Archive for 2011

Steve Earle – I’ll Never Get Out of This World Alive (Music Review)

I'll Never Get Out of This World Alive cover

Steve Earle - I'll Never Get Out of This World Alive

“Was a time I would of said them days was gone, but I’m givin’ it another whirl”, sings Steve Earle at the opening of I’ll Never Get Out of This World Alive. And he is – this album is a return to form for a singer-songwriter who has been frustratingly unfocused of late. The sticker on the CD cover emphasizes this, announcing it as the “first album of new songs in four years”, glossing over the recent live and cover albums. (You’d need to go back seven years, to The Revolution Starts Now, to find his last truly good album.)

As is tradition for Earle, that title track is one of the album standouts and sets the theme for the songs that follow. In this case, “Waitin’ On The Sky” is a personal look back on his life, and introduces a collection of songs loosely about mortality and endings. This is a turn from the more overtly political songs that made up his strongest output in the past decade. Earle only approaches politics in a couple songs: “The Gulf of Mexico” portrays the recent oil spill through the eyes of blue-collar oil workers who know no other way of life, and “God Is God” explains that only a fool would claim to speak for God or know His intent. They seem perfectly harmless and self-evident, but it’s part of Earle’s genius that he can make the claims he does in the conservative language of traditional songs. Most songwriters would have stumbled horribly when hinting at the way large corporations destroy traditions or implying that God is distant from our daily life.

Those political songs are few, though, and the everyman folksiness pervades the entire album. Earle is a countrified version of Springsteen, with a raspy, blues-infused edge that producer T. Bone Burnett brings to the surface here. As a reassuring, traditional Steve Earle album, the review could easily be lifted from one of his past albums: Murder ballad “Molly-O” is an original, but sounds like it must have been a traditional song that was somehow overlooked before. The storytelling songs (“I Am A Wanderer” and “Lonely Are The Free”, along with the opener) showcase Earle’s strengths, while the love songs (like “Every Part Of Me”) are decent but never the highlights. The expected male-female duet, “Heaven or Hell”, is a little weaker than normal – the song needs a little more emotion to sell the claim “I just can’t tell [if] this kinda love comes from Heaven or Hell”. Then there is a half-successful experiment, in this case “Meet Me In the Alleyway”. It’s got a great sound reminiscent of Tom Waits doing Louisiana blues, but its story about dark New Orleans magic is uninteresting.

No songs are bad, though, and every one feels like it has a place on this album. The lesser ones only earn that description next to the frankly stunning standouts. Don’t worry about Steve Earle’s recent missteps; After a 25-year career, I’ll Never Get Out of This World Alive still sounds like the work of a musician in his prime.

Grade: B+

Webcomics Roundup: Complete Stories

New webcomics are exciting, of course. But there’s a certain appeal to completed ones, too. An entire story is waiting for you to read it at any pace you like! Besides, it can be reassuring in a way to know that the artist was confident enough to bring their story to an end instead of dragging it on until everyone lost interest. For that reason, this article is going to focus on three notable webcomics that completed recently. The entire archives are there to read, and for free, giving you something to do while you wait for their new series to start up.

(I know, it’s been several months since my last “monthly” webcomics article. I’ll catch up on some new comics next month.)

Below the fold, Bobwhite, Great, and FreakAngels

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The Heavens of Olympus (Game Review)

“Zeus has decided that he wants to construct a universe.” I hope you don’t need theme, because that’s about as much as The Heavens of Olympus ever provides. Over the course of five days (marked by the phases of the moon, for some reason), players are charged with placing planets in the sky in order to form constellations. (Yes, these constellations are made of planets.) Points are rewarded based on the fact that Zeus craves variety. In other words, the game’s rules have nothing to do with either actual cosmology or Greek myth.

The game mechanics themselves aren’t bad, though. This, the first published game by designer Mike Compton, is a fairly abstract game about placing markers on a crowded board for points. Players select actions by playing cards simultaneously, and there are rewards for choosing different actions than anyone else. Conflicting rules offer points for forming constellations within the pie-shaped regions of the board, but also for majority control of the circular orbits that cross regions. It makes for a nice variety of choices, especially since players will also need to earn “power” (generally by playing to new regions) in order to create and place planets. The system is set up so that power will be hard to maintain by the end of the game, forcing players to struggle and do (minor) calculations to play effectively. Because they’ll also need to keep the strength of their “torch” high enough to light the planets during scoring, there are a decent number of factors to track. Combined with a simple but effective catch-up mechanism that makes the player in the lead pay higher costs, this is a decent design for a medium-light game.

In my plays, the game board was a little too busy and difficult to follow with five players, but it was decent with fewer. I’m not sure whether five is simply too many for this game, or whether better graphic design could have saved it.

Unfortunately, the idea that better design was needed comes up regularly while discussing this game. I suspect that, with dedicated professionals working on The Heavens of Olympus from start to finish, it could have been a decent, if unspectacular, game. Probably a B-, maybe a C+ if the five-player gameplay still didn’t pan out. But in its current form, almost every aspect of it is cheap and shoddily made:

  • As already discussed, the game’s theme seems to have been thrown together in five minutes. If nothing else, it would have been less insulting if the game had simply called the planets “stars” (since they light up and form constellations) and said that a cycle of the moon is one month rather than one day.
  • Along with making the five-player board easier to read, a little more consideration could have streamlined the rules that require two different first player markers to move around the table, and to help people remember each phase of the game (such as the “extra night” that occurs at the start, and the torch reduction that occurs at the start of each new day).
  • The colors of the planet markers don’t match the colors of the other player tokens at all. (And the cards that are used to select actions match neither.) Expect some mistakes.
  • The marker that displays the strength of a player’s “torch” is supposed to be placed one position higher than the actual value. The idea is that since the marker covers a number, the player’s strength is the highest value still visible. This is a confusing, non-standard rule; The same board has a scoring track, on which markers cover the player’s current score without confusion. If this was a real problem, then the publisher should have provided disks that show the number underneath.
  • The box is long and thin, similar to Monopoly dimensions, rather than the taller but more compact format that is commonly preferred today. The pieces were not designed for that box size, and the board slides around banging into the sides.
  • Similarly, the plastic insert within the box was obviously not made for this game. That’s become a common money-saving shortcut for Rio Grande, but it’s especially egregious in this case. The space for holding cards is too small to hold the ones that come with this game! Was the production so rushed that no one noticed this, or did they really care that little about the game’s quality?

Some of these flaws make the game a little more confusing and slower to play. Others are just aesthetic, but definitely impact the overall experience of the game. At conventions, I’ve sometimes talked to small publishers who were obviously a little embarrassed by the quality of the finished product they could deliver. Given their lower budgets and smaller audience, it is often possible to overlook a few flaws in order to find an undiscovered gem. But in this case, Rio Grande is one of the largest game publishers in America. That they would attach their name to such a amateur production is frankly an embarrassment for them, and a little insulting to me as a member of their intended audience. I wonder whether this is a one-time mistake, or a sign of shift in strategy for a company that should know better.

Grade: D

Enter The Haggis – Gutter Anthems (Music Review)

Gutter Anthems cover

Enter The Haggis - Gutter Anthems

Perhaps it was unfair of me to introduce myself to Enter The Haggis at the same time that I was listening to the Dropkick Murphys’ latest album. Though the band isn’t bad, there is a reason that they have such a small fanbase compared to the Murphys. On the other hand, it might be unfair to make that comparison at all: They may both be American bands with Irish influences, but while the Dropkick Murphys combined that with blue-collar punk, Enter The Haggis dabbles in more straightforward pop.

That’s not to say that the Irish-punk movement has passed by the band completely. Gutter Anthem’s first song (after the instrumental opener) is a hard-rocking ode to alcohol and overindulgence. But, while it’s a good song, it just doesn’t sound natural coming from lead singer Brian Buchanan. His declaration that “we’ll sing a gutter anthem till the day we die!” sounds less like honest self-destruction and more like the stubborn partying of a fresh-faced student who knows that once the hangover subsides, he’ll need to start studying for those finals. The band sounds much more natural singing earnest pop songs about the importance of raising children right (“DNA”) or the way people need to face up to their responsibilities (“Real Life/Alibis”).

That’s not to say that any of the songs are bad. In fact, most of them are well-written. It’s just that the more rocking tracks sound like play-acting (The liner notes for “Noseworthy and Piercy” actually take the time to inform us that 19th-century fishermen had dangerous lives, in case anyone doesn’t understand that from the song), and the poppier ones feel somewhat mundane. The band deserves a small, devoted following, probably near a college somewhere, but it’s only the popularity of Irish fusion that has brought them to national attention. (Also, those aforementioned liner notes do help. Not all of them are necessary, but when they explain inside jokes or tie into the songwriter’s life, I’m sure it helps to turn casual listeners into fans.)

Gutter Anthems also features three instrumentals that testify to the band’s composition and performance skills. Two of them are too short to work as more than glue for the album, but “Murphy’s Ashes” shows how interesting Enter The Haggis can be. Adapting a band-member’s industrial experiment into a legitimate-sounding Irish instrumental was a bold and tricky move, but it turns out that the bagpipes make an effective replacement for synthesizers. It shows that while the band may need some more time to figure out what kind of music they do best, they definitely have the skill to write interesting songs if they figure that out.

Grade: C+

Marvel Comic Capsule Reviews

It’s been a few months since my last round of comic book capsule reviews, and there are several more miniseries and new titles that I’m ready to discuss. This one will focus on some recent Marvel comics, since none of my new independent comics are far enough along for a review. (DC comics is currently in the process of winding all its titles down, rather than starting new ones up. I plan to look back at some of these soon, once their big reboot happens.)

It’s interesting to see Marvel branching out more and more from superheroes. In addition to four new superhero series, this article takes a look at two new titles in the Crossgen line.

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Embassytown (Book Review)

Embassytown cover

Embassytown

China Miéville is a restless author who resists being pigeonholed from book to book. The one constant element, though, is his love for unexpected and truly unusual ideas. From that perspective, Embassytown is on the same end of the spectrum as The City and The City, having just a couple new ideas that are worth taking the entire book to develop. Embassytown probably doesn’t have the crossover potential of The City and The City, though. While that new book was structured as a more easily-accessible police procedural, this new one is unashamedly science fiction.

In a way, it’s disappointing to see Miéville work in a traditional science fiction space. His irreverent experimentation sent shockwaves through the fantasy community a decade ago, but it seems perfectly normal on the SF side of the fence. However, this is the story of humans figuring out a strange alien race, and that subgenre plays perfectly to Miéville’s strengths.

The titular Embassytown is a human settlement on a planet populated by the Ariekei, an alien race whose language requires one to make sounds out of two mouths at once. It only sounds right to them if a single being is making both sets of sounds, so they simply can’t comprehend speech coming from a machine or from two humans working together. The human settlement can only communicate through “Ambassadors”, pairs of people whose brains have been altered to give them such a strong connection to each other that the Ariekei accept them as a single being.

The premise sounds hard to accept, like one of the minor races that a typical space opera would just mention in passing. In Embassytown, though, this concept is explained and expanded upon so carefully that it becomes meaty enough for an entire book. There are a number of interesting quirks to this system, of course. The Ambassadors’ lives and positions within society are important (as is the way this colony planet relates back to its parent empire – Miéville’s books always involve some cynical politics).The Ariekei, meanwhile, are born with an innate knowledge of their “Language”, but are unable to comprehend that any other forms of communication exist. The Language is so fundamental to them that they aren’t even able to lie, and the fact that humans can speak untruths is fascinating to them. To even use something as abstract as a simile, the Ariekei need to create that simile in real life. For this reason, the narrator of the book once took place in a carefully-orchestrated ceremony to become “the girl who ate what was given to her”. The narrator, Alice Cho, is unable to speak Ariekei Language despite being a part of it, and has no understanding of what meaning she now has in their alien minds.

All of this, with culture, the mysteries of alien language, and a little bit about space travel through the futuristic empire, makes the first half of the book fascinating. Mysteries slowly start to unravel, though human understanding remains imperfect. For a time, it seems like it may be one of Miéville’s most fascinating and original works yet. However, the novel’s real conflict becomes clear about halfway through, and these mysteries are all put aside in favor of simple survival. Miéville does not write about fear, crisis, and war as convincingly as he brings strange ideas to life, so even as both the human and alien civilizations begin to collapse, the danger feels abstract to the reader. It’s not an uncommon problem for Miéville – his strengths lie in the way he can build up worlds for us, but he personally is more interested in tearing them down – but it is more obvious in this book than in most, since the particular crisis the characters face makes it impossible to keep learning more about the fascinating Ariekei and their Language.

Fortunately, it all does come together again in the final chapters of the book, with the ideas that had been building at the beginning providing the answers at the end. Embassytown may have the tightest and most satisfying conclusion of any Miéville book yet, which should be a very reassuring sign to his fans.

That dragging section in the latter half of the novel is significant, but it really is the only fault in what would otherwise be one of the best science fiction works of recent years. With its original, weird, but still well-justified ideas, Embassytown is well worth experiencing.

Grade: B

State of the Blog

Hi everyone. I know that this blog hasn’t been updating as regularly over the past couple months, but don’t worry. This won’t be a permanent thing, and I have a very good excuse: I got married.

Life has been pretty crazy lately, and most other things (especially reading books, and even more so writing about anything) have been put on the back-burner. But I intend to get back to a regular posting schedule soon. I have a huge backlog of half-written reviews in my head, and I’ll go crazy if I don’t get around to it soon.

I’m halfway through my 2-week honeymoon right now. When I return, I’ll have a 3-day weekend at home before returning to work, and I definitely intend to write then.

(By the way, I don’t normally write reviews of events. But if I did, my wedding and reception would have easily earned an A.)

Dropkick Murphys – Going Out In Style (Music Review)

Going Out In Style cover

Dropkick Murphys - Going Out In Style

Don’t let the Dropkick Murphys fool you. Though they named their latest album Going Out In Style, they have no plan to disband anytime soon. They’re an institution now, so much so that their Wikipedia page needs a chart to record the members who have come and gone over the years, and they know exactly how to please their fans with every new album. (It helps that they wait a few years between each release, so there’s never a glut of Murphys music.)

That’s not to say that the Dropkick Murphys sound exactly the same from year to year. Interestingly, Going Out In Style is possibly the Irish punk band’s hardest album yet, but the standard punk signifiers are almost missing. Bagpipes and flutes, which used to appear sporadically for flavor, are now as prominent as the guitars, and a new listener could easily interpret this as an especially raucous Irish band.

Despite this change, the band’s strength is still in how naturally they connect Irish and punk culture. The wild party in Going Out In Style’s title track is a punker’s dream, but the specifics draw from hard-drinking Irish culture. “Sunday Hardcore Matinee” is about going to concerts as a kid, but describes punk shows as a character-building experience that their community-oriented fanbase will embrace. And of course, the Murphys’ rocking renditions of traditional songs (here “Peg of My Heart” and “The Irish Rover”) still sound like they should have been the definitive versions of the songs all along.

Even more than the Irish elements, the thing that really sets the Dropkick Murphys apart from other punk bands is their perspective as mature adults. It’s a traditionally youthful genre, but they manage to sound perfectly natural looking back at a hard-fought life (“Cruel”) or giving life lessons to those around them (“Deeds Not Words”). This element features even more strongly than normal here, with Going Out In Style being billed as a tribute to a (fictional) 78-year-old veteran and longshoreman named Connie Larkin.

In short, the Dropkick Murphys have once again released one of the best legitimate punk albums of the year, while also writing songs that will appeal to a lot of people who would normally even never give punk music a chance.

Grade: A-

Kurt Vile: Smoke Ring For My Halo (Music Review)

Smoke Ring For My Halo cover

Kurt Vile - Smoke Ring For My Halo

The first time I heard Kurt Vile’s Smoke Ring For My Halo, my reaction was to try to remember what else he had done. His casual, assured style immediately made me think of Stephen Malkmus or recent Sonic Youth, practiced 90’s slackers who are still recording music. It was actually a surprise when I realized that Vile is someone new to the music scene.

Vile sings in an almost-spoken, laid-back style, which seems like it could become a sneer if he put a little more energy into it. Instead, it comes across as a half-whine, half-stoned sound. His backing band provides simple guitar-based pop with a lazy feel that calls to mind the “smoke rings” of the album’s title: It is fun and relaxing, with no real intention of going anywhere or trying something new.

When this style works, it can be excellent. The first few tracks give off a confident stoner-pop vibe that I really want to like, especially “Jesus Fever” (a perfect song to get lost in, with its folksy guitar and a downer-hook in the repeated line “I’m already gone”). Unfortunately, Vile front-loads the album with his best music, and it starts to wear thin by the end. On a second listen, even the early standouts have started to lose their luster.

The problem is that the lazy slacker sound actually takes a lot of experience to pull off. Bands like Sonic Youth had a full decade to figure out what worked and what didn’t (and at a time when the audience was more forgiving of experimentation). Vile skips over that long career of self-discovery, and tries to start out in the same territory that the masters are currently inhabiting. This quiet, laid-back style only works when it sounds completely effortless, but it paradoxically demands perfectection. A single note or line out of place stands out in these simple, clear songs, and they easily destroy the illusion.

The line between “mesmerizing” and “boring” is very thin for this music, and is mainly determined by whether it supports appropriately compelling vocals. Unfortunately, Vile doesn’t seem to have a grasp on what sounds good or bad coming from his mouth, and lines like “Don’t know if you really came but I feel dumb in asking” cause the entire composition to come crashing down. The slow pace of a song like “Baby’s Arms” is appropriately relaxing, but in a song like “Peeping Tomboy”, it just sounds like Vile is stalling for time.

Smoke Ring For My Halo is the work of some very skilled artists who haven’t yet figured out how to use their talents. I hope that they aren’t quite the slackers that they appear to be, because if they aren’t satisfied with the work here, they could still learn to record a real masterpiece. This album doesn’t seem to have a place now, but it would work well if it could become the occasionally-satisfying introduction to someone who got a lot better.

Grade: C

Spider-Man: Big Time (Comic Review)

Spider-Man’s recent direction is still controversial in a lot of people’s minds: 2007’s “One More Day” storyline, which arbitrarily undid years’ worth of stories, was very poorly done. However, the intention of that disappointing event was to undo the damage done by all the other poorly-planned changes Marvel had sent Spider-Man through. In that respect, Marvel finally made the right choice: “Brand New Day” kicked off in 2008, with thrice-monthly issues and a small cabal of writers dedicated to stories about Spider-Man’s responsibility and Peter Parker’s friends. It was a stunning success, and it felt like Spider-Man again.

The “Brand New Day” status quo shifted to “Big Time” last November, though it wasn’t nearly as significant a change. Dan Slott, part of the team in “Brand New Day”, became the chief writer, and Amazing Spider-Man switched to two issues per month. Within the comic, “Big Time” represented the idea that maybe things can go right for Peter sometimes. He gets a fun new girlfriend, a job that uses his science skills, and once again finds respect from the hero community. It’s a really nice change of pace from most modern comics, in which the superhero is repeatedly ground down to show the strength of his resolve and the danger of his enemies.

This is a review of issues #648-#665 of Amazing Spider-Man. I’m not sure if Marvel considers the “Big Time” era over now, but the next issue begins the major “Spider Island” event, followed by the launch of a new Spidey title, so it seems like the right place to examine this run.

Skimming through these issues again to write this review was surprisingly fun, as Slott’s deft touch and master plan are more obvious when reading the stories for a second time. His strengths lie in the way he can balance his love for the characters with the need for a good story, as well as spacing a longer story throughout interesting single issues. The comics touch on every era of Spider-Man’s history, but they manage to move the plot forward without just being safe retread of past hits. Doctor Octopus is changing into something more desperate and sinister. Jonah Jameson continues with some of his first real character development in history. And Peter actually loses his “spider-sense”, leading to twists in the challenges he faces and the ways he has to fight. This feels natural, unlike the costume changes and tacked-on gimmicks that Marvel used to try out on Spider-Man. (Admittedly, Peter does make a few new costumes with the resources his new job gives him. These provide new abilities that make up for his loss of spider-sense. In the short run, it’s a nice change. In the long run, though, it does feel arbitrary for Peter to keep inventing ways out of his current problem. This spider-sense change is an enjoyable diversion, but I hope it’s a temporary one.)

Near the end of this run, Spider-Man’s defeats (for now) Mr. Negative, one of the new villains from the “Brand New Day” era. However, “new” is a relative term when a comic is coming out two to three times a month: It’s actually been more than 100 issues since Mr. Negative was introduced in 2008, and having his story planned and executed over such a long timeframe is an impressive feat. Very few writers ever get to stick with one character long enough to pull off a trick like that.

While it is good to see the hero win throughout “Big Time”, don’t expect it to come without struggle. In particular, one long-time supporting character dies in this run. Rather than feeling like a grab for attention, this is actually moving. The tribute issue that follows, with extended silent scenes demonstrating the holes the death leaves in others’ lives, was one of the best single comics of the year.

 

On many of the later issues, Slott is joined by writer Fred Van Lente, who takes care of the actual dialog. This is the perfect combination: Slott does a great job handling the plots, but Van Lente is better at the quintessential Spider-Man dialog (both snappy and dramatic without ever feeling overdone). The art is a little less even, unfortunately. No one artist can keep up with a twice-monthly schedule, so the comic rotated through several. None are bad, and some are very good, but as you can see above, the styles are not consistent from one to the next.

In a recent review, I called Batman Incorporated “exactly what a superhero comic should be”. At the time, I was still so impressed by that comic’s early issues that I hadn’t really considered that the later ones were harder to follow and only decent in quality. I’d like to correct that statement: Dan Slott’s run on Amazing Spider-Man is, in fact, exactly what a superhero comic should be. Fun, usually uplifting issues that focus on both the hero and the people around him, and that make use of a rich backstory without getting bogged down in it. It may still be controversial, but I’m confident that we are witnessing one of the classic eras of Spider-Man comics.

Grade: A-