never more so than in Year Walk. The art is deeply expressive: every frame is suffused with wintry melancholy, underpinned by a soundtrack of whistling wind and snow crunching underfoot. 

Throughout the ritual you meet the Huldra, a figure of threatening sexuality; the Brook Horse, a guardian of the drowned; the Mylings, spirits of murdered children; the Night Raven, an omen of death; and the Church Grim, a gatekeeper at the edge of revelation. Of these, the encounter with the Brook Horse and his wayward Mylings is the most memorable, for its puzzle mechanics and its character design alike. The besuited Brook Horse stands waist-deep in the stream that runs through the forest, asking you wordlessly to find the four Mylings hiding in the woods. Each of them requires a different way of physically interacting with the phone, like turning it upside down or scrolling the environment past its ostensible edge. They’re simple puzzles, but the way that they break verisimilitude by making you think about the physical object you’re holding adds to the uncanny atmosphere. What exactly is the player character doing when you turn your phone upside down? The player and the protagonist are visibly distinct from each other in these moments, purposely breaking immersion. It’ll happen again. 

The sought-after revelation occurs in the final encounter with the Church Grim, during which the scissors-and-paper physicality of the world dissolves into 3D abstraction. Everything that has defined the game previously is gone. The puzzles cease to be puzzles in any meaningful sense, replaced by frictionless tactile moments of the sort that will be taken up with different degrees of success in Genesis Noir, A Memoir Blue and the flashback sequences in What Remains of Edith Finch. This presentation–a clean break with the game’s previous aesthetic and logic–helps to obscure the straightforward gothic romance of the narrative, which reaches its turning point here. When Year Walk doesn’t rely on words, it is fascinatingly obtuse and elliptical. When it does, it displays the five words “I don’t love you anymore” each on its own emphatic screen. A pool of blood spreads out around the body of a girl, and Jonathan Eng sings over the credits. (Incidentally, the first great Simogo musical number is a Year Walk song, but it isn’t this one. It’s “Myling Lullaby,” the promotional single that isn’t included in the game.)

So what is this ritual we’ve been undertaking? This ending leaves open the possibility of a somewhat tired psychological interpretation, that all the odd things we’ve seen are the product of a deranged mind. But something strange happens after the credits: an unknown voice speaks to us through onscreen text, entreating us to consult the Companion, where a secret passcode will enlighten us further. 

The Companion’s blandness is a deeply committed feint. It is so incredibly halfhearted on its face that it almost feels like it was made to fulfil the requirements of a grant: like the Swedish government gave Simogo a few thousand euros to edutain the world with Sweden’s bizarre, forgotten myths. But this mundane supplement contains the secret that makes Year Walk into something more than a gothic point-and-click with a clichéd psychological twist. For reasons not supported by verisimilitude, there’s a login screen in the Companion that leads to the notes of its fictional author, Theodor Almsten. Almsten is a scholar of Swedish folklore whose investigations into the little known ritual of year walking led him to discover the story of Daniel Svensson, a young man who was executed for the murder of the miller’s daughter after undertaking the year walk. This is the name of our previously nameless protagonist.

Almsten’s notes contain the best puzzle in Year Walk. After his discovery, strange things start happening to Almsten. He feels like he’s being watched, and a sequence of strange shapes begins showing up in his life: in drawings he makes in his sleep, on paintings that appear unexpectedly on his wall, tattooed on his skin. He realizes–without saying it explicitly and ruining the puzzle for us–that these shapes are the combination to open the mysterious wooden box he found in the woods near Daniel’s hometown. 

We’ve seen this box before. It’s one of the first things you encounter in a playthrough of the main game, sitting there perfectly solvable from the moment you take control of the character, like the final puzzles in Myst and Outer Wilds. You might not think about it at the time, but the box looks odd. It doesn’t fit into the environment. It’s not hovering, exactly, but it’s the one thing in the game that looks like it hasn’t been blended in with the rest of the world: just an asset superimposed on a background. It’s uncanny. It only becomes more uncanny when you open the box–because who is opening the box, exactly? Daniel? How would Daniel know the combination? Does he, in the 19th century, have a smartphone with a copy of the Year Walk Companion? And by the way, who did Theodor Almsten actually get in touch with in that vision after the end credits? Presumably the Companion’s login passcode would be useless to Daniel. 

A somewhat underdeveloped thread in Year Walk concerns the idea that the year walk ritual causes a sort of “system error” in the universe: that it causes verisimilitude itself to crash. The game’s final resolution–its “true” ending–involves a connection between two characters: Daniel Svensson and Theodor Almsten. From more than a century in the future, Almsten entreats Svensson to appease the (evidently quite real) forest creatures’ bloodlust with his own life rather than an innocent girl’s, changing history. But this connection requires the intervention of a third figure: us. In order for Daniel to know the combination to the uncanny wooden box floating at a fixed point in space, Almsten must reveal his notes to us, through the medium of an iOS app. You may recall in this moment the immersion-breaking Myling puzzles, or that notion of a “system error” in the universe. Year Walk’s true ending emphasizes the softwareness of the software: a move that Simogo is still finding new ways to pull as of 2024. 

Year Walk marks the first time that Simogo let the fiction overflow its banks. It overflows in the form of the Companion, and various Blair Witch-style guerilla marketing. One final notable piece of Year Walk ephemera emerged in conjunction with the release of the Wii U port: the short story collection Bedtime Stories for Awful Children. These stories are fairly self-contained and don’t pull any of the Companion’s metafictional tricks–except in the sense that all scary folktales are frightening because they live on the border between fiction and reality. Year Walk is unsettling for the same reason that ghost stories are to children: because the storyteller swears it’s true.

DEVICE 6 (2013)

“Why, sometimes I’ve believed as many as six impossible things before breakfast.”

— Lewis Carroll

About midway through the development of Simogo’s fifth game, Edward Snowden leaked a massive trove of documents. It’s not like people weren’t already wondering whether their phones were spying on them. But suddenly, the efficacy of the smartphone as a surveillance device was a matter of public record. Simogo’s catalogue of mobile games up to Year Walk is an extended proof of concept for the smartphone as a Fun Little Gizmo: “Hey, look what this thing can do!” exclaimed over and over again to curiously undiminishing returns. By late 2013, the atmosphere had changed. DEVICE 6 asserts even more strongly than its predecessors that the smartphone is capable of just about anything. But this time, “just about anything” includes wanton surveillance, mind control, and the total collapse of reality into narratives that serve capitalism. 

The smartphone has been the main character of this story since the start. We’ve arrived at its heel turn. 

DEVICE 6 begins with a simple request: to hold the phone six inches from your face and press a button. When you do, the phone begins making scanning noises, and red lines flash across the screen like a sinister photocopier. The game then identifies you as “Player249,” leaving you to wonder what actually transpired here. Of course, the answer is nothing. The app doesn’t have access to your phone’s camera, and the red photocopier beams that appear on the screen couldn’t possibly have a function. 

Or could they? DEVICE 6 constantly brings to mind Arthur C. Clarke’s famous assertion that “any sufficiently advanced technology is indistinguishable from magic.” Nobody really knows how their smartphone works, so it may as well be magic. And in the post-Snowden era it may as well be black magic. This is DEVICE 6’s most fundamental trick: it leverages your distrust of technology to make you believe the game is doing things it can’t. It’s barely suspension of disbelief. Your phone really is spying on you. You know it is. You read it in the newspaper. The phone game knows your face

(Like Bumpy Road, elements of DEVICE 6 don’t work as well on modern smartphones–but not for any mechanical reason. In this case, the sinister novelty of DEVICE 6’s opening is blunted by the fact that our phones actually are constantly looking at our faces now, in lieu of passcodes. We’re used to it. The fact that this moment is less upsetting than it once was is upsetting in itself.) 

Moments like the opening face scanning sequence serve as interstitials throughout DEVICE 6. Between chapters, you’re given surveys by a suspiciously friendly corporate entity, each of which suggests in a slightly different way that your device is doing impossible things. 

Meanwhile, you read the most esoteric ebook ever devised. DEVICE 6’s story is a mishmash of adventure game clichés concerning an amnesiac called Anna, who has to solve a bunch of escape room puzzles to discover why she’s been brought to this unfamiliar island. But as with Year Walk, it’s all in the telling–which finally brings us to the game’s main selling point: the text of DEVICE 6 doubles as both story and map. As Anna moves through the space, sentences stretch out into long, one-line hallways and stack into paragraph-rooms. At times, the text becomes a staircase or an elevator. Sometimes it turns corners, or branches into forking paths. Time and space collapse into an approximate representation of both at once. And yet, as schematically ambitious as it is, DEVICE 6 is simpler in certain respects than any of its predecessors. As much as it makes you twist and turn your phone around, it doesn’t actually use the motion sensors at all. And it is, after all, mainly just text.  

At the time, DEVICE 6 was part of a discourse about the re-emergence of “interactive fiction.” Games composed mainly of text have never ceased to exist, but in 2013 there was reason to believe a renaissance was underway: Twine; Inkle; Fallen London; A Dark Room. DEVICE 6, which unexpectedly became Simogo’s biggest hit to date, was part of an unlikely trend. But DEVICE 6 also stands apart from the trend. It has different priorities from most of the other totems of the IF Renaissance. As the revered IF writer Emily Short noted, DEVICE 6 is first and foremost a “beautiful piece of typographical design.” It doesn’t offer branching story threads, except in a rare few instances that always require both branches to be explored. It leaves effectively no space for role playing, purposely separating the player and the player character for thematic reasons, similar to Year Walk. It is, figuratively if not literally, a linear story interspersed with light puzzles. It feels less like 80 Days than like the New York Times’ “Snow Fall” (the Train Pulling into a Station of high-budget online journalism).

DEVICE 6’s interactivity is subtle. It’s not so much about the tasks you are required to undertake or the choices you are allowed to make. It’s about the relationship it forges with the player: the intense awareness it fosters that you are engaging with technology. Specifically, you are engaging with a kind of technology that Steve Jobs wants you to be completely unaware of. Simogo is once again emphasising the softwareness of the software. 

(This is another trend that DEVICE 6 was unexpectedly part of: a vogue for metafiction. 2013 also saw the full release of The Stanley Parable and the first two episodes of Kentucky Route Zero. The following five years would bring a flood of acclaimed metafictional games including Undertale, which follows in DEVICE 6’s footsteps by daring the player to disbelieve its reality.)

Scattered throughout the game’s text are schematics for, count them, six different devices that factor into the narrative, one per chapter. Learning what each device does in sequence gradually changes the way that you read the story. It becomes clear that the text we’re reading isn’t a mere pre-rendered story: it is the live feed of Anna’s actual experiences as she makes her way through the island’s trials on the other side of the world. A shadowy group called HAT has installed a number of clever devices in her brain that convert her inner monologue into text and broadcast what she sees and hears to our screen. More troubling still: one of these devices allows us a limited amount of control over Anna, which is how we can participate in solving the puzzles. 

Learning about this succession of devices is the real story of DEVICE 6. Until close to the end, nothing much happens to Anna, really. But we grow more invested–more complicit–as we understand the nature of our interaction with the game. Of course, this is only as true as the facial scan at the beginning. But the fiction has overflowed its banks again, just like at the end of Year Walk, and this time the overflowing has been aided by real-life revelations that your phone is up to more than you know. Believing the impossible isn’t so hard. 

This specific type of metafiction, where the story seems to spill uncannily into the real world, is the main thing that DEVICE 6 shares with Year Walk. But where Year Walk revelled in the moments where verisimilitude gave way, DEVICE 6 takes great pains to fill in the gaps that its predecessor left open. In Year Walk, Simogo handwaved away the game’s thorniest questions (“How does this character know how to open this box?”) with talk about a “system error” in the universe. Then, they hung a lampshade on their own handwaving by naming their game after its biggest handwave. 

There is no such handwaving in DEVICE 6. The numbered devices we encounter in sequence throughout the chapters exist to precisely map Anna’s experiences onto the way we experience them on the screen: to narrow the distance between the map and the territory; the story and the telling of the story; the signifier and the signified. Year Walk leaves open questions for the player to puzzle out in the shower. DEVICE 6 goes so far in the opposite direction that it provides an in-universe answer to the most basic question in semiotics: what is the relationship between the furry animal that lives in my house, and the symbols “D,” “O” and “G?” (They’re related because DEVICE 1 relates them to each other, naturally.) 

Anna’s story culminates in an encounter with DEVICE 6 itself. It serves as the central unit of HAT’s surveillance operation, master control for all of their other devices, a storage tank for the human sensory experiences they’ve collectively sucked up, and an object of worship for the members of HAT. By refusing to worship it as well, Anna seals her fate. The epilogue shows us a contradiction: one of the little devices in Anna’s brain continues to broadcast normally, showing us the reality of what she sees, but another device has been overridden by HAT. So, while the text gives Anna a happy ending where a sea captain answers her distress call, the sound and images show her true fate as a man in a bowler hat raises a pistol and shoots. 

In the 2016 documentary HyperNormalisation, Adam Curtis argues that governments and corporate interests have successfully mediated our perception of reality by providing us with simplified narratives that deny the complexity and unpredictability of the real world. Many of his examples come from the Soviet Union and the internet, two places where it gradually became commonplace to deny the reality in front of your eyes. The epilogue of DEVICE 6 illustrates a rather Soviet cognitive dissonance. The story is allowed to end in a way that we know is untrue–but having no alternative, we proceed regardless. In 2013, three years before HyperNormalisation, it was less obvious that tech companies were playing a profound role in this flattening of the world. Nevertheless, DEVICE 6 managed to depict exactly this: a cultish organization developing technologies to filter and depict reality in a way that suits their own interests. 

As a gift for playing through to the end, our corporate friends offer to send us a creepy doll in the mail. We know what this doll does. Once we receive it, it will knock us unconscious so that HAT can kidnap and forcibly “enhance” us with their horrible machines. We will be flown to the island, and the cycle will begin anew. Should you decide to play again, the Saul Bass-inspired opening cinematic now takes on a new meaning. What had initially seemed like a random parade of images now clearly depicts Anna’s kidnapping, as well as the player’s own eventual fate when that doll arrives in a few business days. At this point, the barrier between the fictional world and the real one has become precariously thin. Depending on how successful the game has been at suspending your disbelief, you may fear to open your own mailbox. 

In 2013, DEVICE 6 seemed so deeply of its moment that it risked dating itself immediately. But we are still living in DEVICE 6’s moment: our realities have become even more strictly mediated by filtered streams of information emerging from consumer electronics, and we have collectively become much better at believing impossible things.

The Sailor’s Dream (2014)

Having thoroughly vilified the very technology that enabled their success, what was Simogo to do? Just keep working. Nothing in Simogo’s copious online documentation of their creative process indicates that they seriously considered moving away from mobile games after DEVICE 6: no hint that the dystopian possibilities they entertained in their fiction felt pressing enough in real life to prompt a clean break with smartphones. 

Still, looking backwards from 2024, The Sailor’s Dream feels like the end of something. Simogo’s major releases since then have moved gradually away from smartphones: Sayonara Wild Hearts was their first game to initially launch on consoles, and Lorelei and the Laser Eyes is seemingly not coming to mobile at all. Aside from the spontaneous experiment that became SPL-T, they would never make a mobile-first game again. That knowledge lends an elegiac quality to The Sailor’s Dream: a sense that we are witnessing a fond memory from well after the fact.

But that elegiac quality was there from the start. This game’s atmosphere isn’t haunted in the same way that Year Walk was: there are no threatening or inexplicable creatures here. Instead, The Sailor’s Dream is populated with sad ghosts and wistful recollections of happier times. Our sole objective is to explore a handful of creaky-floored environments, all deserted. The point-and-click mechanics and escape room puzzles of the last two games are gone, but both games’ navigation mechanics are back. To travel the ocean overworld we scroll horizontally and swipe vertically to travel to a new area, like in Year Walk. And the game’s interiors navigate like a more pictorial DEVICE 6: networks of illustrated rooms, connected by scrollable pathways and graphical crossroads. 

The rooms inside these mysterious island dream spaces are filled with symbols and memories. If you take the locations in the order they’re given, the first interactable item you’re likely to encounter is an empty picture frame. Its descriptive text details the photograph it used to hold, of a woman and a girl on a cliff: “The woman sings an old sea shanty and the girl wishes she was an explorer of the seas… just as the girl starts to feel cold, the woman wraps her arms around her.” That’s a lot of information to glean from considering a photograph that isn’t even there. This happens again and again in The Sailor’s Dream: even in the vividness of this dream world, memories present themselves as absences and diminishments. We don’t see a photograph of the woman and child, just the empty frame. We don’t see the kitchen table around which the family gathered, just the driftwood it eventually became. Even in dreams, the life has drained out of these places. But by the same logic, every object contained within The Sailor’s Dream, no matter how abstract or phantasmal, is freighted with potential meaning. Everything is more than it is: a piece of driftwood an elegy for a family dinner; an empty picture frame an elegy for an embrace on a cliff. 

These brief snippets of descriptive text begin to suggest a story involving three people: a girl, a woman and a man. They also contain hints about other potential ways we might learn about these people. Firstly, there’s a print button at the bottom of each text snippet. This is the only time Simogo engaged with Apple’s AirPrint system: this print button allows you to view and, for some reason, print the girl’s drawings of the people and places in this story. We learn as we progress through the game that the story’s other two main characters have their own preferred media for personal expression. An old seaman is rumoured to broadcast on the radio every hour, on the hour. And somebody swears that the woman who lives on the cliff has been singing into a bottle and flinging it into the ocean, once per day. 

In the broadest possible sense, The Sailor’s Dream elaborates on the formula established by Gone Home the previous year. That game had invited the player to explore an environment full of telling details, and to gradually learn the story of a family. Each family member’s story was told in a slightly different narrative register: YA coming of age story; trashy romance; multi-generational novel. The Sailor’s Dream extends this approach outwards so each character’s story is told in a different medium altogether: drawings, spoken language, and songs. 

The woman’s bottles are easily discovered: after a certain point they start appearing in the game at the rate of exactly one per real-world day, and they do in fact contain songs. This is how we learn the story of the woman who lives on the cliff. Learning the story of the old seaman is the closest thing The Sailor’s Dream has to a puzzle. There’s an odd clock inside a shack on one of the smaller islands. At the top of the hour, again according to the real-world time, the clock’s radio flips on and a wistful man with a deep, rustic voice talks to nobody in particular about his lost love. 

The fact that these two elements of the game correspond to the real-world date and time is the only way that The Sailor’s Dream allows the fiction to overflow its banks. The story here is essentially self-contained, but it invites you to check in with it periodically as you would a recurring dream. Every morning when you wake up, you’ll eventually remember that a new bottle has plunged into the waters of the dream world. And throughout the day, you’ll occasionally notice that it’s close to the start of a new hour, and you’ll know that in another reality, a man on a ship is about to broadcast his feelings over the shortwave. Discovering all of these bottles and broadcasts is part of the game’s critical path: the credits won’t roll until you do. Of course, it’s possible to brute force your way to completion in a single sitting if you mess with your phone’s date and time settings. But doing that would mean treating The Sailor’s Dream like a video game, and not the pocket universe it means to be. 

The story we discover is a patchwork nautical melodrama: Breaking the Waves via dream logic. A beautiful woman meets the man of her dreams, and they live together in a cliff-top house overlooking the sea. They informally adopt a young girl during the summers, they get a dog named Archibald, and they live together in domestic bliss for one quarter of the year. The rest of the year, the girl is elsewhere and the man frequently has to be away at sea. The woman is mostly alone in that house. She comes to hate the sea, and the solitude. One night, the man is getting tossed around by a particularly vicious storm. He’s in the cargo hold when the ship tilts violently and a crate carries off his arm–the arm where he’s tattooed his loved one’s face. At this moment he knows, as we come to learn, that his beloved has thrown herself off the cliff. 

We experience this story mainly through the eyes of the girl the couple adopts. It is her dream we’re in, her faded memories we discover, and her drawings we find. We learn that when she’s not with the couple in the cliff-top house, she spends most of the year in an institution. Evidently she has a history of pyromania. She hates the institution, and the doctor who asks her endless questions about her dreams. But there is one friendly guard, who regales her with stories about his beloved rowboat, which he’s named Lily Christine. The guard affectionately calls the girl “Sailor,” and brings her paper to draw on. When her mother figure dies, she watches as the pallbearers carry an empty coffin down the street, and she burns the cliff-top house to the ground. 

The old seaman’s radio broadcasts come to us from a ship on the open sea, sometime long after the rest of the story has come and gone. He speaks with a voice of tired experience. He has little interest in his crewmates, who try in vain to coax him into a game of cards. The Jack Russell Terrier onboard his latest ship can’t compare with the memory of Archibald. Nothing interests him much except for reflecting on his great love. Like another ancient mariner, he’s compelled to relate his own tragedy to anybody who’ll listen. But unlike Coleridge’s mariner, this one isn’t guaranteed an audience. He speaks his tragedy into the static and is audible only in dreams.

It’s the woman’s story that’s the most memorable, not only because it’s the most tragic, but because it is delivered in the most memorable way. The songwriter Jonathan Eng has been in Simogo’s orbit since the promotional cycle for Kosmo Spin, and he’s been involved in every subsequent game in one way or another. (He even appears as himself in DEVICE 6–a rare honour for video game composers who didn’t work on Chrono Trigger.) But The Sailor’s Dream is the point where he becomes indispensable: as valuable a collaborator for Simogo as Ben Babbitt is for Cardboard Computer. It is rare for a video game to have songs–i.e. true songs, with lyrics, that maintain focus and aren’t just window dressing or a glib joke over the end credits. And it is vanishingly rare for these songs to be excellent. 

The Sailor’s Dream’s songs in bottles tell their story with Sondheim-like efficiency. On the OST, they are simply named for the days of the week on which they appear in the game. On Monday and Tuesday, the woman sings of her early life: yearning for the sea against her family’s wishes, and finding a comfortable home in a friendly seaside town. She assembles her makeshift family on Wednesday and Thursday, meeting a handsome sailor at a dance and taking a needful child under her wing. On Friday, we hear one of Eng’s most satisfying songwriterly flourishes: he extends the length of the final chorus to accommodate the woman’s sincerest single utterance: 

As the sun slowly sinks, I can’t help but to think
That we’re truly each other’s most valuable things
They say time can’t be stopped, but I’ll give it a try
As the last summer’s night passes by

Saturday brings rage. The woman rails against the sea and the promises her loved one should have known he couldn’t keep. Finally, Sunday marks the end of the woman’s life. Without this song, it’s possible the whole game wouldn’t work. We hear very little of what the woman’s life is like after her husband goes to sea. The rest of the game largely declines to give voice to her struggle. It takes Jonathan Eng exactly four lines to make up for this: 

This house was once full of wishes and desire
But all life died out, only ghosts come through the door
Now it’s a shell that’s just waiting for the fire
Nobody lives in this house anymore

You could argue it’s troublesome that The Sailor’s Dream is the third Simogo game in a row that revolves around the violent death of a woman, and this one in particular may be a problematically romantic depiction of suicide. But the teenage Decemberists fan deep inside me is powerless against this. Eng’s song is a beautiful illustration of grief, longing, and the difference between how you hoped it would be and how it turned out. It completes the woman’s emotional arc, and finds the humanity in a very melodramatic ending. 

In spite of its melodrama, The Sailor’s Dream is Simogo’s subtlest creation, replete with easily ignored detail: the symbols in the UI; the sound and feel of the swiping motion; the subtle fade between photorealistic ocean and painterly sky on the overworld screen. It is their least gamelike creation but their most expressive, like the Church Grim encounter in Year Walk expanded into a whole game. Its rooms are filled not with puzzles, but with bespoke software instruments that allow you to improvise melodies overtop of Eng’s score, wheels to spin, windows to tap on. The narrative doesn’t depend on this interactivity to come through, but the experience of finding a room full of glowing musical cubes is equally beguiling and evocative as any of Simogo’s now-absent puzzles. 

Since The Sailor’s Dream is driven so heavily by atmosphere and music, it isn’t surprising that Simogo spun it off into a podcast. The Lighthouse Painting is part of the post-Serial podcasting boom of 2015, when everybody remembered the storytelling power of audio all at once, in spite of the fact that podcasts had already been around for well over a decade and radio hadn’t gone anywhere. It focuses on a minor character in the game: the sympathetic guard at the facility where the girl is being held. Over four miniature episodes, the now-former guard tells us a maritime tall tale about a girl who paints with watercolours made from the ocean. The ocean, vengeful over its stolen water, repossesses whatever she paints, including her mother and the lighthouse where she lives. 

The Lighthouse Painting is only tangentially connected to The Sailor’s Dream through its narrator and his rowboat, and a couple of repeating themes from Eng. But it expands on the game’s obsession with dreams and stories–it is only through these that the ocean takes on supernatural powers. Simogo only ventured into podcasting this one time, at the precise apex of the excitement about that medium. 

Meanwhile, the apex of excitement about the smartphone had come and gone. The Sailor’s Dream is a bittersweet recollection of a time when it seemed novel to have a telephone that also worked as a day planner, played music and told the time. This miraculous device, which responded to the touch in precisely the way you expected, once seemed like it had limitless potential for designers and storytellers to bring their craft to new audiences. Those days are over. Nobody lives in this house anymore. Time for a new horizon.

Part three is here.

Notes on Simogo, Part 1: Business Casual

Every body of work belongs somewhere on a spectrum between order and ungainliness: between Nine Inch Nails and Aphex Twin, perhaps. There is an appeal in the Aphex Twin kind of catalogue, scattered among different monikers and doled out in irregular quantities. The treasure hunter in me appreciates the challenge. But my heart belongs to the artists who keep their garden well weeded, who impose their own sense of order onto their work. It isn’t mere vanity that might compel an artist to act in this way. To actively corral and demarcate a list of works is an invitation from artist to audience, to look at all of this material as a cohesive whole: to see each individual part in conversation with all the others. 

Over the last 15 years, the indie developer Simogo has built up one of the most internally coherent back catalogues in games. This coherency lends depth and meaning to each game in itself, especially their latest: Lorelei and the Laser Eyes. Lorelei contains explicit references to Simogo’s entire corpus, from their earliest mobile trifles to their most ambitious adventure games. It expands on themes and approaches that have defined Simogo’s work since the start of their career. 

The release of Lorelei strikes me as an opportunity to look back at Simogo’s complete works, to attempt to trace the consistent voice that runs through their catalogue. As in the past, I don’t have a specific thesis or grand unified theory of Simogo I’m working towards here. I’m just going to play all of their games, and go through some of the ephemera associated with each. I’ll comment on what strikes me most, and how each part seems to inform the whole. 

Here’s the “shape” of Simogo’s catalogue as I see it, laid out in parts and subparts: 

A trilogy of casual mobile games:

  1. Kosmo Spin
  2. Bumpy Road
  3. Beat Sneak Bandit
    • A playable demo called Rollovski, for an unreleased Nintendo 3DS game in the same universe as Beat Sneak Bandit

A second trilogy of metafiction-inclined adventure games for mobile:

  1. Year Walk
    • The Year Walk Companion, a separate app expanding on the folklore that inspired the game and containing important secrets (the Companion was folded into subsequent ports of Year Walk)
    • Year Walk Bedtime Stories for Awful Children, a set of short stories written for the release of the Wii U port
  2. DEVICE 6
  3. The Sailor’s Dream
    • A fiction podcast called The Lighthouse Painting

An “intermission featurette” containing two small and contrasting works:

  1. The Sensational December Machine
  2. SPL-T

Two comparatively large games that appear to follow up on approaches from their first and second trilogies, respectively:

  1. Sayonara Wild Hearts
  2. Lorelei and the Laser Eyes

That’s a lot of games, so I’m splitting this into a three-part series. This first part will deal with the early casual games. The second will cover Year Walk, DEVICE 6 and The Sailor’s Dream, with all their associated ephemera. And the final part will touch on the two small titles in the “intermission featurette,” then dive into Simogo’s two most recent games. (Edit: As it turns out, Lorelei required a post all to itself. So, this is in fact a four-part series. The schematic still applies.)

Me and Simogo, we go back a long way. Playing DEVICE 6 in 2013 was one of a handful of experiences that encouraged me to get back into games after a long absence. The point of this retrospective isn’t really to assess the quality of what Simogo has made, but the fact that I’m doing this at all should demonstrate my personal attachment to their work. I’ve played everything from Year Walk through Sayonara Wild Hearts at least three times each, and I’m the particular kind of sicko who considers The Sailor’s Dream to be their secret masterpiece. I’ve thought about these games a lot.

On the other hand, Lorelei and the Laser Eyes is as new to me as everybody else, and I hadn’t played Kosmo Spin, Bumpy Road or Beat Sneak Bandit before I started working on this series. So there will be an element of discovery here. The more I play these unfamiliar games, the stronger the sense I get that Simogo’s current creative phase is explicitly in conversation with their own past. Sayonara Wild Hearts strikes me as a spiritual sequel to their initial trilogy of casual mobile games. In the same way, Lorelei seems to follow up the metafiction trilogy that began with Year Walk. Simogo redesigned their website for the release of Lorelei, including reams of documentation and present-day reflection on their previous games. Their catalogue has never been tidier, and its coherence has never been more relevant to their current work. 

A final note before we begin: I wrote earlier that I have no particular thesis I’m working towards. I do however see a correlation between Simogo’s work at any given time and the prevailing attitude towards smartphones. As we proceed, we’ll witness the rise of the smartphone as a casual entertainment device, its embrace by indie developers as an accessible platform for interactive storytelling, and the gradually declining optimism about its possibilities over the last ten years. Another fact that marks Lorelei and the Laser Eyes as a turning point in Simogo’s work is that it’s their first game not to be released on mobile, which has been their natural habitat for most of their career. 

We’ll get there, but first: back to a more innocent time. 

(This series will ultimately contain full spoilers for every Simogo game, but that isn’t particularly relevant to the early games covered in this part.)

Kosmo Spin (2010)

Kosmo Spin was the first game that Simon Flesser and Magnus “Gordon” Gardebäck made as Simogo, but not the first game that they worked on together. Their most relevant pre-Simogo work, ilomilo, falls outside the scope of this retrospective–though it lives on through a minigame in Lorelei and a Billie Eilish song

It’s easier to appreciate Kosmo Spin when you consider it as a snapshot from 2010: that’s three years after the release of the first iPhone, two years after the launch of the App Store (which had about 150,000 apps in total at the time, compared with today’s two million), and one year after the medium-defining success of Angry Birds. Kosmo Spin was released anywhere from one to two years after you first saw that app that made it look like you were drinking a beer–the Train Pulling into a Station of our time. The iPhone was a blank canvas, a new technology so void of preconceptions about what it could do that even the dumbest applications of its motion sensors and touchscreen seemed novel. 

The touchscreen in particular felt like it would initiate a new era, where you would no longer need to learn a piece of software, it would simply behave how you expected it to. The intuitive physicality of the touchscreen, and the fact that everybody suddenly had one in their pocket, enabled a generation of indie game studios. Simogo is a child of this moment, and Kosmo Spin is a modest relic of its time.

The fundamental feature of Kosmo Spin is that it uses only one input from the player: moving your thumb in a circle on the touchscreen. Doing so spins the planet at the centre of the screen while your character, Nod, remains on top of it. The main threat is a flying saucer floating around above the planet that can use a tractor beam to abduct Nod, ending the game immediately, or fire various balls with different movement patterns at the planet, briefly stunning Nod and preventing you from spinning the planet for a second or two. 

Kosmo Spin’s single input allows you to accomplish a small handful of tasks. Most importantly, you can collect the “breakfast thingys” that spawn along the edge of the planet. This is the thrust of the game: an alien has come to this planet to steal their breakfast, and Nod is breakfast’s saviour. He can also head the balls the flying saucer shoots, which may in turn collide with other balls or with the flying saucer. That’s a more or less complete summary of the mechanics of Kosmo Spin. It is elementally simple: Pong, but circular. It’s an idea so obvious that it seems bizarre that it didn’t happen until 2010. All it took was the widespread availability of touchscreens and a wave of enthusiasm for new tactile experiences. 

In its day, Kosmo Spin was promoted for its originality–“a one of a kind circular arcade game.” That originality is less obvious from today’s vantage point, when the Lumiere-like novelty of the touchscreen is a distant memory. The main reason to play Kosmo Spin today is to do what I’m doing: to add context for Simogo’s later work. 

There are a couple threads that begin here and run throughout Simogo’s catalogue. The simplicity of the controls is one. Simogo’s games have become enormously more complex, but their belief in simplifying game controls persists to this day. In fact, it persists to such an extent that some critics are finding Lorelei’s two-input system too simplistic for the game’s purpose.

The other thread worth noting is everything that falls under the heading of “presentation.” Kosmo Spin is visibly a game made by two people in a few months, but it embraces those limitations and spins them into an aesthetic. Everything about Kosmo Spin is low-stakes and homespun: the cut paper collage look of the menus, the ukulele-led score, and so on. Even the release trailer features fabric puppets on a cardboard set. As minor as it is, Kosmo Spin is as holistically designed an object as DEVICE 6 or Sayonara Wild Hearts.

There is a sort of story mode in Kosmo Spin, where you take quests from a handful of deliberately one-dimensional NPCs whose personalities boil down to encouraging, crotchety, stoned, manic, murderous, arithmomaniacal, hesitant and French. (There’s also a little Einstein lookalike who offers a “Space & Breakfast Fact” if you scroll past the last screen of levels: whimsical little remarks that fall short of actually being jokes.) I have not finished this campaign. I’ve attempted all 60 of its quests and completed 39. For all I know, beating the game could reveal that Nod has been the player character in Year Walk all along. I’ll never see it for myself, because even I have limits. Kosmo Spin is mainly compelling in the same way as the first David Bowie album: a suggestion of interesting things ahead. 

It’s also a nostalgic portal back to a time when browsing the App Store was kind of fun. I can’t remember exactly when that ceased to be the case, but it was probably sometime after 2011.

Bumpy Road (2011)

It didn’t take long for the smartphone’s infinite possibility space to present a few obvious paths of least resistance. The success of Canabalt in 2009 opened one of them: the auto-runner, and its subcategory the endless runner. Simogo released Bumpy Road three months before the definitive side-scrolling endless runner, Jetpack Joyride, and only two months before the wellspring of 3D endless runners: Temple Run

In retrospect, the ubiquity of this genre might make you yawn or gag, or despair at the swiftness with which predictable patterns exerted themselves in the open frontier of smartphone entertainment. But that’s what a genre is: a path through the possibility space that’s recognizable enough to be travelled again and again, but broad enough to suggest different ways of travelling down the recognizable path. 

Bumpy Road itself is an enactment of this metaphor: its infinite scroll recalls the predictable elements of its genre, but the freedom of movement the player enjoys within that scroll (including backwards movement, a rarity) indicates just how much space for variation there is along the reliable genre path. 

The elderly couple that acts as Bumpy Road’s protagonists, Auntie Cat and Uncle Hat, are not “player characters” as such. You choose which one of them is behind the wheel of their vintage car by selecting from the two available game modes. But once selected, they go on their own, leaving you to guide their motion by changing the shape of the road on which they travel. You do so by sliding your finger along the road itself, stretching it upwards and creating slopes for the car to accelerate down or bumps to stop it from careening into a game-ending hole. 

The game’s frisson comes from the counterintuitive feeling of controlling something other than the moving object on the screen. The controls are simple to understand in concept, but perhaps intentionally awkward–a little like Katamari Damacy, or the future mobile sensation Flappy Bird. The game’s true endless mode, “Evergreen Ride,” puts the cautious Uncle Hat in the driver’s seat and challenges you to collect as many car-powering “gizmos” as you can while not falling into any holes. The more reckless Auntie Cat’s game mode, “Sunday Trip,” has a finish line and no holes to fall into, and challenges you to complete an obstacle course as quickly as possible. 

A run in either game mode consists of a shuffling of discrete level segments in random order. As you gain familiarity with the game, you start recognizing these level segments as they begin. You remember to some degree what you’ll soon have to avoid and how you’ll need to position yourself to collect the more inconveniently placed gizmos. Bumpy Road sits somewhere between the memory-reliant classic Mario platformers and procedural roguelikes, which rely instead on an overall familiarity with the game’s whole realm of possibilities. 

Once again, the game’s aesthetic is half the reason to play it. The homespun feel of Kosmo Spin is gone, replaced by a Triplets of Belleville-inspired French animation look. The ukulele is still here, but a top layer of melodica gives the music an extra touch of pâtisserie sophistication. There’s more of a story here than in Kosmo Spin as well: a love story presented in photographs you can collect in the “Evergreen Ride” mode. I will probably never see the end of this story, or even the bulk of it, in my own save file. The game is so parsimonious with its one meaningful collectible that you have to be either really good or extremely perseverent to see all 40 photographs. I am neither.

I simply cannot get a handle on Bumpy Road. In spite of its basic controls and detailed tutorial, the feel of it eludes me. Part of this may be because I’m playing it on the 6.1-inch screen of my iPhone 14 instead of the 3.5-inch iPhone 4 screen it was designed for. I always feel like I have to reach a little too far. It’s a step forward from Kosmo Spin in many ways, but it still strikes me as mainly a thing of interest for Simogo archeologists. If Kosmo Spin reflects the earliest days of freeform innovation with touchscreens, Bumpy Road represents Simogo’s response to the emergence of a predominant genre in mobile games. 

Notably, it is the first of two auto-runners by Simogo. The other, 2019’s Sayonara Wild Hearts, is clearly the more ambitious game. But I don’t think it’s ridiculous to suggest that Bumpy Road is the more experimental game on a basic, mechanical level. In 2012, Subway Surfers picked up where Temple Run left off, and established a template that Sayonara Wild Hearts doesn’t stray too far from. Bumpy Road, on the other hand, doesn’t play anything like the other auto-runners of its era. It subverts the still-emerging expectations of its genre. Very soon, this will become one of Simogo’s favourite hobbies. 

Beat Sneak Bandit (2012)

Simogo’s career started with riffs on Pong and Canabalt. The fact that Beat Sneak Bandit doesn’t immediately recall another specific game makes it a turning point. Similarly to Bumpy Road, it does make reference to well-known video game tropes. But this time, it subverts the tendencies of two genres, simply by smashing them together: stealth games, and rhythm games. 

I suspect it’s also the only game where it would be possible to write a walkthrough entirely in musical notation: 

This is a valid solution for chapter one, level four of Beat Sneak Bandit. It isn’t the most optimal solution, but if you tap on the quarter notes and wait during the rests, you’ll reach the goal and clear the level. You don’t even have to look at the screen. 

The title character of Beat Sneak Bandit has been tasked with recovering the world’s stolen clock faces from the detestable Duke Clockface. Again, the game’s control scheme consists of a single input, the simplest one yet: tapping the screen to the beat of the game’s music. On each beat of a level there are only two things you can do: tap or wait. Tapping will move the title character forward if there’s nothing in his way, turn him around on the spot if he’s facing a wall, and move him up a staircase if he’s standing in front of one. Waiting will do none of these, though several passive effects may happen regardless, like falling through an open trapdoor, travelling through a teleporter, or getting busted by a guard and failing the level. 

The entirety of Beat Sneak Bandit takes place on a temporal grid, like Dance Dance Revolution or Guitar Hero. But in those games, the grid is explicitly shown on screen with clear instructions about what to do on every grid line that passes by. The trick is simply to keep up. In Beat Sneak Bandit, the grid is hidden. The trick is deciding what to do on each beat: to tap, or not to tap? Nothing is random in Beat Sneak Bandit. Every level runs on a predictable loop, and the Bandit starts at the same place each time. So, while there are a number of possible solutions to each level, any given solution is guaranteed to work every time. That is what causes the extraordinary phenomenon that Beat Sneak Bandit gameplay can be transcribed like a bass drum part, into quarter notes and rests. 

(Having investigated, I see that people have attempted to notate gameplay in this way before, for instance with Braid. But in that case, it took some significant alterations to the standard way of writing music. Braid’s gameplay isn’t tied to the audible grid lines of a steady beat. So, Beat Sneak Bandit remains the only game I’m aware of that’s transcribable in this way.)

On its face, it seems like a perverse decision to make a casual game you can’t play with the sound off. But Beat Sneak Bandit is more comfortable asking for your attention than its predecessors. Aside from Kosmo Spin’s quest mode, Beat Sneak Bandit is the first Simogo game with a proper campaign. It consists of distinct levels leading to a final boss and end credits. It’s the first time Simogo has invited the player to “beat the game.” But as with Sayonara Wild Hearts years later, you set the terms of your own engagement. Its levels are usually easy to beat if your objective is just to reach the goal and move on to the next level. But they can be quite challenging if you want to get all of the collectables. It’s genuinely more fun if you try to completely solve a puzzle, but if you see a shortcut and want to take it, the game neither stops nor judges you for it. Also like Sayonara, Bandit has a very generous level skip option that kicks in if you fail a few times in a row. It occasionally starts to feel condescending, but it’s a solution for a possible problem that arises here for the first time in Simogo’s career. 

In Kosmo Spin, all 60 quests are available from the start. You don’t have to progress from one to the next to unlock further ones. Bumpy Road doesn’t have “levels” at all, instead offering two different kinds of score chasing. Beat Sneak Bandit is the first Simogo game that forces the player through a linear course of levels. So, it’s the first time it might be possible to get stuck. The level skip option ensures that the linear structure of the game maintains its integrity while also ensuring that the whole game is available to all players, just like it was in Kosmo Spin

The one occasion when the game offers no grace is the extremely difficult final boss fight which comes in eight phases and sends you right back to the start if you make a mistake. But at that point the game is nearly over, and the only thing that’s locked behind the boss is a bonus stage of 12 variations on previous levels. Arguably, the bigger loss for being unable to finish the boss fight is not getting to hear the music over the end credits, which features songwriter Jonathan Eng on guitar. Eng previously worked with Simogo on cloying promo songs for Kosmo Spin and Bumpy Road but this is his first appearance in a proper game, and the start of the relationship that will make The Sailor’s Dream and Sayonara Wild Hearts possible. 

More than either of the first two games, Beat Sneak Bandit feels like the origin point for a lot of elements that are present in Simogo’s most successful phase. The simple fact that it’s a bespoke set of challenges with a hard out rather than an arcade-like score chase accounts for some of this. But also, the first three games all have their own distinct visual aesthetic: arts and crafts in Kosmo Spin, French animation in Bumpy Road, and now Saul Bass posters and mid-century cartoons in Beat Sneak Bandit. Of those three aesthetics, this is the only one Simogo will revisit, in the even more Bass-inspired DEVICE 6.

Shortly after the release of Beat Sneak Bandit came a fork in the road. To one side, a prototype for a lore-rich game unlike anything Simogo had made so far. To the other, an invitation from no less than Nintendo. In 2012, their 3DS handheld didn’t have anything close to the reach of the iPhone, but it offered a unique set of possibilities. Simogo’s response to Nintendo’s invitation was a prototype called Rollovski, with the same art style as Beat Sneak Bandit and in the same fictional universe. But the gameplay feels much more like Bumpy Road, built around moving the environment rather than the character. 

In the wake of Lorelei and the Laser Eyes being available on Switch but not on mobile, the Rollovski prototype feels like a harbinger of things to come. There’s an alternate universe where Rollovski made it past the prototype stage and became a massive hit. Maybe in that universe, Simogo continued making work in the same vein as their first three games. I’m sure it’s delightful there. But we live in a more haunted world than that.

Part two is here.

Notes from Off-Peak City

I’m writing this shortly after the release of Betrayal at Club Low, the latest game from the indie developer Cosmo D. By the end of this essay I will have played it: an exciting thing, because every new Cosmo D game depicts another corner of magnificent, scenic Off-Peak City. It’s common enough to see a world develop over multiple video games. It’s rarer to see this happen with a world that’s almost entirely the product of one person’s dreams and preoccupations. As a fictional world, Off-Peak City isn’t governed by the traditional tenets of worldbuilding: history, laws, etc. “Lore.” Instead, it gets its consistency from its unmistakable atmosphere and a handful of recurring reference points. You know it’s Off-Peak City because of the music, the architecture, the way people talk, the way images look, the board games, the great stone faces, the pizza. You may not understand what’s going on. But actually you do, because the understanding is in the looking and the listening. 

I really adore Cosmo D’s work. The Norwood Suite in particular is a game I’ve replayed many, many times. When we talk about a game being replayable, sometimes what we mean is that the game changes significantly on a second or third playthrough. We say this as if movies aren’t rewatchable in spite of being the same every time. I find Cosmo D’s games rich, immersive, and satisfying. So, before I crack into Betrayal at Club Low, I’m going to revisit the catalogue and make some notes as I go. I’m not aiming to exhaustively annotate these games, and I don’t really have an argument I’m trying to make. I’m just going to take another stroll through these beloved old streets and hallways and point out a few of the things that fascinate me the most. Consider this a field guide to the world of Cosmo D: a tour led by a fellow traveler who shares Cosmo’s obsession with music, his love for the surreal, his irresistible impulse to put his obsessions on display, and perhaps his nagging sense that this impulse may be shallow. 

Cosmo D has released five games at the time of writing: 

  • Saturn V, an early experiment that’s very short and simple
  • Off-Peak, a short freeware title
  • The Norwood Suite, his first commercial game
  • Tales from Off-Peak City Vol. 1, the most polished of his first-person adventure games
  • Betrayal at Club Low, a third-person RPG

(A quick note here that these games are unspoilable in my opinion, but many will differ on this. Full spoilers ahead for all five games. More to the point: if you haven’t played these games, this may be a challenging read.) 

So, let’s begin our tour a billion kilometres away from Off-Peak City, orbiting another world altogether.

Saturn V (2014)

In 2013, while nursing a leg injury, the cellist and electronic musician Cosmo D started making a game. Naturally, the impetus was music. Saturn V is an illustration of the song of the same name by Cosmo’s experimental dance band Archie Pelago. It presents you with a simple, three-floor museum space to explore. As you do, different facets of the title song drift in and out of the mix. When you’re done, you can simply hit Esc to close the app. There is no ending in Saturn V, no confirmation that you’ve finished the experience you were meant to have. Narrative is absent here, and the only character present is you. You’re left to wonder about who put all this together, for what purpose, and how it all came to be orbiting the planet Saturn, visible through the massive skylight over the top floor. 

Cheap ass accommodations. Not even a view of the rings.
D’OOOH

The orbiting exhibition contains many surprising things. Period maps of New York and Brooklyn. A Pringles can: sour cream and onion. Homer Simpson is here, three-eyed and courting a cease-and-desist. Near the entrance, you’re greeted with something I thought was the box art from an old edition of Turbotax, but which is in fact the poster for a Brooklyn-based DJ night. Around a corner you’ll find a rehearsal space, where Debussy’s Sonata For Flute, Viola and Harp sits on a trio of music stands. (I’m listening to this piece as I write. It’s C-tier Debussy in my opinion, but even C-tier Debussy is worth your time. He didn’t write much chamber music, so fill your boots. This recording is good.) Oddly, there is no flute present in the exhibition. There is a recorder. Perhaps somebody attempted to play the Debussy sonata on that. Perhaps that’s why this place is deserted. 

Don’t get me wrong, the recorder is a beautiful instrument.

A generous assessment of this exhibition would be to look at it as a sort of mood board. But taken that way, it doesn’t amount to much. Really, it’s an assertion of identity, cobbled together through things Cosmo D and his bandmates enjoy. Board games. Craft beer. Fashionable music (and also Debussy). It illustrates the modern tendency to define ourselves by what we consume, rather than what we produce. 

The top floor of the museum ceases to be a museum altogether. Its three rooms contain a dancefloor, a plush living space, and a desk with a mixer and a computer running a DAW. What is this place? Did an Off-Peak City malcontent launch a satellite? Is this somebody’s off-world live/work space? A bachelor pad, for somebody who requires more distance from the city than the Hotel Norwood affords? 

This is a ridiculous exercise, what I’m doing right now. It’s foolish to try and establish the canonicity of Saturn V, because it’s foolish to even consider it alongside Cosmo D’s later work. Comparing The Norwood Suite with Saturn V is like comparing a feature film with a MySpace page. Nevertheless, like all false starts, it tells us something about its creator. To a degree, each one of Cosmo D’s games is another Saturn V: another digital space in which to exhibit his tastes.

Off-Peak (2015)

A year later, Cosmo D’s second game gave us our first real glimpse into his emerging fictional world. This game is also built around an exhibition space full of things Cosmo likes, but there’s an intermediary between Cosmo and his creation now. Saturn V was built specifically to reflect the personalities in Archie Pelago, and the sensibility of Cosmo D himself. This time, the developer has punted some of the responsibility onto a fictional character: the curator of the exhibition you enter when you boot up Off-Peak

Oh, we get it.

In Off-Peak you wander through a train station managed by “a born tycoon” named Marcus. Marcus presides over the tracks from a raised lookout, flanked by palm trees, bodyguards, and two cows he strokes like trained tigers. There aren’t very many people milling about on Marcus’s premises. It’s off-peak hours, after all. One suspects it’s off-peak hours forever at this particular train station. You’re told that only the extremely wealthy can afford to travel through here. Really, the trains aren’t the point. The point of this place is the cluster of niche merchants who’ve set up shop here with Marcus’s imprimatur. The passengers on these trains are the sort of people who can keep a merchant afloat for two months with the purchase of a single, exorbitantly-priced vinyl record. This is the sort of place where a struggling musician comes to put their unused sheet music up for consignment where it can be sold to the weekend warriors, the easy marks among the wealthy commuters.

Video games are about wish fulfilment.

The good news is, you’ve got a shot at boarding the next train. All you have to do is find the eight pieces of a torn-up ticket, destroyed by a lap steel player in an act of self-sabotage. As you search, you discover that Marcus’s aesthetic is curiously similar to the one we witnessed in orbit around Saturn. There’s a lot of craft beer and board games. Crates of vinyl. Miles Davis. Sun Ra. There’s a copy of Laaraji’s hammered dulcimer masterpiece Day of Radiance here, which delights me every time.

The accoutrements of classical music are strewn about everywhere. One thing I’ve learned from going to music school, being a record collector, and working in classical music radio is that different groups of people look at classical music from such dramatically different angles that they’re not even really talking about the same thing. There’s the classical music people know by osmosis (The Four Seasons, the Queen of the Night’s aria, Also Sprach Zarathustra). There’s the stuff that the enthusiasts love and tend to assume everybody knows, but they don’t (the Beethoven late quartets, Monteverdi, Peter Grimes). And then there’s the music that is familiar to everybody who’s ever gone to music school, but which only musicians care about. It’s this last category that predominates in Marcus’s domain. As a lapsed trumpeter, I was retraumatized by the sight of Jean-Baptiste Arban’s method book just sitting innocently on a shelf in a video game. Likewise for the Aritunian and Hummel trumpet concertos: works that everybody who played the trumpet, or knew a trumpeter in university knows very well, but which are miles outside the repertory. (Deservedly so in the Aritunian’s case. It’s dreadful, albeit fun to play. The Hummel rules.

This is a real piece of music by Baude Cordier. You learn about it in music school when they teach you about “eye music,” which is called that because it’s also fun to look at.
I used to tell people my favourite operas were Wozzeck and The Magic Flute, just to fuck with them.

Some of the people in this train station are flat-out insufferable. The ramen vendor is a former violist, who waxes violently poetic about how his new life cooking ramen is just like playing in an orchestra. And don’t get me started on the sheet music salesman. He can’t read music, but he knows what will sell. Most people here are trying to be Marcus. They’re scraping by, but they’re just one lucky break from transforming their own exquisite taste into a chic capitalist bonanza. There’s only one sympathetic character in this whole station. She gives away stale cookies in the subway. “I don’t care about fancy beer or personality pizza or tricky card games,” she says. Here, far from Marcus’s gaze, is the one person who recognizes the slightly sordid quality of this whole enterprise: art, repurposed as a lifestyle brand. She’s the figure who keeps Off-Peak from becoming a self-congratulatory ode to connoisseurship, a celebration of extravagant commerce. 

Am I hopelessly old school, to side with this person so emphatically? Naïve, perhaps? I suspect Cosmo D, who put in years as a gigging musician, has a more nuanced perspective on this than I do. His games consistently deal with the relationship between art and commerce, and the decisions that artists have to make for financial reasons. But the forces of commerce are not purely malignant in this universe, nor are the artists entirely virtuous. 

Marcus is one of two concentrations of power in Off-Peak. There’s also a circus passing through. They’re a big deal in these parts: the station entrance is lined with posters featuring trapeze artists and tigers, emblazoned with the Polish word for circus, “cyrk.” You learn about the Circus in dribs and drabs. They employ giants, and mistreat them grievously. They’ve got some sort of arrangement with the city. They have a lot of money, but they hire bands to tour with them and pay in “exposure.” Giants drink for free at the station bar, because the Circus pays their tab. It’s said their leader passes through the station at the same time every day. Red hair, orange dress, surgical mask. Can’t miss her. 

Her name is Murial, and she is to this game what the escape key was to Saturn V. Once you’ve finished your explorations, reassembled your ticket and–if you’re any fun at all–stolen as many records, music books and pizza slices as you can get your sticky fingers on, it’s time to board the train. Marcus stops you. That ticket isn’t meant for you, and it’s very expensive. Besides, you’re a thief, probably. The only thing for it is to enter into indentured servitude and work off your debts behind the ramen counter, like Conway at the distillery in Kentucky Route Zero. Enter Murial, holding a glowing white stag head. You’ve seen one of these before; it teleported you some distance. And it does the same now, as you bamf suddenly from the train station into a rowboat with Murial and three triplets who’ve been watching you this whole time. Murial welcomes you to the Circus.

I’ve heard this line in my head every time I’ve walked into a pizza joint since 2015.

There’s a lot in this game that isn’t fully explained. Part of that is a tease, that more will be revealed in the future. (Off-Peak’s final screen is a promotion for The Norwood Suite.) But I think it’s a mistake to regard these games as mysteries or riddles. I don’t really think it’s fun or enlightening to try and render them down to a single, stable, internally consistent narrative interpretation. Cosmo D’s later games become increasingly concerned with narrative and continuity, but Off-Peak functions best as a gallery show, with its various contents speaking to each other in abstract terms. In that sense, it is a much more successful exhibition space than its predecessor. 

So. You’re in a rowboat with Murial. She doesn’t bring it up immediately, but she’s got a job for you at an old friend’s place. 

The Norwood Suite (2017)

The Hotel Norwood is a crumbling gaiety, a haunted funhouse and pilgrimage site for the overambitious and fanatical. Once upon a time, it was a residence and base of operations for Peter Norwood, a pianist and composer with a cult of personality that has endured long past his mysterious disappearance in 1983. Now, it is a poorly-run hotel whose main clientele consists of Norwood acolytes and young people who arrive there for the ongoing dance party that one DJ Bogart has been throwing in the basement for nearly a year. 

(Yes, this is a story about a long-vanished classical musician and a presently ubiquitous DJ, which sounds like the setup for a story about how the old ways were better. Mercifully, it isn’t: that whole notion is so foreign to this game that it doesn’t even consciously subvert that idea. It just cheerfully ignores it altogether and treats all forms of musical endeavour as potentially equal.) 

You arrive at the Hotel Norwood on an errand for Murial, blue-haired now, like Oscar the Grouch turning green in season two of Sesame Street. The details of your job are hazy, but your gameplay objective is clear: you must simply explore this place. Take in the sights at this sprawling old house, just like in Gone Home or Resident Evil. (The Hotel Norwood shares the dramatic central staircase of both.) Inevitably, you will eventually have to Collect Five Things, or however many piano keys and costume pieces there are lying around. But for now, just learn about the people who are here. Learn what’s going on at this hotel.

“Wigor Hall” feels like half a joke to me.

It’s easier than you might expect. Your character in The Norwood Suite is entirely nondescript. In Off-Peak, people occasionally recognized you. Marcus had seen you come through before. You had a routine, and a past. But apparently now you’re such a cipher that nobody thinks twice about asking you to bring them a sandwich, in spite of the fact that you don’t work at the hotel. Nobody thinks twice about telling you all of their secrets and plans. It turns out you’ve arrived at an important moment for the Hotel Norwood. There’s a board meeting tomorrow, which will determine whether or not the hotel will be sold to a company called the Modulo. 

I’m not sure what the Modulo actually does. This is by design: they are an anonymous, megalithic corporate entity of the sort that is so often the antagonist in video games. They aren’t whimsically unknowable like the Circus in Off-Peak. They’re just vague. They wear blue suits emblazoned with the percent symbol. They carry around a ridiculous company manual. They actively recruit young artists away from their music careers. And most crucially, they want to turn the Hotel Norwood into a server farm. I like some of the Modulo folks I met at the Hotel Norwood. But I’m also sad about the Vancouver post office that’s being redeveloped into cubicles for Amazon. And that’s a post office

The more people you talk to, the more likely it sounds that tomorrow’s board meeting will play out in the Modulo’s favour. The hotel staff are disconsolate and afraid for their jobs. The Modulo’s legal team is up late crossing t’s, dotting i’s. Alan Miranda, the white knight lawyer hired by the hotel’s manager Nadia to convince the advisory board to vote against the Modulo, is trying to manage expectations. Granted, he says he’s got an ace in the hole. We never find out what it is. It’s a cast of night owls, up late out of inclination or necessity. The Blue Moose flows freely, effervescing like television static. (Saturn V was littered with Red Bull cans; this time Cosmo has disguised it ever so slightly. Blue Moose energy drinks are everywhere in The Norwood Suite, like a comedic ad read in a parody podcast. They’re the official sponsor of the dance party in the basement. Their company representative is officially neutral on the subject of tomorrow’s board meeting, but he’d really prefer if the Modulo didn’t stop the party. Opposing corporate interests. One of these stopped clocks is presently correct.)

If the Modulo gets their way, the Off-Peak City metropolitan area will lose a significant piece of cultural heritage. Just like the train station in Off-Peak, the Hotel Norwood is a reflection of one specific person. But unlike Marcus, Peter Norwood was no mere tycoon: he was an artist of great renown. But who was he exactly? Well for one thing, he was Glenn Gould. Cosmo D has made this explicit, but the parallels are obvious regardless. Gould and Norwood are both eccentric cult figures, private and mysterious people whose lives and personalities revolved around playing the piano. Both of them stopped performing live at the peak of their powers. And Norwood’s mysterious disappearance in 1983 coincides roughly with Gould’s death in 1982: just different enough so it’s not too on the nose. More important than any of this, Norwood and Gould are both cool. The hotel walls are hung with Norwood’s album art: tasteful, minimal, reminiscent of 1960s jazz covers and Penguin paperbacks. Like Gould, Norwood was a genuinely modern classical musician, not a bland totem of sophistication.

“Microtonal Ecstacy” on the other hand, is a whole joke.

But Norwood is also Miles Davis, Charles Mingus and every other Whiplash-esque hard taskmaster bandleader. He’s Rodriguez, missing and presumed dead. And he’s David Bowie, not just because of the glammy outfit. I think about the movie Velvet Goldmine every time I get to the end of The Norwood Suite. It’s a Bowie biopic with the serial number filed off, directed by Todd Haynes. The movie is preoccupied with the moment Bowie cast off his Ziggy Stardust persona (captured on tape and film by D.A. Pennebaker). Velvet Goldmine tells the story of the rock star Brian Slade, a fictional character clearly modelled after Bowie. Slade vanished after unsuccessfully faking his own death at a concert, in a moment that clearly resembles Bowie’s fake retirement in 1973. At the end of the movie, the reporter we’ve been following throughout comes to believe that Slade is alive and well and has transformed into another person entirely: Tommy Stone, a nakedly commercial pop star who resembles Bowie’s Let’s Dance-era supercelebrity persona. The film is tinged with Todd Haynes’ disappointment in Bowie, that he could abandon the gay community who propelled him to success as Ziggy Stardust, just as the AIDS crisis was beginning. More generally, it’s a movie about how artists usually function better as ideas than as people. The real David Bowie agreed. He says so himself in the new documentary Moonage Daydream: what’s at an artist’s core doesn’t matter as much as the way they bounce around in listeners’ heads. He’s talking about Dylan, Lennon, Iggy Pop and himself. Add Norwood to the list. 

The ending of The Norwood Suite is even more elliptical and strange than the ending of Off-Peak. Once you’ve Collected Enough Things, you find your way into the titular Norwood Suite, an off-limits area that was once Peter Norwood’s private quarters. At this point a few things fall into place. You learn that your employer, Murial, sent Norwood a vinyl record sometime in the early 80s, not long before his disappearance. By sheer coincidence, that exact record has found its way back to the Hotel Norwood on this very night, in the possession of a music teacher who’s conducting a field trip. Once she’s able to play it, you learn that the record’s contents are barely music at all. It features an automated voice reciting a series of numbers. The next time you hear this voice reciting these numbers is at the very end of the game. You’ve made it into DJ Bogart’s private suite and presented him with Murial’s mix CD. (This was your mission, it turns out.) Upon hearing this voice, DJ Bogart’s head duly explodes, revealing him to be some kind of automaton wearing a human shell. The implication is that what’s happening to DJ Bogart in this moment also happened to Peter Norwood many years prior, also thanks to Murial. 

The further implication is that Norwood and Bogart are fundamentally the same. Even if they are not literally the same person, they are different personas of the same larger entity, different facets of the same force. They are the same person in a similar way that Brian Slade and Tommy Stone are the same person in Velvet Goldmine. One is an esteemed artist and the other a vessel for corporate sponsorship, but maybe that’s not as important a distinction as it initially seems. To drive the point home, the game ends with a member of Norwood’s old ensemble, an elderly paraplegic harpist, Dr. Strangeloving right up out of his wheelchair and dancing past the smoldering remains of DJ Bogart, straight towards you. For the final act of the game, you’ve been wearing a Peter Norwood costume, complete with mask and monocle. What the old man doesn’t recognize is that he’s in the presence of two absences. DJ Bogart is now quite clearly a machine, a nonhuman. But Peter Norwood is just a costume. And inside that costume is a person so nonspecific that they are routinely mistaken for hotel staff.

What precisely this means is slippery, and it should be. The Norwood Suite is a game that’s preoccupied by the relationship between art and commerce, but you can’t sum up its thesis statement on that topic in a neat line. And it’s wrong to fixate on the ending specifically: the themes are woven throughout. Most of the musicians you’ve met at the Hotel Norwood have fraught relationships with their art. But there’s no sanctimonious judgement here of artists who “sell out.” All of the contempt in the game is reserved for the Modulo: a company that forces concert venues to close and turns magnificent heritage sites into server farms. It’s companies like this that make conditions for artists so challenging in the first place. 

Love to be a normal-sized guy in a room full of very small apartment buildings.

The Norwood Suite leaves many lingering questions that Steam communities and subreddits will be more inclined to resolve than I am. Why is Murial consistently pictured as a member of Norwood’s ensemble, when they almost certainly never played together? What is Alan Miranda’s ace in the hole? Why can the old harpist suddenly walk? What happens at the board meeting? (This last one is answered in the following game; it is as we’d feared. The Modulo wins the day.) More power to anybody who wants to figure this stuff out, but as with Off-Peak, I prefer to look at The Norwood Suite as an exposition space for a constellation of ideas, images and sounds. It is Cosmo D’s most sophisticated exposition to date, because it is not primarily a display of excellent taste. (Not primarily.) There are still board games everywhere, but they’re part of the character drama, not just aesthetic signifiers. 

Even more remarkably, there are almost no name drops of real-life musicians anywhere in this game. Off-Peak was packed with music school shibboleths and cred-building obscurities. The Norwood Suite basically ignores the entire history of music and exists in its own totally fictional musical reality. Sure, there’s a blown-up print of a gigue from one of Bach’s cello suites on the wall. But it doesn’t have his name on it. Yes, the dialogue does reference a composer named “Xenokos,” which sure sounds like Xenakis, but it isn’t quite. Likewise for “Froburger,” who isn’t quite Froberger. The briefly discussed “master of the pocket symphony,” Broomes, has a name that sounds like Brahms but that’s where the similarities end. No doubt there are a few things I missed, but I only caught a couple of references to genuine historical figures. One is to the utterly obscure Hungarian pianist and inventor Emánuel Moór

The other, much more consequential, is that the Hotel Norwood’s manager is named Nadia Boulanger. The historical Nadia Boulanger was a legendary pedagogue who taught musicians ranging from Aaron Copland to Quincy Jones. Astor Piazzola. Philip Glass. Boulanger judiciously refused to teach George Gershwin, sensing that he basically had it all figured out. She was a skilled composer in her own right, though not a confident one, and always in the shadow of her talented sister Lili who died young. Nadia’s opera La ville morte has been produced exactly twice, and is pretty good. What connection this figure is meant to have with the ruthless, scheming, borderline abusive manager of the Hotel Norwood is beyond me. But it seems meaningful to me that the one figure from music history that Cosmo D chooses to include in this piece is a massively consequential figure who is nevertheless somewhat marginalized and not recognizable by name. 

The Norwood Suite engages with the history of classical music in a way that no other piece of media ever has, to my knowledge. It does not mention the name of a single canonical composer. This is remarkable. Usually when classical music shows up in media, it’s there specifically to trade on its familiarity. Mozart and Beethoven are easy stand-ins for the abstract idea of genius, and familiar works by Tchaikovsky and Strauss serve as shorthands for gracefulness or gravity. This tendency to emphasise a familiar handful of marble faces and iconic tunes is frustrating to those of us who’ve been on our own journeys of discovery with classical music, and to anybody who cares about representation. And here comes The Norwood Suite, which is full of fictional musicians of various genders and races and not a Beethoven reference in sight. Among everything else The Norwood Suite is doing, it is also a vision of what the culture surrounding classical music could look like if it weren’t organised around the canon. I’ll admit, this is what fascinated me about this game in the first place. I love that it depicts people who are writing string quartets, practising etudes and restringing their harps, and whose heroes walked the earth at least in living memory. 

The rough precociousness of Cosmo D’s first two games is gone without a trace. He started off making virtual spaces to display stuff that he and his friends liked. In The Norwood Suite, he’s tempered that impulse so thoroughly that I just spent several paragraphs praising its lack of reliance on historical references. The Hotel Norwood feels like it emerged organically from its own fictional world. It’s an impossible place that feels absolutely real and it makes me feel completely at home. 

Tales from Off-Peak City Vol. 1 (2020)

Imagine if the opening of Bioshock Infinite had been Funky As Shit.

For the second time in a row, you’re being dropped off by the last person you saw. Murial dropped us off at the Hotel Norwood in a rather practical car. But traffic isn’t running to the intersection of Yam and July. The neighbourhood is drastically flooded, so you find yourself drifting onto the sidewalk in a rowboat, along with the elderly harpist who accosted you at the end of The Norwood Suite, and his more articulate daughter. They need you to steal a saxophone that’s locked up in the basement of a pizza joint. Fine. Par for the course. But what’s more interesting is that they ask for your name. This time, you’re not going to be a cipher. This time, you’re a somebody

…for EVERYTHING.

The fact that you actually get to choose your character’s name this time is no trivial thing. Tales is a game that’s adamant that you’ll express your identity throughout this story. This time you won’t just explore. You’ll apply your will to the world. You’ll make things. So I guess it’s finally time to talk about gameplay. I poked fun at Norwood’s gameplay macguffin of Collecting Things. (Off-Peak is the same.) And sure, Collecting Things is a bit of a cliché, but in that game your actual objectives are so hilariously incidental to the experience that it feels like missing the point to criticize this. Nevertheless, Tales tries a new approach. There’s still a fair bit of exploring the world to collect items that will serve as keys to get you into new areas. But Tales also sends you on missions, like the tiny open world game that it is. 

Specifically, it sends you out delivering pizzas. Almost as soon as you disembark from the rowboat, you find yourself employed at Caetano’s Slice, a restaurant run by the former saxophonist you’re assigned to steal from. While you try and work out a way to get into his locked basement saxophone vault, you may as well make a little money delivering pies. Also, you’ll have to make them–and this is the game’s first invitation to really express yourself.

Video games are about wish fulfilment.

The pizza making minigame is a simple little thing that I find unreasonably fun. The orders that come into Caetano’s shop read like Oblique Strategies. “Right in the chest,” for example. Lots of room for interpretation. Will you serve your customers elegant, traditional margherita or pepperoni pies? Or will you load them up with more outré toppings: flamingo meat, chocolate chips, gummy worms, synthetic brains? (Given these, the lack of pineapple feels like a deliberate provocation.) Every ingredient is tied to a different instrumental loop in the score. The more sauce you use, the more bowed cello you hear. More gummy worms, more jaw harp. It’s a kind of interactivity Cosmo D has been interested in since Saturn V, where moving from room to room changed the mix of the soundtrack. Better still, there’s actually a physics simulation here, so if you pile on too many slices of buffalo mozzarella (and who can resist), they will tumble off onto the floor. 

Upon delivery, your customers will assess your creation, ingredient by ingredient, praising your good taste or raising an eyebrow at your more innovative pies. (There must be an impressive amount of writing under the hood here, to account for every ingredient in various quantities.) Whatever the verdict, your customers always eat their order in the end. As ever, there’s no way to fail in this game. If you want your road to success to be paved with chocolate chip and olive pizzas, so be it. This is the first time in this universe where your choices determine what people say to you. It’s only right that the subject should be pizza toppings. 

But even before you get your new job, the game offers you another expressive tool: a camera. Even the most beautiful video games can force you into a utilitarian way of looking at the world around you, just scanning for valuable information. The fact that Tales gives you a camera right at the start of the game encourages you to find compelling angles from which to look at the world, to make the act of moving through the world into a creative one. (Coincidentally, this mechanic is the central feature of Umurangi Generation, an indie game that came out the same week as this one.) For two games, Cosmo D has placed us at the beck and call of self-conscious creatives. Gameplay is an implicitly creative act, but the player’s creativity is more integral here than in any of Cosmo’s previous games. This time, we feel embodied. We’re here. When you play all of Cosmo D’s games in a relatively short timespan, you can feel the focus gradually shift from the developer, to the characters, to the player: from me, to them, to you. 

I’m a mediocre photographer in real life too.

Granted, the place we’re here to photograph is in rough shape. The intersection of Yam and July is a neglected part of town, ignored by its elected officials and physically cut off from its surroundings. Two sides are cut off by the flooding, one by an oddly meticulous pileup of cars. And to the north, a train car dangles precariously off its elevated tracks: an ongoing catastrophe that everybody’s sort of gotten used to. Video games necessitate these kinds of barriers, to keep you from moving into the part of the world that doesn’t exist. But here, those barriers serve as jokes, and also as a way of communicating what kind of place this is. These limitations mean something to the people who live here. Luke the music professor can’t get to his classes because the trains aren’t running. The folks who fish in the canal aren’t catching anything because the floods let all the trout escape. 

But city hall is hardly their biggest problem. Like Off-Peak and Norwood, Tales has its own shady organization that looms over the story–quite literally, in fact. The factory run by Human Resources Horizons is the largest building in the area, and its massive white-lit windows are the first thing visible from your rowboat as you drift into the city. The man in charge of HRH, Big Mo, is functionally in charge of this neighbourhood. He’s the first person you meet when you get off the boat, before you get your job and before you even get your camera. He commands an army of wan-faced goons, all alike, who we’ve actually been running into ever since we first set foot in Marcus’s train station. HRH isn’t just a company, it’s a sort of extra-judicial law enforcement agency. The shady organizations of this world are becoming ever more worrisome. Remember when we first heard about the Circus? And they just seemed like a sort of dodgy arts collective? Even the Modulo wasn’t disappearing people. 

Does look like a cozy ride, though.

HRH looks poised to become the ultimate villain of this saga. But all our shady friends are still here. The Circus is sharing an office building with Blue Moose R&D. (We get a tantalizing glimpse of Murial through a crack in a door, her only appearance here.) The Modulo is still present and working its people into the ground. Even Marcus makes an appearance, trying to coerce a naïve young band into an exploitative handshake deal. But some of the familiar faces seem less familiar than you might expect. Part of it is just that the character models have improved so drastically since Norwood that everybody suddenly looks 70 percent more alive. But there are other red flags. Jeremy played the piano in the last game and went by “Jer.” Now he’s a bassist and goes by “Remy.” Same guy? Who can say? What about the guy at Blue Moose R&D who looks and talks like Dirk from Norwood, but calls himself Xavier? Identity is mutable in Off-Peak City, and there’s no such thing as continuity unless you look for it too hard.

That said, Tales from Off-Peak City Vol. 1 is more explicitly concerned with narrative and traditional worldbuilding than any of its predecessors. We get a much deeper exploration of the automata than we did in Norwood. (Automation and AI are almost as much a source of anxiety here as corporate ruthlessness.) Your quest to retrieve Caetano’s saxophone will eventually lead you into his apartment above the pizza shop, where he’s been keeping two automaton recreations of his wife and daughter and attempting to power them with, what else, pizza and energy drinks. You’ll find a map that points to a tremendous number of automata living in the mysterious face-shaped Building 9. You’ll learn that these automata are the work of Human Resources Horizons. You’ll learn more about the two organizations trying to take on HRH: the Circus, and your present employers–whose calling card is a black octagon. You’ll make connections everywhere. 

All this narrative–and this modest incursion of gameplay–leaves less space for Tales to function as the kind of gallery space that its predecessors were. Sure, there’s a floor of an apartment building where one measure of Gershwin plays on a loop, and there’s sheet music for a part song by Josquin sitting in a drawer somewhere. But this element of Cosmo D’s work has been on a downward trajectory since the start. That’s for the best. It also makes this game a little harder to write about. Ultimately what fascinates me about Tales is much the same as what fascinates me about all of Cosmo D’s previous work: its sense of place. By the time you’re through, you’ve got the lay of the land. The politicians have forgotten this place, and the private sector has stepped in to take advantage. War is brewing. But there are still a few places the locals can go to feel part of something. The lounge in the basement of the pawn shop. The banks of the canal. The slice joint that everybody knows is going downhill. 

RIP, villain.

It’s worth noting that nobody actually calls it “Off-Peak City.” From our perspective outside the story, the city is named after the first game that took place there. But I can imagine the nickname “Off-Peak City” catching on among the locals, like “City of Lights,” or City of Brotherly Love.” It’s what they’ll call the place once Marcus has taken total control of the transit system and the trains hardly come through anymore. Soon, there’ll be nobody left here. Off-Peak hours will apply to the whole metropolis. All this property will be snapped up by speculators and emptied out, a ghost town for the commuters to gaze upon as they zoom past on their prohibitively expensive train. Maybe they can open a pizza joint on the corner of Yam and July, for old times’ sake. It’ll be a hell of a lot better than Caetano’s and nobody will be able to afford it.

…it’ll hold.

Betrayal at Club Low (2022)

There’s a moment during Marcus’s one scene in Tales from Off-Peak City Vol. 1 where somebody makes reference to a “next-level jazz-classical-electronic trio.” This tossed-off line has also turned out to be an approximate schema for Cosmo D’s first three commercial games. Norwood is his classical game. Tales is jazz. And Betrayal at Club Low is half RPG, half DJ set. It’s a game you can dance to. 

Cosmo’s music is half the reason to play any of these games, but it seldom factors into the narrative the way you might expect from games that are explicitly about music. The scores of The Norwood Suite and Tales are non-diegetic: we don’t really know what Norwood’s music sounds like, or Caetano’s. Maybe we heard a little of DJ Bogart’s music in Norwood’s basement. But in this game the score could be DJ Chad Blueprint’s set coming through the walls of the club at any time. Granted, it’s odd that he always puts on a new record at the precise moment when you move into a new room. 

In a video game, you can be whoever you want: a witcher, or a soldier, or a person who is comfortable in nightclubs.

Point is, this is the first of Cosmo D’s games where the sound and the subject are totally in concert. There have always been elements of jazz, classical and electronic music in these soundtracks, but even when the narrative focuses on one of the traditionally acoustic genres, there’s always a beat. This isn’t a circle that really needed to be squared, but Betrayal at Club Low finally provides a setting where a good beat is not just welcome but essential. Club Low is a high-stakes environment. The dancers waited a long time to get in, and they know what they like. Peril or glory awaits the brave DJ. Appropriately then, this game has a fail state. 

For the first time in this body of work, there’s been a total change of genre. After four first-person adventure games (“walking simulators,” if we must), this is a straight-up third-person RPG with character stats and progression and health pools and “game over” endings. I expect that we’ll eventually see Betrayal as one of the early examples in a spate of post-Disco Elysium small-scale indie RPGs (Citizen Sleeper is another). But it also serves as the culmination of a trend in Cosmo D’s work that’s been underway for two games now: it makes the player character truly the center of attention, exerting a granularly personal influence on the world by rolling dice. 

Relatedly, the other trend we’ve been tracing since Saturn V reaches a turning point here as well. We’ve been watching as the gallery-like sensibility of Cosmo D’s early games slowly gives way to narrative. Betrayal is the least gallery-like thing he’s ever made, and the most story-rich. There’s still plenty of fascinations and influences on display here, but they’ve been fully incorporated into the story, like flamingo meat into the fluorescent stew simmering in Club Low’s kitchen. Effectively, this means I’ve outlived my helpfulness as a tour guide. 

I wouldn’t eat this, but I’d stare into it for an hour.

Lest anybody misunderstand, there’s plenty in this story to remark on. We could note that Murial is now collaborating with the photographer from Tales who seemed so intent on driving her out of town. We could note that the player character is a wan automaton, confirming that whatever Murial’s aims, the Circus is not above using these things for their own ends. We could observe that we now know the automaton-filled Building 9 to be the headquarters of our mysterious former employers at the Octagon. Did you notice this is the first game where we weren’t dropped off by the last people we saw in the previous one? Or that DJ Bogart named his student Chad Blueprint his sole successor at Club Low one year before the release date of The Norwood Suite–did he know what he had coming to him?

This is all perfectly interesting, and I had a grand time with all of it as I was playing the game, which might be Cosmo D’s best. But concerns like this will never be the element of these games that lingers for me. It looks like there’s an Off-Peak City fan wiki in construction. Granted, people are free to engage with art however they like, but I’ve got mixed feelings about this. There is a part of me that thinks fan wikis enable the least useful, least interesting kind of engagement for a story like this. We may someday learn more about what the precise relationship is between the Circus and the Octagon, or about the origin of these automata, or whether Peter Norwood was ever a real person. But what would it accomplish to square away these surface-level ambiguities? Would it assist in understanding these games’ attitude towards art, or the wealth gap, or the deterioration of public services, or the importance of preserving heritage buildings, or the eternal tug of war between money and joy? I don’t think it would, and I’m much more interested in all of those concerns than I am in solving narrative riddles. If you’ve read this far and you’re disappointed that I didn’t do more of that sort of thing, well, sorry. The good news is that the Steam communities are full of it. 

***

Let’s tie up a few loose threads. First: seven thousand words ago, I described myself as “a fellow traveler who shares Cosmo’s obsession with music, his love for the surreal, his irresistible impulse to put his obsessions on display, and perhaps his nagging sense that this impulse may be shallow.” The conflict that animates Off-Peak and makes it interesting is that it is, on one hand, an artist’s self-conscious attempt to draw attention to his own sophistication and eclecticism and, on the other, a satire of that exact tendency. It’s an exhibition that serves as its own art critic. Having now played Betrayal at Club Low and replayed Tales from Off-Peak City Vol. 1, I feel that their total success serves as an even more effective demonstration that the impulse to put one’s obsessions on display is indeed shallow. There’s definitely space for games to function like galleries. I’m thinking specifically of “Limits and Demonstrations,” the wonderful interlude between the first two acts of Kentucky Route Zero. “Limits and Demonstrations” puts you inside a virtual gallery space filled with artworks that would be impossible to exhibit in physical space. It’s Borges’ “reviews of impossible books” approach to literature, applied to visual art. I’d love to see more of that. But in Cosmo D’s case specifically, the more narrative-focused and less gallery-like these games have become, the more they feel like they’re about something other than themselves. 

Second: since I started writing this piece, I’ve been eating a lot of pizza. I’ve switched my default from red wine to craft beer. I’ve been listening to Debussy, Milton Babbitt, funk-era Miles Davis, Burial, Four Tet: all artists that are suggested, if not referenced outright, by these games. It’s a complicated thing to grapple with. The notion that a personal aesthetic can be transformed into a brand and sold to others is an idea that troubles and haunts every one of these games, The Norwood Suite in particular. And yet, Cosmo D’s aesthetic is intensely seductive. 

Finally: the closest pizza place to my childhood home was called Cosmo’s. It’s entirely possible that the first slice I ever ate was from that place.

The Final Omnibus

“As we all know, there is a kind of lazy pleasure in useless and out-of-the-way erudition.” — Jorge Luis Borges

Some years ago — never mind how long precisely — having no steady job, and nothing particular to interest me in empirical reality, I thought I would begin writing reviews of everything I watched, read and listened to. It is a decision I have lived by relentlessly ever since.

Now it’s time to stop.

To the dozen or so of you who constitute my core audience, thank you. And don’t fret — there will be plenty more nonsense for you to read here on matthewjrparsons.com in the future. But the exhaustive reviewing project that’s currently called Omnibus (still known to its friends primarily as Omnireviewer) is over, as of this post.

But as longtime readers will attest, if Omnibus is to vanish it is only appropriate that it should vanish up its own ass. And so, I present the last missive of the Omnireviewer. Strap in. In all my years of blogging I have never been as self-indulgent as this.

One review.

Literature, etc.

Matthew Parsons: Omnireviewer/Omnibus — Some things are so self-explanatory that you can review them just by describing what they are. “A prog rock album with only one 44-minute long song,” for example. Or, “a graphic novel that intertwines a gay coming-of-age memoir with a character study of the author’s father by way of the literature that fascinates them both.” Some readers will look at these descriptions and say “yes, please,” and others are philistines. Regardless, the point is that these particular works are so obviously the thing that they are, which nothing else is, that to say more would be almost superfluous. Surely there has never been a clearer example of this than the present one: “A blogger writes reviews of everything he watches, reads, and listens to for nearly three years.” You’re no philistine if that premise makes you run for the hills. But even if it doesn’t, if you’ve spent any amount of time at all on the internet — better still, any amount of time at all around me — you know precisely what you are getting into. To say more would be pointless. STILL, I PERSIST.

Before we go any further, let’s dispense with the no-paragraph-breaks schtick. That’s a policy I instituted early on to prevent myself from writing too much. It never really worked.

So. Was Omnireviewer any good? No, not really. I believe it’s the home of some of my worst writing, in terms of the actual quality and readability of the prose. But assessing the quality of things was never quite the point of the enterprise, nor should it necessarily be the point of reviewing in general — except in cases so superlatively brilliant or awful that there’s little else to say. Generally, I prefer a more rhapsodic approach — drawing connections, parsing out meaning, converting subtext to text. And if in my explorations I should happen to touch on the success of a given thing, fine. Quality vs. success is a subtle but useful distinction. To me, the former implies that there’s an objective standard to which everything can be held. And while I do half-heartedly believe that, I don’t trust myself to be the arbiter of such things. Neither does anybody else.

But success is different. Success, to paraphrase the great British avant-gardist Cornelius Cardew, exists in relation to goals. To determine the success of a venture, you need to know something of the intention of the venturer.

So, if we’re going to establish whether Omnireviewer has been a success, we need to explore why I started writing it in the first place.

***

Of all the various magical accoutrements in the Harry Potter books, my favourite one as a kid was the Pensieve — Albus Dumbledore’s magical basin full of thoughts. “One simply siphons the excess thoughts from one’s mind, pours them into the basin, and examines them at one’s leisure,” Dumbledore explains in my nostalgic fave, Harry Potter and the Goblet of Fire. “It becomes easier to spot patterns and links, you understand, when they are in this form.” I have often described Omnireviewer as my Pensieve: the technique I use to evacuate my brain of all the swirling observations and analyses of trifling pop culture matters that threaten to crowd out what’s actually important. It’s an easily avoidable place where those observations and analyses can live permanently, so I don’t feel compelled to annoy my friends with them in bars. At least, not when they don’t ask me to.

All of this is true, and it is a large reason why I’ve continued to write Omnireviewer for nearly three years. But it isn’t the whole story. And the Pensieve isn’t the only valid pop culture analogue for this weird project. For a more honest one, we’ll have to look back a whole generation to another totemic childhood text:

Lucy_Blanket

Omnireviewer entered the world on November 1, 2015, but the context for it dates back more than a year prior to that. The circumstances that enabled this blog emerged in the summer of 2014. That summer, two extremely ordinary things happened. Firstly, I finished grad school, marking the end of twenty consecutive cycles of school/summer/school/summer etc. Suddenly, I was all too aware that my life was now FREE JAZZ — structure be damned. Exacerbating this anxiety was the small matter that I had graduated with a masters degree in journalism, and the universe was laughing at me. ONE SINGLE DAY after I turned in my thesis — in the form of a radio documentary — the Canadian Broadcasting Company cut 600 jobs. “Screw you, Parsons,” said the universe, “and everybody who shares your ludicrous ideas about how to make a living.” Just as all this was going on, a relationship I’d been in for seven years came to an end as well. Like every breakup, it seems inevitable in retrospect. But at the time it seemed impossible.

Unemployment; breakup. I bring up these two extremely ordinary things only because they are the first two misfortunes in my life that I couldn’t just smile my way through. I’m not sure why. Unemployment and a breakup are empirically no worse than things I’d been through previously. Maybe there just comes a time in a person’s life when the emotional warp drive has to give out and you’ve got to rely on just a regular engine. I dunno. But prior to 2014, I always prided myself on my ability to be happy in spite of things. Losing that was like falling out of the sky.

What helped me was work. In the uncomfortable grey zone between graduation and the start of my first contract, some friends of mine tried to start a magazine. They brought me into the fold as a writer, and even though it wasn’t really my project, I contributed as much writing to its embryonic form as anybody. What else was I going to do with my time? The magazine never properly launched. But if nothing else, it kept me from going off the deep end during the worst few weeks of my life.

And since the experience of writing for that vapourizing magazine was such a lifesaver, I proceeded to try that method ONE HUNDRED MORE TIMES. Even when my work situation started to pick up, I had to be constantly doing things to distract myself from the swirly void. A friend proposed an epistolary project where we assigned each other albums to listen to. I eagerly accepted. I took up cooking with the vigor of Hannibal Lecter. I started running. At work, I built a huge interactive story about dead composers, cheerfully spending twice as many hours on it as I got paid for. (It has since vanished into the digital wastes, mourned by no one, least of all me.)

Over the next three years, I would start, and swiftly abandon, a history of progressive rock. I would write 20,000 words about Jethro Tull in a single week. I would put together, and never submit, a book proposal. I would take a class about writing for comics. I would begin and struggle to complete a set of annotations for Moby-Dick. I would make two comedy podcasts with one of the guys who started the vapourizing magazine. I would make podcasts on my own, which reside on my hard drive to this day, waiting for their moment.

Yeah, I’ve been busy.

But as of November, 2015, I was not busy enough. So I filled my time the way we all do. I watched TV. I went to movies. And since I’m me, I also read voraciously, listened attentively to my favourite records dozens of times in a row, and listened to 30 or 40 podcast episodes per week. And the more time I spent on that, the more aware I had to become of how little time I was spending in gainful employment or meaningful social exchange. So I made up a game to put it out of my mind. The game was Omnireviewer. Every Sunday since then, I have released a report on the game, with the week’s score tallied up at the top of the post. 17 reviews. 23 reviews. 35 reviews. Here was a game I could win.

linus

***

Since keeping score was always such a big part of what this blog has been about, let’s look at some final statistics:

Total instalments of Omnireviewer/Omnibus: 143

Total reviews: 2,822
Average reviews per week: 20
Largest number of reviews in a single week: 38

Total words: 441,637
Average words per week: 3,088
Highest word count in a single week: 8,493

A few notes on these numbers:

  • Bear in mind that I sometimes clumped together whole seasons of television in one review. A large number of the reviews I have written on this blog have been for more than one episode of a show or podcast. So, as impressive as the number 2,822 may look, it is still deflated somewhat.
  • A cursory Google indicated that novels tend to range from 60,000 to 100,000 words, on average. If we split the difference and go with 80,000, my reviewing habit has stretched to the length of five-and-a-half novels in less than three years’ time.
  • In spite of everything I’ve written here so far, I am intensely proud of both of these stats.

Speaking of pride, shall we move on to the set of statistics that make me the proudest of all?

Total page views: 2,146
Average page views per week: 15
Highest page views for a single post: 117
Lowest page views for a single post: 3

They say that if you do any one thing on the internet for long enough, you’ll eventually find an audience. I am just pleased as punch to have disproved that rule. The post that got 117 views — still paltry, by any reasonable standard — accidentally demonstrated the real way to find an audience on the internet. It only received such a substantially above average number of readers because I got retweeted by one of the post’s subjects, the food scientist and cookbook author J. Kenji Lopez-Alt.

By the way, the post that got only three views was 3,000 words long. That’s one reader per thousand words.

“Really don’t mind if you sit this one out.” — Jethro Tull

When I started this project, I started it for myself. I made it public only for the sake of accountability. The thing that makes me proudest of all is that I kept writing Omnireviewer for as long as I did in spite of the fact that nobody read it. The human mind is a cobweb ball of rationalizations and suppressed motives. I’ve never felt like I can be entirely sure when I’m just looking for attention. But surely, here is numerical proof that this project stayed true to its roots.

One final note on the statistics, that only slightly undercuts what I’ve said above: these numbers don’t account for the people who saw my reviews on the associated Tumblr account. In some cases, this was substantially more, but mostly it was not. The numbers also don’t account for the homepage, which got a significant bump on weeks when my site’s URL was read on the radio. In the interest of transparency, my homepage has been visited 7,163 times since I started Omnireviewer. What a pathetic number. I love it.

***

On the topic of the radio: the best thing to come out of this blog was a column that I’ve been doing on CBC Radio 1’s North by Northwest since June of last year. I pitched it as a recurring summer feature on the show, and it just never stopped. Since the beginning, that column has distilled the best of this blog into purposeful nuggets of meaning and connection. It is Omnireviewer at its most Pensieve-like.

In the written edition of Omnireviewer, anything might prompt a veiled exegesis on the disappointments and regrets of my life. The Beatles’ Help. Olivia Liang’s deeply relatable work of memoir-through-art-criticism The Lonely City. The death of Anthony Bourdain. Chris Gethard. Maria Bamford. In the written edition, the music of Brian Eno is not only ingenious, but kind and restorative. In the written edition, Alison Bechdel is a saint, because she confirms the value in reading your own life as literature, like I do — drawing connections, parsing out meaning, converting subtext to text.

But on the radio, it isn’t about me. It can’t be. A public radio audience requires you to put aside your self-indulgence in a way that a blog with 15 readers just doesn’t. And that made for a far superior version of this project. Many paragraphs ago, I asserted that Omnireviewer wasn’t very good. That’s true, at least of its original form. But its radio form is one of the things I’m proudest of in my entire career so far.

In my last radio column of 2017, I flirted more dangerously than usual with the masked confessional approach of the blog. But I’m glad I did. I finished it with a segment on Margo Price’s “Learning to Lose,” a heartbreaking duet with Willie Nelson that struck a chord with me immediately. I closed out my year in radio with the sentiment: “Maybe next year we’ll learn to win.” Three months later I got a job as the associate producer of North by Northwest. I ran around, waving my arms in the air and laughing like a maniac. The context for this blog collapsed in a heap.

***

To me, Charlie Brown is not the hero of the Peanuts comics. It’s Linus — the would-be philosopher who stays positive in spite of his insecurities, which are made manifest in the blanket he cannot be parted from. Omnireviewer was a security blanket I wove to shield myself from the emptiness of my life. But unlike Linus, I’m not stuck in time. I can outgrow my compulsions. I don’t need my blanket anymore. Life is good. More to the point — life is good in spite of the fact that lots of specific things about it are not. At last, we’re back to where we started.

“God keep me from ever completing anything.” — Herman Melville

In the months to come, I’ll work on other things in my spare time. But not because I need to for my sanity — because there are things I want to make that I think people might enjoy. I’ll keep posting fun nonsense to this blog. Notes on Moby-Dick will return. I’m thinking about writing more short fiction. Maybe I’ll rank all the tracks on ABBA Gold. And I’m going to make some tweaks to those podcasts I alluded to earlier, and hopefully get them out in the world before too long. That’s what I’m going to do with the time I would have spent on Omnibus. I’m not convinced I could bring myself to do any of it if not for this blog. I’ve learned so much from doing this. I’ve made connections I never would have made. I’ve learned about the conditions under which I do my best and worst work. I got a job that I probably wouldn’t have gotten if not for this blog and the radio spots it inspired. And I have kept my head above water. I have nothing but warm feelings for this weird-ass thing I’ve been doing these past few years.

And so it comes to this. Omnireviewer has fulfilled its purpose, and fulfilled it better than I could ever have foreseen. Time now to set it adrift in the obscure internet sea where it has always resided and always will.

Pick of the week.

toaster.gif

Omnibus (week of July 1, 2018)

It’s been a year light on instant favourites. There are a couple in here, though.

19 reviews.

Movies

Won’t You Be My Neighbor? — Morgan Neville’s Mister Rogers documentary has already acquired a reputation for being a tearjerker. It is that. On the way home, I tried to figure out why. Nothing sad happens in it. True to its subject, nothing much happens in it at all. For me, it isn’t particularly nostalgic, either. I watched Mister Rogers’ Neighborhood as a child, but I was so small that I barely remember it. My memory of television only extends back to Bill Nye the Science Guy, or thereabouts. So what is it about this nice movie about a nice man that hits me and everybody else so hard in the feels? For me, it might have something to do with my Pavlovian response to the music of Michael Nyman. But more broadly I think it’s basically this: Neville sets up the beatifically decent Fred Rogers as an alternative to the cynicism and mean-spiritedness that dominates public discourse today, and that periodically dominated it for the entire thirty-year run of Mister Rogers’ Neighborhood. There’s no mention of Donald Trump or contemporary politics in the movie, but there doesn’t have to be: celebrating Rogers’ big-heartedness is an implicit, gentle act of resistance to an administration that has of late been particularly cruel to children. The closest the movie comes to naming and shaming its target is in a sequence about the first episode of Mister Rogers’ Neighborhood, in which King Friday XIII tries to build a border wall. But even that is more amusing than preachy. The most moving moments of the film are the places where television intersects with history. Rogers dared to address the assassination of Bobby Kennedy in the forum of children’s television in his first season. And he stayed the course, casually delivering civil rights messages and folksy explications of intensely sad subjects. His rapport with children who have suffered trauma, be it the death of a pet or a serious medical condition, is a wonder to behold. As moving as any of this, though, is Rogers’ simple respect for children’s intelligence and curiosity. His show was famously slow, famously lo-fi, and famously concerned with, as Linda Holmes put it on Pop Culture Happy Hour, teaching kids how oboes are made. Obviously, all of this is catnip to me. Fred Rogers was a defining figure in the history of public broadcasting because he steadfastly refused to simply give the people what they want. He strove for the higher ideal of Making People Better, which is what public broadcasters are supposed to do. It’s just as instructive to look back on Mister Rogers in the era of Facebook as it is to look back on him in the era of Trump. That said, Rogers’ attitude (and by extension, the film’s) towards other approaches to television can be needlessly dismissive. There is an uncomfortably small distance between Fred Rogers’ distaste for conventionally entertaining television and Mary Whitehouse’s boneheaded attempts to censor the BBC. There’s an uncomfortable parallel between Rogers’ anxiety that children would watch superhero cartoons and think they could actually fly and Whitehouse’s media illiterate claim that children would see a cliffhanger where Doctor Who’s head was held underwater and think that he’d be held that way for the entire week until the next episode started. But ultimately, Rogers’ straightforward attempts to bring out the best in his young viewers overrides all of this. His is a philosophy that has vacated much of public discourse, including in the media, and we need it back. Fred Rogers believed in people, particularly children, and wanted to help them be better. That is why Won’t You Be My Neighbor is the year’s most beautiful film. See it while it’s in theatres if you can. It is best experienced collectively. Pick of the week.

Live events

Converge & Neurosis live at the Commodore — I don’t really do metal these days. But when invited, I don’t mind taking in a show. This triple bill (counting openers Amenra, who were not a major part of the advertising) featured exclusively bands that I had never heard. Amenra didn’t make much of an impression on me. I see what they’re doing, which is basically leaving as many elements out of their music as possible. That includes colour in their presentation, which consists of evocative, serene video projections in black and white. They build whole songs with almost no harmonic motion. They are admirably committed to their minimalism, but it’s not for me. In retrospect, Converge would appear to be the odd ones out on this bill — a hugely charismatic hardcore band sandwiched between two uncompromising metal behemoths. That charisma is largely the reason why Converge was the band that left the strongest impression on me. Where Amenra and Neurosis would never do anything so gauche as acknowledge the audience, Converge lives for the crowd. (The crowd lives for them, also: the mosh pit that formed during their set could almost be described as a ‘fight.’) Their frontman, Jacob Bannon, never stops moving. He greets the audience between songs, offering rousing encouragement to anybody in the crowd who may be a survivor of depression or family dysfunction, or who’s just learning how to be a parent. There is an odd warmth to Converge. I feel strangely compelled to draw a parallel to their polar opposite, Belle and Sebastian, who I saw last week. Like Bannon, B&S’s frontman Stuart Murdoch also wears his triumph over circumstances proudly. After such an unlikely charm offensive, what a shock to encounter Neurosis. They are the bill’s resident metal royalty, and they present themselves accordingly. Their songs stretch to ten or twelve minutes apiece, and when one of them ends, the lights go out. Spacey noises fill the venue. And we only catch another glimpse of these Old Gods when their performance begins anew. We don’t see them tuning up. We don’t see them moving equipment around (well, we do a little, but we pretend we don’t). We only see them when they are playing their instruments. They don’t wave or bow at the end of the set. They don’t do encores. They establish a stark and total divide between us and them. And in doing so, they make themselves terrifying. Heavy metal is inscribed on their faces. You pay attention. Loudness isn’t the half of it. In spite of this, and probably a little bit because of it, I spent the first three quarters or so of Neurosis’s set feeling distinctly that Converge had won the night. I surprised myself with that feeling, since Neurosis’s music is much more my style. There’s more transparency in it — enough variety in the texture that you can hear detail. In case anybody had any doubt that they’re musical iconoclasts, the keyboardist has even mounted a set of bass pedals to the top rack of his rig. Still, it wasn’t until the final two songs of the set that they totally won me over. “Reach” is from their latest album, and reminds me of what I loved about Opeth when I first discovered them: every minute of this long song is packed with as many musical ideas as most bands would put on a whole album. And the set ender, the title track from their apparently legendary 1996 album Through Silver In Blood was so mercilessly heavy that it left at least a portion of the crowd completely helpless as to how to respond. The atmosphere after Neurosis disappeared from the stage was of dumbfounded shock. None of these bands make the sort of music that I have space for in my life these days. I doubt that I’ll spend a lot of time listening to their albums. But the show was a thing to behold.

Music

Belle and Sebastian: Write About Love — Deeply underrated. A gem on par with Dear Catastrophe Waitress, featuring several of the band’s best tracks — especially “I Didn’t See It Coming,” which is a top five classic Belle and Sebastian song. Other standouts include “I Want the World to Stop,” “I Can See Your Future,” and the slightly Phil Spectory title track. Title aside, even “Calculating Bimbo” has a winning melody.

Belle and Sebastian: If You’re Feeling Sinister: Live at the Barbican — I feel weird saying this is better than the studio version. I came away from last week’s concert with a new appreciation for the early B&S material, and a general sense that it isn’t served well by the recordings it’s featured on. Ergo, this live album. It’s got a lot more energy than its studio counterpart, but Stuart still doesn’t quite sound like his energetic contemporary self. This is still 13 years ago, after all. People change. Anyway, I really like this. If You’re Feeling Sinister has been the hardest Belle and Sebastian album to get into for me, but this helps.

Comedy

Hannah Gadsby: Nanette — The premise of this is that Gadsby is leaving comedy and wrote this show to explain why. In practice, she effectively quits comedy halfway through the show. It is a deeply intelligent deconstruction of comedy. Gadsby points out the ways in which it differs from conventional storytelling, the way it prizes the release of tension over all other concerns, and the way it has been used as a tool of oppression as much as a vehicle for protest. There’s also a very resonant thread about art history in this, which ought to force anybody who has recently read E.H. Gombrich’s The Story of Art, just for example, to reconsider some things.

Games

West of Loathing — For a brief time in high school, I was an enthusiastic player of a browser game called Kingdom of Loathing. Its intensely lo-fi aesthetic of stick figures moving through a world that looks like a 10-year-old’s Hilroy scribbler drew me in immediately, and the mercilessly consistent comic writing kept me there until I moved on to the next thing. It’s a type of gaming experience I wouldn’t have again until Fallen London, years later. Now, just like Fallen London has its one-player downloadable offshoot Sunless Sea, KoL has West of Loathing: a point-and-click adventure that takes its parent game’s pencil-drawn aesthetic and builds a Western out of it. It’s a total delight, and it’s been filling my free evenings for a couple weeks now. Here is a single moment that I think encapsulates the delightfulness of this game: at one point you find a pile of boards and nails, and you’re informed that you could probably build a crate out of these things. If you do, the game’s like “hey, it’s a crate!” And when you open it there are items inside. Brilliant. Aside from its wonderful comic writing, West of Loathing also plays well as a tribute to adventure games past and present. There’s a subplot involving alien technology where the puzzles play like something from Riven (but easier), and there is a culture of creepy clowns that could come straight from Sunless Sea. Both of these plot threads are semi-Lovecraftian in the way that all indie games are now. But that’s one genre among many that this game is juggling. I loved this. If you want to play a game that will make you smile, I highly recommend it.

Podcasts

Constellations catch-up — I’m all for sound art and experimental radio. I’m so for it that I’m frequently exhausted by mainstream podcasting. (Yes, there is such a thing as mainstream podcasting, for you terrestrial radio listeners out there.) But a lot of what I heard in the last spate of episodes from this podcast left me unmoved. They seemed to convey little except a cultivated aesthetic of artsiness. When the only thing to help you see the beauty in a piece is an interview with the artist after the fact, there’s a problem. But listening to this is worth it for exceptions like Meira Asher’s “refuse: military.01” which is a marvellous commentary on Israeli compulsory military service. It’s the perfect example of why it’s important to search outside the big podcast networks and public radio behemoths for good radio.

Bullseye: “George Clinton & Cristela Alonzo” — This is most worthwhile for the George Clinton interview, which is a real trip. He’s a genius that ought to be upheld more as one of the foundational figures in ‘70s popular music. He’s also very funny.

The Daily: “Assigning Blame in the Opioid Epidemic,” “How the Opioid Crisis Started” & “One Family’s Reunification Story” — The two opioid epidemic episodes are great and infuriating, particularly the first. The reunification story is very moving, and everybody involved is admirably committed to making it clear that this is the exception to the rule. It can be tempting to think of a story like this as the tail end of a narrative: children and parents were separated, and then because we heard the story of one reunification, it must be all over. You can’t listen to this story and feel that way, which makes it very responsible journalism, in my view.

In the Dark: “The End” — By necessity, this is an open ending. But it’s a good summation of a categorically effective investigation. I have nothing more to say about this season than I’ve already said. Suffice it to say it’s one of the best pieces of investigative journalism I’ve encountered all year.

The World According to Sound catch-up — The episode of this show that focuses on the first few minutes of the show that would become This American Life is fascinating. If there’s any takeaway from the “Sound Audio” season thus far, it’s that there are an infinite number of ways to make radio, and that shockingly few of them are represented in mainstream public radio and podcasting. TAL is where the aesthetic that has taken over those spheres came from, but it’s interesting to look back on how radical it was in its infancy.

You Must Remember This: “D.W. Griffith, the Gish Sisters and the origin of ‘Hollywood Babylon’” — I have been waiting for this for what feels like years, even though I didn’t know what I was waiting for. As it turns out, I think this season has the potential to be one of Karina Longworth’s best. The premise is outstanding: take one of the most influential books in the history of filmmaking, Kenneth Anger’s Hollywood Babylon, and fact check it. In the process, we’ll inevitably cross paths with some of the most notable characters in Hollywood history. This first episode about D.W. Griffith and the Gish sisters offers proof-of-concept for that. It’s well known that Griffith was blithely racist, but this episode makes it clear that he was also a creep. Nice.

Pop Culture Happy Hour: “The Mister Rogers Documentary ‘Won’t You Be My Neighbor’” & “Ant-Man And The Wasp, Plus What’s Making Us Happy” — An accurate appraisal of Won’t You Be My Neighbor, and further permission to sit out the new Ant-Man.

Code Switch: “Code Switch’s Summer Vacation” — A light episode, for once, but a good one.

Fresh Air: “The State Of The Supreme Court” — It is not a happy state.

Out of the Blocks: “A Conversation with Mayor Catherine Pugh” — This is weird. The mayor of Baltimore is a fan of this podcast, so she interviewed the host in public. The result is a conversation between a journalist and a politician where it feels like the politician is not taking a risk. I know that’s not the point of this interview, and Out of the Blocks isn’t that kind of show, but that power dynamic implicitly makes me uneasy. Anyway, the mayor is correct to observe that Out of the Blocks is excellent.

Trump Con Law: “Justice Kennedy” — A good breakdown of why Kennedy’s retirement has thrown everything into disarray — but it’s also a bit less useful than most other episodes of this show, because everybody else is covering this too.

The Memory Palace: “Patience” — Nate DiMeo is very good at finding stories from history that resonate with the news cycle. This one is about a slave who was separated from her child by ruthless slave traders. It is devastating, and it does not resolve neatly. Listen to it. Pick of the week.

99% Invisible: “Roman Mars on ZigZag” — This is the fourth episode of a serialized story, but it’s the first to appear on a show that I listen to regularly. It reminds me of StartUp season one, because it is straightforwardly similar to that — both are stories of people trying to start podcasting companies. I think I’ll listen from the beginning, though I’m not 100% sure I’m sold. It depends on how much talking about blockchain there is.

Omnibus (week of June 17, 2018)

Hang on tight, it’s a wordy one.

18 reviews.

Movies

The Iron Giant — Some combination of the hype surrounding The Incredibles 2 and being down and out with seasonal allergies on a Sunday morning inclined me to revisit a portion of my youth. I haven’t seen The Iron Giant since I was about 10, and I have never been a member of its sizable nostalgia cult. But Brad Bird is a darn good filmmaker, and all of his movies go the extra mile to deal with themes that young audiences won’t grasp the specifics of, but which will resonate more generally. In The Iron Giant’s case, that tendency manifests in the fact that it is a very good Cold War period piece. Its message isn’t a blandly pacifist one, but a specific one about the way we come to see the world when the powerful insist on stoking paranoia and framing everything in “us vs. them” terms. It even includes a parody of the ludicrous “duck and cover” PSAs played in classrooms in the 50s. It’s a story about Hogarth Hughes, a curiously wise child who delivers animist monologues about the integrity of the soul, and the huge metal E.T. he befriends and tries to protect. Pretty standard fare, but the beauty is in the specifics. The animation is beautiful, and has aged brilliantly — its use of primitive computer animation is restrained enough to simply appear as emphasis on the traditional animation. One of the film’s most ingenious moments involves the reveal of the giant’s origins: he has a nightmare about his home planet, which ends up appearing on a nearby television, intercut with scenes from an actual Jack Parr show. More animated movies should handle exposition wordlessly. They should also build up their principal characters’ relationships such that their climaxes can be as emotive as this one. They should also humanize their villains as well as this film does. The grinning FBI agent who antagonizes Hogarth even before he knows anything’s amiss is painted with a certain amount of sympathy. He’s an undistinguished buffoon who’s only trying to earn the respect of his peers. I hope parents still show this movie to their kids. It’s a genuine classic. Also, another ‘50s-style TV ad proclaims: “Tomorrowland! Promise of things to come!” Did Bird know even then that he’d made that (apparently disappointing) Disneyland movie with George Clooney?

Raising Arizona — I like to try and maintain a certain amount of unseen/unheard/unread works by my particular favourites. I’m extremely glad, for instance, never to have heard Scary Monsters (and Super Creeps), The Man Who Sold the World, Earthling, or Lodger in their entirety. The fact that they’re still there to experience for the first time is gratifying in itself, and I’ll savour that until I break down. The Coen Brothers are another artist with whom I’ve taken this approach. But they have the advantage over Bowie of still being alive. So even if I do complete their filmography, there’ll still be new ones every now and then. Their corpus is not yet finite. It was with that in mind that I finally allowed myself to watch Raising Arizona. Once you get over the shock of seeing a Coen brothers movie that doesn’t have the distinctive visual touch of Roger Deakins, it’s great fun. (I am convinced that the absence of Deakins from the much later Burn After Reading is the real reason why people don’t like it, whether they know it or not.) It spends the bulk of its duration content to be a very good caper comedy, with a very game Nicholas Cage giving a more openly ironic version of the career-best performance he’d offer in Wild at Heart three years later. Holly Hunter is given less to do, but she is admirably committed to the Coens’ total lack of subtext. The caper comedy reaches its zenith with one of the best chase scenes in all of cinema, scored by yodelling. Bless. But Raising Arizona turns into something altogether stranger and more grand in its final act, where Cage dispatches a surreal villain that seems to have invaded the film from a George Miller movie, and changes, possibly for the first time in his life. What’s really remarkable about Raising Arizona is that the protagonist doesn’t have a character arc so much as a character hockey stick. He has all the one-dimensionality of a genre character, until the very end of the movie, where he gains a modicum of self-awareness. It’s an unfamiliar structure, and it makes Raising Arizona into something more than a great comedy. I really loved this. It isn’t quite Fargo, but it’s up there with my idiosyncratic faves O Brother, Where Art Thou? and A Serious Man.

Page One — I decided to finally watch this after reading New York Magazine’s recent piece on Shane Smith and Vice. Suddenly, watching David Carr chastise that vapid skin balloon sounded like a hell of a good time. Page One is a fascinating time capsule. Its talking heads’ pontifications about the future of media seem as quaint now as they were obviously myopic at the time. (“Albany corruption stories, they may be important,” says Nick Denton. “But nobody really wants to read them.” That’s right, Nick. Give the people what they want. It’ll be fine.) One of the key ways in which this documentary’s reality differs from the world in 2018 is that it portrays Jeff Jarvis as an actual human, whereas now we know him primarily as a parody Twitter account. But nobody’s coming to a documentary from 2011 for perspectives on the future of the media. On the other hand, the behind-the-scenes element of the doc is fascinating. Admittedly, I am a bit of a Times partisan these days, but I found the scenes involving editors making decisions completely thrilling. It’s a clever idea for the doc to focus specifically on the writers at the Times who are covering the media, and particularly the crisis in the newspaper industry. David Carr is far and away the most entertaining part of the film, but the most prescient point anybody makes in the whole movie is a collaborative effort between him and media editor Bruce Headlam. When everybody suddenly sees the iPad as the saving grace of the news business (hahahahahahahahahahahaha), they both have the presence of mind to consider the fact that you don’t want to depend on a private tech giant for the survival and health of your publishing endeavour. I feel as though that’s not something most people had begun processing until substantially later. I don’t think I got there myself until I started reading John Hermann. The best single scene, though, involves a nonplussed Bruce Headlam watching a completely made-up segment on NBC about the end of the war in Iraq. The Coen brothers couldn’t have written something this epistemologically crazy, and they made Burn After Reading. That scene indicates that reality was out of joint long before Trump started campaigning for office. This is great, out of date or not.

The Incredibles 2 — Outstanding. In the theatre, there was a pretty even split of families and nostalgic millennials. It was one of the rare occasions when I heard adults and kids laughing at the same things. The comedy of The Incredibles 2 is primarily visual — animation like this is one of the few corners of modern cinema that truly reflect the legacy of Chaplin and Keaton. And a well-constructed sight gag is universal. Brad Bird’s visual imagination has always been his primary asset, and this is the best that it has ever been. The action sequences are better than anything the Marvel Cinematic Universe has offered in recent memory. One particular motorcycle chase featuring Elastigirl is one of the most riveting things I’ve watched since Fury Road left cinemas. On a smaller scale, the Incredible family’s youngest member has powers now, and he is the best and most imaginative part of the movie by far. Watching Baby Jack-Jack sneeze and inadvertently send himself flying clear through the high ceilings of the family’s new mid-century modern house is one of the simplest, purest pleasures of 2018’s cinema. Watching him get in a tussle with a raccoon is one of the most enjoyable things in any Pixar movie, ever. The premise of the Jack-Jack bits is elegant: if a baby had superpowers, they would not be governed by reason, and they would therefore be maddeningly unpredictable to that baby’s caretakers. The movie’s other successes come down to sheer attention to detail. The mid-century modern design and World’s Fair retrofuturism are endlessly fun to look at. Michael Giacchino’s music doesn’t do anything it wasn’t doing in the first movie, but it’s a brilliant score with themes that feel like they’ve always existed. The story is driving at some things it doesn’t quite manage — a subplot involving body cams, for example, fails entirely to comment on police violence. The movie’s admiration for a man who stays home with the kids is a little over the top. And the franchise’s relationship to the question “superheroes: are they good?” remains fraught. But that’s well beside the point. This is so much fun. My face hurts from smiling. Pick of the week.

Music

Belle and Sebastian: If You’re Feeling Sinister — I’m seeing Belle and Sebastian next week and I need to study up. My entry point was idiosyncratic, and I’m still basically ignorant of most of their classics. I’ll be honest: I don’t like this universally-acclaimed record as much as The Life Pursuit. But I do think it’s more than just nostalgia that inclines people towards it. The Life Pursuit is an album that boasts some good songwriting as well as really good playing. This one only has the former, and clothes it in simplistic, lo-fi arrangements. But that in itself is an aesthetic that appeals to the sort of people who love Belle and Sebastian. Myself, I struggle with it. But when you listen past the sonic quality to the songs themselves, they’re easily as strong as the ones I’ve come to love on The Life Pursuit and they don’t have as many slightly cringe-inducing lines. (“She made brass rubbings, she learned she never had to press hard.” ???) On a first listen, “Stars of Track and Field” is the obvious standout. It’s Rushmore as a pop song. But the title track and “Judy and the Dream of Horses” strike me as likely growers. Here beginneth the cramming.

Kanye West: ye — The ugliness of Kanye’s present worldview obviates the possibility of engaging with this album’s aesthetic merits. That’s all I have to say.

Stephen Sondheim/Mandy Patinkin, Bernadette Peters, et al: Sunday in the Park With George — I’m still gradually making my way through E.H. Gombrich’s The Story of Art. Naturally, when I got to Georges Seurat, I remembered that this existed. I sheepishly confess that I had hitherto known it only by reputation. I had only heard “Finishing the Hat,” a song that has the single best explanation of why people create things ever written: “Look, I made a hat! Where there never was a hat!” I have known that feeling. It’s intoxicating. The full musical is one of Sondheim’s strangest and subtlest creations. Listening to the cast album without context is hopeless. The story apparently happens largely in the spoken dialogue. But I read a synopsis and looked at a few clips of a filmed performance (that I’ll be watching in full) to get a sense of the staging, and once I’d done that, everything started to fall into place. An uncharitable reading of Sunday in the Park With George would describe it as a musical about difficult men and the women who suffer for them. A more charitable way to look at it would be to view it as a musical about two people compelled to leave legacies, and the legacies they leave. Act one tells the story of the doomed relationship between the painter Georges Seurat and his lover Dot. It culminates with the two of them apart, but with George (as he’s known in the show) having completed his masterpiece, A Sunday Afternoon on the Island of La Grande Jatte, which truly is a marvellous picture. You should Google it. In completing that, George has left his own legacy, and Dot has left a legacy as well — in the way that she chose, which was to be an artist’s model. Act two jumps ahead to 1984, the year of the musical’s premiere, when George and Dot’s great-grandson is himself an artist, though one of a very different temperament. This George, like Dot, is fictional. The musical can’t be regarded as in any way true to life. Like Seurat’s art, it is a view of real things through the perspective of an artist with a singular vision. The second act is often considered vastly inferior to the first, but I love it, because it explores the way that the legacies George and Dot chose for themselves played out. They both attained a measure of immortality through art. And they both attained a measure of immortality through their offspring. The story of the second act is the story of one legacy reconciling himself to the other. Both acts end with a rendition of one of Sondheim’s most straightforwardly beautiful songs, “Sunday.” In the first, this song conveys the final completion of La Grande Jatte, with the noisy reality of the characters in the part made into harmonious beauty through George’s vision. (The way Sondheim expresses this musically is a thing only he could do.) In the second act, it conveys the second George’s realization that the painting belongs to him, and he belongs to it. It is emotionally and thematically complex stuff, far stranger and better than the vast majority of Broadway musicals. Plus, the recording features two of the most inimitable voices in musical theatre: Mandy Patinkin and Bernadette Peters. Both, especially the latter, are acquired tastes. But they are infinitely expressive. Can’t wait to watch the film.

Literature, etc.

Zach Ferriday: “Schism Symphony” — This is the only piece I’ve read that really confronts the uncomfortable relationship between the importance of tradition in classical music and social conservatism. It articulates a point of view I’ve been failing to articulate for years. Read it if you’re one of the classical music types who sometimes listen to things I say.

Games

The Legend of Zelda: Oracle of Ages — I believe I started playing this in 2017. That should tell you how good I am at video games. The Zelda franchise is a thing I maintain a childish loyalty to. I have fond memories of the N64 instalments, of which I maintain that Majora’s Mask is an enduring masterpiece. The footage of Breath of the Wild that I’ve seen almost makes me want to break down and buy my first console since the fifth generation. But I was really more of a Game Boy kid, so my loyalties to some extent still lie with the 2D, top-down format of Link’s Awakening and the GBA port of A Link to the Past. For whatever reason, I never got around to the Oracle games as a kid. (Context: Oracle of Ages and Oracle of Seasons are partner games that can be played in either order, and can be customized to reflect which you played first.) As Zelda games do, Oracle of Ages provided me with wave upon wave of pleasing familiarity. (The differences between Zelda games are a bit like the differences between Yasujiro Ozu films: subtle.) And I was, after all, mostly in it for the nostalgia. But satisfyingly, Oracle of Ages is also a fabulous, eminently recommendable game that holds up marvellously. Plus, for those nerds among us who are interested in the series’ development over time, the Oracle games occupy an interesting place in the Zelda corpus. Nintendo farmed them out to Capcom rather than making them in-house — a surprising development. More notably, it’s the first 2D Zelda game to be made after the series had entered the third dimension. It’s quite clear throughout that Capcom was thinking hard about the value proposition of a 2D Zelda in the wake of the enormous success of the N64 Zeldas. There is some implicit novelty in playing a post-Ocarina of Time 2D Zelda game. None of the other 2D Zelda games I’ve played have Goron or Zora civilizations — a continuity idea that originated in Ocarina. The Zora segment of the game is particularly reminiscent of its N64 predecessor. That section’s dungeon is the innards of the guardian fish spirit Jabu-Jabu, a dungeon also seen in Ocarina. But the mechanics of this game’s version of Jabu-Jabu are maybe its best argument for the value of 2D gaming. Its aesthetic cribs from Ocarina’s Jabu-Jabu, but its central puzzle is a seemingly conscious attempt to better the mechanics of Ocarina’s infamous Water Temple. The need to raise and lower the water level in the dungeon implicitly works better in two dimensions, with discrete divisions between floors. It’s a brilliant design. However, why Jabu-Jabu’s belly is so full of switches is anybody’s guess. In general, the water-based parts of the game are the most enthralling. Link’s diving ability arrives at a moment in the game where the map has totally opened up. The early parts of the game are based around Link having a limited ability to move backwards and forwards in time, with a similar effect as in the dark and light worlds of A Link to the Past. But things really get fun when you’re finally able to move between the two times at will. And almost immediately after, you’re given the ability to dive underwater, revealing another whole world on the ocean floor. That means that lots of the map squares in Oracle of Ages’ overworld have four distinct forms: above water and below water, in past and present respectively. This is magnificently dense, and the source of many excellent puzzle solutions. On that note: Ages’ puzzles and level design in general is among the strongest in the franchise up to this point. I’m not familiar with many of Capcom’s games, but it strikes me as predictable that non-Nintendo Zelda games would excel in gameplay more than mood or story. Usually I find boss fights tedious. Honestly I sometimes find dungeons tedious, which calls into question why I bother with Zelda games at all. But Oracle of Ages’ dungeons are a joy. The best of them (Jabu-Jabu, Mermaid’s Cave, Skull Dungeon) are one big puzzle with many moving parts that each relate to each other intuitively. Rooms are designed to teach you things. Some puzzle solutions are as simple and elegant as simply realizing that you won’t fall down holes when you’re swimming. The Indiana Jones-inspired Ancient Tomb even foregoes complex puzzle mechanics in its opening stages to conjure the feeling of descending into a haunted ruin. You don’t have to figure anything out, but you do have to throw bombs around to clear away the rubble. (The dungeon doesn’t concern itself especially with who is buried there, but whatever.) And each dungeon is capped off by a boss fight that’s actually fun and innovative. I’m particularly fond of Octogon in the Mermaid’s Cave, who you have to fight both above and below water, and Smog in the Crown Dungeon, who is not so much a boss as a malevolent puzzle. There are a few types of rooms that repeat themselves more than one would like across multiple dungeons — rooms that the devs may have thought to be cleverer than they are. But overall, the experience of playing this game is extremely satisfying. Its disappointing elements are only evident when you compare it with other Zelda games. Link’s Awakening is the most obvious point of comparison, since the interface of this game is basically identical to that one. It’s been a while since I played Link’s Awakening. Based on my hazy memory, it didn’t have puzzles anywhere close to this satisfying. But that’s a game that stays with me, because its premise and the way it has of presenting its world are unique. Link’s Awakening feels dreamlike and fairy-tale-esque, rather than the straightforward high fantasy of other Zelda instalments. Oracle of Ages has plenty of fun interactions with characters who are more than willing to spout this franchise’s signature one to two lines of flavour text. But the writing doesn’t contain any of the charming non-sequiturs that have given Zelda its slightly surreal feeling since the very beginning. (“It’s a secret to everyone!”) In general, this game’s world, Labrynna, feels more like a collection of the necessary Zelda locales (big town, smaller town, Goron town, Zora town, fairy forest, graveyard…) thrown together by fiat than it does an attempt to do anything new with those elements. And as similar as the early Zeldas sometimes are to each other, I think you can argue that every Zelda game prior to this attempted to display its constituent parts at a slightly different angle, with varying degrees of success. The world in Oracle of Ages is simply a mode of conveyance for its outstanding puzzles. And that’s fine. But in the long run, I feel like it’ll mean this is a game that I enjoyed more in the moment than I do in retrospect. Still, I confess to having been tickled by segments of the game’s story, particularly where the character Ralph is concerned. He’s desperately in love with the titular Oracle of Ages, and he tries his best to be the hero in the story, only to be constantly usurped by Link, whose only advantage is being the player character. I am team Ralph. Ralph is good people. I had a great time playing this. I’ll be taking a break from Zelda now, because a little goes a long way. But I’ll be back for Seasons eventually.

Podcasts

Trump Con Law catch-up — The latest spate of episodes is much the same in quality as the rest. I like the spirit of this show, which takes an increasingly crazy political situation and tries to use it for all of our educational advantage. Small compensation, but here we are. Also: the Twitter episode, which explores the nature of a presidential Twitter feed and whether it constitutes a “public space,” made me realize a crazy thing: in the social media age, we have started to think about things as places. *shudder*

99% Invisible catch-up — This run of episodes introduced me to Decoder Ring, contained an interview with John Cleese, explained the catch-22 of living in mobile housing, alerted me to the concept of “curb cut design,” informed me of a vault full of seeds in case we wipe out all the nature, and briefly made me care about basketball jerseys. Not bad.

Decoder Ring: “The Johnlock Conspiracy” — This looks set to become my favourite pop culture podcast. This is a story about a community of Sherlock fans who took fandom too far. It starts off with an exploration of shipping, a perfectly fine thing. But gradually, the story descends into the depths of a conspiratorial community who are, as far as I’m concerned, media illiterate. The idea is: eventually, Benedict Cumberbatch’s Sherlock Holmes and Martin Freeman’s John Watson will be written into a relationship, and the showrunners of Sherlock have been lying constantly when they say this won’t happen. This is more than just a careful examination of the show’s homoerotic subject: it’s an insistence that the show is one thing, and only one thing, and everything that it is aside from that one thing is a red herring. It reminds me of the particular kind of media illiteracy that runs rampant in the gaming community, where every ounce of ambiguity in the storylines of games like Night in the Woods or Virginia has to be resolvable in a single, internally consistent interpretation if the games are to be taken seriously. Games that actively invite this type of meticulous internal reconciling, like Undertale and the Bioshock franchise, seem to invite less controversy from this crowd. One comes away from these critiques feeling that the people who make them need more Virginia Woolf in their diet. Also, aesthetic concerns aside, the adherents to the Johnlock conspiracy can be very mean. Mean to the point that I’m not posting this review on Tumblr. Yes, I’m a coward. Sue me, it’s my own damn blog.

Imaginary Worlds catch-up — Of the past five episodes the most recent one is the best, in spite of somewhat inauspicious subject matter: Magic: The Gathering. I have fond memories of this card game, but I remember its “storyline,” such as it is, as being best ignored in favour of the game’s wonderful mechanics. I wasn’t persuaded otherwise by this episode, but I do see a little more of what they’re trying to do.

In the Dark: “Why Curtis?” — The latest episode in APM Reports’ evisceration of the prosecution’s case against Curtis Flowers paints a picture of an investigation that just went with the first suspect they found.

Caliphate: “One Year Later” — I read a piece in the London Review of Books that expressed doubts about the New York Times’ practice of taking documents from Iraq to report on ISIS from the U.S. I sympathize with these doubts, so I was happy to find that this final episode of Caliphate ends with Rukmini Callimachi escorting the boxes of documents that have been so vital to her reporting to the Iraqi consulate. In my view, the quality of Callimachi’s reporting justifies her having the first look at these documents. Her stories, and this podcast, have been outstanding journalism. This episode circles back to the Canadian former ISIS recruit who was the subject of the first several episodes, before Callimachi went to Mosul. It finds him expressing a conflicted worldview that his counsellor finds worrying. At the end of Caliphate, you’re left with the impression that perhaps the most important way to fight ISIS is to fight against the xenophobia that leads to the radicalization of people like this. All the same, Callimachi and her producers never goad you into feeling this way by explicitly sympathizing with him. To do that would be slightly monstrous, considering his story. It’s a fine balance, struck with the poise of a considered ethicist. Caliphate is hard listening. It is not “enjoyable,” in the conventional sense of the word. But it is probably the best podcast of the year. Pick of the week.

Pop Culture Happy Hour: “The Great Big Stand-Up Roundup” & “Jurassic World, Jurassic Park and What’s Making Us Happy” — Sad no Tig Notaro in stand-up roundup. Happy no love for Jurassic World in Jurassic World episode.

The Daily: “How Separating Migrant Families Became U.S. Policy,” “Father and Son, Forced Apart at the Border” & “Trump Ends His Child Separation Policy” — The news this week has been the saddest it has been in ages. These episodes helped make sense of it in a factual way, if not an emotional way.

Code Switch: “Looking for Marriage in All The Wrong Places” — Here’s something: dating apps based in India can’t accommodate LGBTQ people, because gay sex is illegal there. I hadn’t thought about that. This is a story about it.

Omnibus (weeks of Apr. 22 & 29)

I’ve been away for a week, and that always throws off my schedule here. So, we’ve got two weeks worth of reviews, and they are ALL OVER THE PLACE.

I think I’m actually proud of this particular Omnibus. There’s a lot going on here. There’s opera and paintings and other hoity-toity shit like that. There’s the new Avengers. There’s a pair of films about rock and roll, and a pair of albums by a band I’m currently obsessed with. There’s stuff that made me laugh. There’s a weird game. And there are not so many podcasts as to tip the balance away from the other stuff. I think this may be good. Anyway, it was fun.

I will also take this opportunity to direct you to the Tumblr associated with this blog, in case you would like a more media-rich experience that also includes paragraph breaks. Paragraph breaks are good, but we have a house style here and some rules are not made to be broken. Even when the paragraphs clearly are. I think the Tumblr may be particularly advisable in the case of the Vancouver Art Gallery entry, because pictures. Regardless of your choice, enjoy.

Does three picks of the week sound reasonable? I think that sounds reasonable.

20 reviews.

Events

Gaetano Donizetti: Anna Bolena (Canadian Opera Company) — I only had time to take in one show while I was in Toronto. It might have been a hard choice if Sondra Radvanovsky hadn’t been singing at the COC. That made it damn easy. I’ll be honest: I don’t like Donizetti. I don’t find his music memorable, and the librettos in these Tudor operas make me cringe. But in this case, that didn’t matter at all, because I was in this for Radvanovsky specifically, and she was magnificent. She’s a singing actor who puts intensity front and centre, in the tradition of Maria Callas — except, in my opinion, with a more innately attractive voice than Callas. And intensity is what you need for Bolena, a role that encompasses imperiousness, regret, madness, spite, and maybe love. Radvanovsky’s Bolena seems ready to spit in the king’s eye at any moment — a dramatic task made easier by baritone Christian Van Horn, who plays Enrico (Henry) VIII as a louche slimeball with no sense of his own hypocrisy. Van Horn and Radvanovsky have that delicious dynamic of intense loathing that’s hard to come by outside of the Lannisters on Game of Thrones. Remarkably, soprano Keri Alkema holds her own alongside Radvanovsky. The role of Giovanna Seymour is intrinsically less interesting than the role of Bolena, even if she does get some nice coloratura stuff to sing. Seymour is merely a lover — and a tediously sincere one at that, who knows Enrico is objectively horrible and loves him anyway. Bolena’s concerns are more complex: she wants power, and she’s concerned about her legacy. There’s a great love in her past, but when she looks back on it fondly, you get the sense that she’s really just regretting the pickle she’s gotten herself into by marrying such a terrible man. But it’s precisely this contrast between the two characters that makes Radvanovsky and Alkema so effective together. They understand that relationship completely. Of the smaller roles, Allyson McHardy stands out in the pants role of Smeton, a character whose only narrative purpose is to drive the tiresome intrigues that are a mandatory part of all bel canto opera. What the character lacks in narrative interest, McHardy compensates for with wonderful singing. If I haven’t made it clear already, this is a very well-directed production. Even though the libretto (or at least its translation) is made up exclusively of things that nobody would ever say, the actors commit. And their understanding of the relationships that underpin the drama goes some distance to papering over the weakness of the text. The set is spectacular without being overbearing. It is essentially a Jacob’s ladder of connected, tall wood panels that can slide back and forth across the stage to produce the impression of intimate spaces when they’re close to the audience and grand spaces when they’re far back. They can become corridors and gates. It’s nifty. It also aids the drama: Bolena’s chambers seem tiny and claustrophobic, while Enrico seems particularly frightening slouched on a throne in the middle of a huge, empty stage. Director Stephen Lawless and set designer Benoit Durgardyn have done well, here. I enormously enjoyed this. I still think it’s a dumb opera, but it hardly seems to matter. (Okay, fine, “Al dolce guidami” is gorgeous.)

A visit to the Vancouver Art Gallery (April 24, 2018) — As I’m writing this, it has been nearly two weeks since the visit in question, and the network of connections and ideas that formed in my head as I traversed the five exhibitions present at the time has largely disintegrated. But I did see a bunch of art that’s stuck with me and will continue to. So I’m just going to rattle some of it off. The reason I was at the gallery was that it was my last chance to see Takashi Murakami’s retrospective exhibition “The Octopus Eats Its Own Leg.” Given what a hit it’s been, I figured I’d see it last, so as not to be completely underwhelmed by the rest of the art in the gallery. In practice, I think the opposite happened. I was at the VAG for more than four hours. By the end of that, I was completely overstimulated and my brain was having trouble processing images. That’s not the state you want to be in when you walk into a whole floor of brightly coloured, enormously detailed, narratively complicated art with influences ranging from ancient Japanese painting to Instagram. I’ve never seen Picasso’s Guernica or Bosch’s Garden of Earthly Delights in person, but I imagine that some of Murakami’s most gigantic paintings rival those works for sheer impact of spectacle. Seeing Tan Tan Bo Puking on a screen or an advertisement makes it look like a comics splash page or a Roger Dean album cover: you may be drawn in by its whimsy and impressed by its minute detail, but you’re unlikely to be overwhelmed. Seeing it in person is overwhelming because it is seven metres long. I have no idea what, if anything, it is meant to convey. But it doesn’t seem to matter because the spectacle is so effective. That’s a reasonable summary of my whole experience with the Murakami exhibit. I wish I could see pieces like 100 Arhats or Dragon in Clouds again while not being quite so spent, because they require a lot of energy. Knowing that I would need at least a fragment of my energy left for Murakami, I breezed through the small exhibition on the fourth floor somewhat inattentively. In addition to the traditional selection of Emily Carr paintings (which I never tire of), the VAG was showing some prints of photographs by Mattie Gunterman, a photographer born in 1872 who walked six hundred miles with her husband to get to B.C. to mine for silver. Seeing her photographs alongside Carr’s famous forest pictures made perfect sense, prompting me to go “ah” as I slingshotted around this floor and headed for Murakami. This brings us to “Bombhead,” maybe my favourite exhibition I saw on this visit. It’s a selection of art and artefacts focussed around the idea of nuclear disaster, curated by John O’Brian. It’s accompanied by a nifty little booklet designed in the style of Canadian nuclear survival guides that were published in the 50s and 60s. The exhibition takes its title from a Bruce Conner picture that sets the tone for the whole thing: the nuclear age is a void too dark to stare into, so we resort to whimsy. Accordingly, the exhibition is exhausting and marvellous. I spent more time than I needed to in an alcove, watching an old Cold War era documentary called The Atomic Cafe, while a Globe and Mail story about Donald Trump and Kim Jong Un loomed over me. I stared at a wall lined with photographs from Robert del Tredici’s epochal book At Work in the Fields of the Bomb. I surveyed unexpected images of nuclear detonations in popular culture. And I nearly barfed at the power of Nancy Spero’s bomb paintings. It’s a bonkers experience that feels terrifyingly relevant. The fallout from “Bombhead” seems to be drifting downwards to the lower floors of the VAG. Murakami’s exhibition is also concerned with the literal and figurative flattening of Japan by a nuclear bomb. And World War II looms large in the focus of “Living, Building, Thinking,” an exhibition of expressionist art building from the collection of McMaster University. I love expressionism. I do not know art, but this is where I live. This exhibition shuffles the entire history of expressionism and its influence around so that the expected wartime Germans rub shoulders with contemporary Canadians and others. Walking in, you’re greeted by Yggdrasil: an oppressive, overwhelming painting by the German painter Anselm Kiefer, who was born just as WWII ended. That sets the tone nicely. Shortly thereafter, we see Canadian painter Tony Sherman’s Poseidon, which stares bleakly at us from a sea of drab dribbles. At that point, we’re well prepared for an intensely German freakout by Jörg Immendorff and a moving work by the Montreal-based painter Leopold Plotek called Master of the Genre of Silence, depicting the Soviet journalist Isaac Babel being interrogated. But the real heart of the exhibition is a whole room full of wartime lithographs and etchings by Nazi-persecuted artists like Max Beckmann, Hermann Max Pechstein and Frans Masereel. Pechstein’s multi-part illustration of the Lord’s Prayer is the absolute highlight of the exhibit, and even more modest works like Beckmann’s The Draughtsman in Society and Masereel’s wordless graphic novel Passionate Journey have incredible power in their simplicity and expressiveness. I’ll explore all three of these artists in greater depth. We’ve been working backwards through my visit to the VAG, so we’ve now finally arrived at the beginning. The expressionism exhibition shares a floor with another one taken from the collection at McMaster, this one containing art that was donated by the private collector Herman Levy. With all due respect, I do not care about Mr. Levy, no matter how hard the annotations in this exhibition try to make me. However, he doubtless had excellent taste in art, and I totally enjoyed seeing some great works by Monet and Pissarro in the comfort of my own city. I enjoyed noticing for the first time that painters sometimes convey the motion of water by actually thickening the layers of paint on the ripples. And I definitely enjoyed being introduced to the work of George Braque and Roderic O’Conor, who I was previously unfamiliar with. You know what, I like art. Art is good. This was a fun afternoon. Also, during the course of my visit, two different people stopped to look at a fire extinguisher and jokingly said “so beautiful” to their friends. I wonder if that joke happens every day. Pick of the week.

Movies

Avengers: Infinity War — It is without a doubt the mostest movie I’ve seen this year. Avengers: Infinity War is a big fun spectacle that I had a great time watching. And it embodies all the best and worst tendencies of the Marvel Cinematic Universe in one movie. Weirdly, I think a useful way to look at this movie is in comparison with Game of Thrones. I’ll tell you why, and I’ll do so with no spoilers. Relax. The key question for me going into Infinity War is how the hell they’d be able to juggle all of these characters and still maintain a semblance of a cohesive story. The answer turns out to be that they structure it like an episode of GoT, which famously encompasses a vast range of characters and settings. Your standard episode of GoT pushes several independent stories forward at once, each of them linked to the others only in the sense that viewers are aware of the complex web of familial relationships and power dynamics that relates them. Tune into a random episode, and it might feel like you’re watching five different medieval soaps. Infinity War is structured much the same way, with characters from various bits of the MCU grouped off and pursuing stories independently of the others. But unlike GoT, this movie’s characters are pulled from separate franchises, some of which have drastically different tones than the rest. It’s great fun to see a Spider-Man school bus scene that could come straight out of Homecoming bump up against big silly Guardians of the Galaxy space opera scenes and climactic battles in Wakanda. If Infinity War operated along the same lines as the first two Avengers movies, with its cast largely concentrated on one threat in one area, it would be impossible. But the GoT approach makes it surprisingly fleet-footed. You can quibble with the underrepresentation of certain favourite characters (for many, Black Panther; for me, Hulk). But in a movie with a gazillion superheroes, this is inevitable. Infinity War strikes that balance more deftly than anybody could have hoped. (But seriously, though: when are we going to get a Mark Ruffalo-starring Hulk movie? That’s maybe my favourite performance in the whole MCU, and he’s only ever been a side-character.) The other way in which Game of Thrones can help inform a viewing of Infinity War is less flattering to the latter. GoT is famous for killing off major characters at the drop of a hat. So as not to spoil too much, I will only say that Infinity War also has a body count. But the funding models of these respective franchises prevent us from looking at them the same way. GoT can kill off characters and twist the plot around in crazy ways because its viewers are invested in a brand called “Game of Thrones” which will endure regardless until the story’s done. This is how television works. Infinity War, on the other hand, can’t easily kill anybody important off permanently because the MCU is a blockbuster movie generator buoyed by big, bankable characters. There is no end in sight to the overarching storyline of the MCU, and the brands that draw audiences in are “Spider-Man,” “Iron Man,” “Captain America,” and so forth. You can’t kill these characters because the characters themselves are brands. The brands need to stay alive if they can make money. In GoT, Tyrion Lannister is not a brand. He’s arguably a selling point for the show, but nobody’s tuning into a show called Tyrion. They’re watching Game of Thrones. These cold hard facts of capitalism are impossible to ignore while watching Infinity War, and they seriously undercut what would otherwise be some deeply affecting moments. Basically, I liked Infinity War. It’s a big, silly action movie. The villain is undercooked, and some of it is boring because of underdeveloped relationships. But it’s fun, and I don’t mind that it made a billion dollars.

Deconstructing the Beatles: The White Album — I went to this screening at the Rio expecting something else. This is a film of a multimedia lecture given by the Beatles scholar Scott Freimann. Freimann himself was in attendance, so I thought we’d actually be getting a live rendition of the multimedia lecture captured on the film. Still, the film was worth seeing, and it was fun to be able to ask Freimann questions after the fact. He’s been doing this whole series of lecture films on the Beatles, including ones on Sgt. Pepper, Rubber Soul, and Revolver. This particular film on the White Album covers the usual beats associated with that album — the move away from psychedelia, the trip to India, Yoko, George Martin getting fed up and leaving, Ringo getting fed up and leaving — but it also highlights the musical consequences of those events in a way that taught me a lot. I’m always worried going into a Beatles-related thing that I won’t learn anything. Martin Scorsese’s George Harrison documentary fell into that category. But this didn’t. It’s worth seeing for Freimann’s breakdowns of the multi-track recordings alone. Who knew the vibrato on Clapton’s “While My Guitar Gently Weeps” solo was done by manipulating the tape machine? Sounds like a whammy bar, but it isn’t. There are gems o’plenty along those lines in this. I’m curious to see the others, and may well do.

The Fearless Freaks — I’ve seen a ton of rock documentaries, and I’m not sure that any of them capture the spirit of the band they document quite as well as this one. Director Bradley Beesley had known and worked with the Flaming Lips for years by the time this was finished, and it allowed him to get footage of them that feels like genuine fly-on-the-wall material, rather than just relying on talking heads like most rock docs do. It also helps that Beesley directed a bunch of Flaming Lips music videos, so he’s a person who actually contributed to their iconic visual aesthetic, which is represented here in spades — it’s a hectic, fast-edited movie full of overwhelming colour. Except for when it’s in black and white. Honestly, the black and white footage is nutty because watching it is almost exactly the same as watching black and white footage of the early Pink Floyd. Without the beard, Wayne Coyne even looks a bit like Syd Barrett. A lot changed between the late 60s and the early 90s. But the appeal of getting high and making loud noises on guitars evidently did not. What I did not expect was that Coyne is not the highlight of the film. He’s a compelling live performer, no doubt. But this movie makes it entirely clear that his key virtue is being incredibly hardworking. That’s admirable, but not super interesting. The hero of this movie is Steven Drozd, the band’s once-heroin-addicted drummer/guitarist/keyboardist/pantomath. Drozd is a naturally lucid talker, to the point where Beesley can even have a frank conversation with him while he shoots up. This scene is the cornerstone of the film, but it doesn’t feel voyeuristic at all, given the obvious trust that exists between the two people. The key tension in the movie comes from the fact that Drozd is the most talented musician in the Flaming Lips, and Wayne Coyne is well aware that the band’s sound depends on a guy who could die at any moment. I don’t know the Flaming Lips’ music very well, but this is a great primer on their story.

Music

The Flaming Lips: Yoshimi Battles the Pink Robots — The first time I listened to this I was really distracted. My review at the time said that “I generally find myself wishing that the fun spacey sounds and weird beats would occasionally also yield to a nice melody or a good lyric.” Did I just flat out fall asleep during “In the Morning of the Magicians?” That is a serious melody. Where was I right at the top of “Fight Test?” That’s a melody so good it’s actually by Cat Stevens. And as for lyrics, you can’t beat “you realize the sun don’t go down, it’s just an illusion caused by the world spinning round.” This is every bit the album I didn’t used to think it was.

The Flaming Lips: The Soft Bulletin — My second foray into the Lips discography, and the one that’s going to end up cementing me as a fan. This album is gorgeous. It has just enough of the archness I know from Yoshimi and the smattering of earlier Flaming Lips stuff I’ve heard to keep it from being tedious. But Wayne Coyne and co. seem much more concerned here with producing a thing of beauty rather than a thing that’s just fun. “A Spoonful Weighs a Ton” strikes the perfect balance between preening Broadway balladry and cheap, janky indie rock. The song itself is grandiose and cathartic, but it’s clothed in bad orchestral synths and Wayne Coyne’s detuned bleat. It’s perfect. I love every song on this. The ones I keep going back to are “Buggin’,” which is a very unexpected summer jam about mosquitoes, “The Spark That Bled,” which goes off madly in every direction, “The Gash,” which is psychedelic gospel music, and “Waiting for a Superman,” which is one of those songs that made me regret not being close to a piano right when I first heard it. I don’t know why it took me so long to get to this, but it’s one of my favourite musical discoveries I’ve had recently. Pick of the week.

Literature, etc.

E.H. Gombrich: The Story of Art — What book should I take on the plane, I asked myself. Maybe Moby-Dick, so it won’t take you a whole year to get through it? Or possibly something light, both physically and figuratively? You know, airplane reading? No, I said to myself. What you need to take on the plane is this hardback brick of a book about the history of visual art from prehistoric times through the 20th century. That is what you will enjoy. And you know what? I DID. I have only gotten up to the Renaissance so far, but this book is 100 percent living up to its reputation as a clear and lucid introduction to art with a layout that encourages you to look at the pictures discussed with a fresh eye. I’m learning so much — like, I didn’t realize that the reason Ancient Egyptian art looks like that is because they were trying, Picasso style, to show the whole of a thing from one angle. Nor did I realize how long it took for painters to devise a way to show an image from a perspective that makes it look lifelike. These are things I just took for granted. Thank you, Dr. Gombrich. I look forward to learning more.

Chris Onstad: Achewood — My plan for Achewood reading going forward is to read a year’s worth of the comics followed by a year’s worth of the affiliated blogs until I’m done. It’s too tedious to keep up with the blogs as I’m reading the comic, but I’ve realized that they are an essential part of the Achewood experience. If you’re unfamiliar, Chris Onstad wrote a series of in-character blogs for the various personages that populate his webcomic. Together, they expand the universe by a fair margin. And more than that, they provide Onstad with a more flexible platform to explore the language of his characters. Everybody in Achewood talks in their own particular way, and the blogs reflect that. Given that, some of them are virtually unreadable. Lyle’s blog is a tragically garbled account of life as an unrepentant blackout drunk. Little Nephew’s is an admirably committed performance of teenage affectation. Both are nearly as challenging as some chapters of Ulysses, or at least A Clockwork Orange. Molly’s is problematic for a different reason, namely that her entire identity revolves around her boyfriend. But aside from these, the blogs are a pleasure, and they add layers upon layers to the comic. If you noticed that Cornelius had been absent from the strip for a while, you might well take to his blog to see where he’s been. Sure enough, he’s in Russia, attempting to seduce an Olympian. (Cornelius’s blog contains my absolute favourite post I’ve read so far, which is this.) The other standout is Nice Pete’s blog, which contains a serialized novel of such derangement that your laughter is almost defensive. A sample: “Eustace ducked into the bathroom six seconds later. Six seconds is the amount of time it takes a man to really get into a good pee. He knew that Dimitri would be focused on the pleasure of his peeing sensation, and that he could have his way.”

Comedy

John Mulaney: Kid Gorgeous at Radio City — Mulaney remains the comic with the highest batting average. His two previous specials are both brilliant and this one keeps the pace. It’s a bigger venue (it’s Radio goddamn City Music Hall), and Mulaney is accordingly more physical. But his jokes are still things of immense precision. I’ve been off learning about how to write better for the radio for the last week. Radio producers would do well to listen to Mulaney’s writing. It is everything that is good in writing. If you are a radio producer and you are reading this, I specifically recommend the bit about Stranger Danger. It is a well-oiled machine of perfect construction. Also, this has a live appearance by Jon Brion playing Radio City’s weird old organ. He closes Mulaney’s set with Nirvana’s “Lithium,” which he’s talked about at length in interviews. That’s fun.

Games

OFF — I was listening to a recent episode of the podcast No Cartridge and this weird French indie game came up as a point of contrast with EarthBound, which I love. So, I downloaded it — for free; it is a non-commercial release. And I could not run it without it freezing constantly. But I was compelled enough by it to want to see it in some form anyway, so I watched a three-hour playthrough on YouTube. I wish I could have played it myself, because watching somebody else play a turn-based RPG isn’t the best experience. Still, I think I got a sense of the story and feel of OFF, and it is a hell of a thing. Firstly, it came out in 2008, before the recent pileup of recursive, meta indie games (The Stanley Parable, Device 6, Stories Untold, Pony Island, etc., etc., etc.). Nowadays, it’s par for the course for an indie game to put forth a Borgesian transgression of the boundary between fiction and reality, but it doesn’t seem to me that this was the case in 2008. Given all the praise that was quite deservedly heaped upon Undertale, which is also a deeply meta game with a fairly explicit debt to EarthBound, you could be forgiven for thinking that it was the first game to really question the mechanics of a video game in that particular way. But OFF did something remarkably similar, long before. That doesn’t lessen Undertale’s accomplishment — it is, execution-wise, by far the better game. But it does demonstrate how ahead of its time OFF was. In this game, you control a character known only as the Batter (seemingly a reference to Ness’s weapon of choice in EarthBound, though apparently the creator of the game denies this). The Batter is aware that he is being controlled by a puppeteer he cannot see — the player; you. At least one of the other characters in the game, a grotesque cat called the Judge, is aware of this as well and often addresses the player directly. This one idea — that the player character of OFF is aware of the player — completely changes the dynamic of the game, relative to your standard old-school game. Where a character like Ness or Link looks like a hero moving actively through the world and overcoming obstacles, the Batter comes off as a ruthless inquisitor. He kills because it is inevitable that he must kill, because that is why we are playing the game. Again, this is expressed more subtly in Undertale, but OFF has more going on that just that theme. Its final stage is a creepy masterpiece of bizarre reiterations and echoes. At one point, you have to navigate several different versions of a room by using a fake version of the menu screen. That’s very nearly an Undertale idea. I enjoyed this a lot. I only wish I could have actually played it.

Podcasts

On The Media: “Moving Beyond the Norm” & “Dog Whistle” — Two good episodes with some great segments between them. Highlights include a Ken Kesey retrospective, a piece on the history of self-immolation, and two bits of metacriticism on Roseanne and The Simpsons — the latter featuring Hari Kondabolu. So yeah, it’s On the Media.

The Daily: “Friday, Apr. 20, 2018,” “Tuesday April 24, 2018” & “Friday, April, 27, 2018” — Wow, I’ve been away from this blog a while. The first of these is Michael Barbaro’s excellent interview with James Comey, which is the best of the many Comey-related things I listened to during Comey Week. Remember Comey Week? The media declared Comey Week, a couple weeks ago. It was all really interesting. But Barbaro’s interview is the best one because he focussed specifically on the idea of ego, and whether that character trait might have a lot to do with the decisions Comey made during the 2016 presidential election campaign. He denies this, and argues persuasively against it, but it’s interesting to hear how hard he has to work at it. The second is a fascinating look at a story that had nothing to do with the news cycle we’re constantly bombarded by: a Hong Kong bookseller suddenly disappeared and all hell broke loose. It’s an incredible story. The third is the Cosby episode. It’s also good.

No Cartridge: “Videogames’ Citizen Kane w/David ‘TheBeerNerd’ Eisenberg” — This is a conversation about EarthBound, a game I love and am endlessly fascinated by, and OFF, a game I had never heard of but have now watched a full playthrough of in the absence of a download that will run properly on my computer. It’s a fun conversation, but both of those games are sort of self-explanatory, and I’m not sure this really enlivened my thinking about either. But it did bring OFF to my attention, and I’m grateful for that.

Code Switch: “Members of Whose Tribe?” & “It’s Bigger Than The Ban” — Here we have a pair of episodes taking the long view of anti-Semitism and Islamophobia in America. These are both things you should hear. Start with the anti-Semitism one because it is SUPER complicated, even by this show’s standards.

99% Invisible: “Gander International Airport” & “The Hair Chart” — The Gander airport episode is maybe one of my favourite things this show has ever done. I am intensely prejudiced about this, mind you, because one side of my family is from very near Gander and I grew up flying into the Gander airport to visit them. Nowadays the St. John’s airport has taken precedence, but I’m happy that the Gander airport’s foyer is still considered a modernist landmark. I’ll be honest though: the fact that it was considered that was a surprise to me. It’s one of those things you come to take for granted. Actually, there’s a lot of stuff in this episode that I was really surprised to learn for the first time in a podcast. I would have expected somebody in my family to have told me the story of Fidel Castro going sledding in Gander, but they did not. Thank god for Roman Mars. “The Hair Chart” is a really good episode too, about the endlessly complicated issue of how hair products are marketed to black people. Pick of the week.

Caliphate: “Recruitment” — Here we have the New York Times’ top ISIS reporter interviewing a guy who was recruited into ISIS. It is enlightening.

Theory of Everything: “Fake Nudes (False Alarm! Part ii)” — This series exploring fake news through the medium of fake news continues to be bewildering, clever, and one of my favourite things that any podcaster is doing right now.

Pop Culture Happy Hour: “Avengers: Infinity War and What’s Making Us Happy” & “Scandal” — Well Scandal sounds like a whole thing. If it was your thing, I’m sad for you that it ended badly. The Avengers episode is pretty much bang on. It’s one of those movies that it’s hard to have an original thought about because its virtues and problems are so self-evident.

All Songs Considered: “Swan Songs: Music For Your Final Exit” — As I finally come to the end of two weeks worth of review writing, I remember that the proximate cause of my Flaming Lips wormhole was a coincidence: I played one of their songs with a friend at a party one night, and woke up the next day to find “Do You Realize?” in this mix of funeral songs. It’s a maudlin premise, but there’s some good music here.