From the archives: Animation

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There is no new Star Wars movie

Friday, 15 August 2008 — 10:14pm | Animation, Film, Star Wars

Before you read any further, observe these choice photographs of costumed Disneyland employees being arrested. They will set the tone.

I’ve noticed a bit of confusion in the air owing to the fact that cinemas are booking something called Star Wars: The Clone Wars this weekend. Lots of cinemas, actually—3,452 at last count, placing it on the order of a big summer release (and take special note of how I’m not going to call it a “film”). Well, the throngs of uninformed consumers out there are the primary audience at the multiplexes anyway, so you might as well cast a wide net.

The fact is, anyone who pays the least amount of attention to Star Wars (and if you aren’t, why would you watch this release?) is, or should be, fully aware that The Clone Wars is nothing more or less than a television pilot for a spin-off series that follows the footsteps of a long line of spin-off series, though the subject matter probably allows for more lightsabre duels and space battles than Droids or Ewoks did back in the ’80s. This might appeal to the individuals who will swallow anything as soon as you stick a Star Wars label on it—refer to your local bookshop’s “Science Fiction & Fantasy Series” shelf for details—but I’m not fooled for a second. I, for one, am quite aware that the seedy underworld of Star Wars spin-offs has historically produced nothing of value whatsoever, with the notable exceptions of Bioware’s Knights of the Old Republic, Genndy Tartakovsky’s 2D Clone Wars vignettes, and a couple of choice LEGO sets.

I’m not even speaking to the quality of The Clone Wars, since I haven’t seen it: word has it that it’s dreadful, for all that other people’s opinions matter around here. The fact remains that there is no new Star Wars movie opening this weekend. The film series ended three years ago. Some would go so far as to argue that it ended twenty-five years ago, though they would be wrong.

When the dust settles and the inevitably anemic box office tally comes in, let it be a warning to anybody who thinks projecting television-quality material on underbooked screens confers some sort of legitimacy on the product. It doesn’t. Even Disney found this out years ago in the dying throes of the Eisner regime, when they tried to sneak the likes of Return to Never Land and The Jungle Book 2 under our noses. It confuses the market and dilutes the brand.

This is especially criminal where the Star Wars brand is concerned, because since the inception of the franchise, there has been an invisible line between the core product—the six Star Wars films—and the spin-off money farms of the comics, books, and video games. The existence of The Clone Wars is not news. What is news is the gumption of the folks at Warner Bros. (yes, Warner Bros., not 20th Century Fox) to fire the first salvo across the ceasefire line. It makes a mockery of the possibilities of cinema to remain above and beyond what television and direct-to-video have to offer. Then again, that’s standard practise now, isn’t it?

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The long dark tea-time of the cel

Friday, 1 February 2008 — 2:32am | Animation, Film

If your exposure to animation is limited to feature-length releases from the major studios, then I feel especially obligated to point you to The Pearce Sisters, a ten-minute short directed by Luis Cook and imbued with a unique aesthetic that it can truly call its own. Although it’s an Aardman production, it isn’t anything like the house style you might have come to expect from Wallace & Gromit or Creature Comforts, with those wide-mouthed Claymation caricatures that speak in the most wonderfully exaggerated vowels. No, this is something special: on the 2D plane the film progresses from one frame to the next with the gentle pace and meticulous composition that works so well in Samurai Jack (to grasp at a very approximate comparison), but it also draws on the sense of depth that you only get when you think in 3D space.

How did they do it? The director explains his technique in a video on the film’s website. Once you’re there, be sure to read the Production Notes for more. I can’t explain it as well as the website does, but what they effectively did was draw a 2D film over a 3D sketch. I’m always glad to see films actually explore the possibilities that CG provides; one of the reasons I’ve been fascinated with Glen Keane’s Rapunzel from the moment it was announced is its promise to bring a fresh, painterly 3D aesthetic to mainstream audiences. Hopefully that pans out.

Naturally, the technical side of animation only goes as far as what it produces in terms of story. In that respect, The Pearce Sisters is full of the same darkly comical grotesquerie as Terry Gilliam’s Tideland (for the none of you who saw it), only much shorter and without the really freaky bits. Think William Faulkner—lonely old women rotting among corpses in a quasi-Gothic dustbowl, and so on. But perhaps I’ve said too much. Watch the film.

As always, I thank Cartoon Brew for the recommendation.

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The sun never sets (and a few words about rats)

Sunday, 1 July 2007 — 10:39pm | Animation, Canadiana, Film

It’s Canada Day. But before I go on: only $47M? Where were you all this weekend when you were supposed to be seeing Ratatouille?

This is the first time in several years that I’ve not posted here for the entire span of a month, but I assure you that I had an unfinished post from two weeks ago about Pixar’s latest sitting around, which I abandoned in part because it was hopelessly redundant. It went like this:

To absolutely nobody’s surprise, I cancelled all of my plans and zipped off to see Ratatouille as soon as I found out it was playing last night, two weeks ahead of its general release. By now everybody is familiar with the way I gush over every new Pixar film, so I’ll confirm that it’s just about perfect, declare my intention to revisit it several times when it opens, and marvel at how Pixar is a perfect eight for eight and is now indisputably the greatest feature film studio of all time. You know the routine.

… followed by a potpourri of trivial observations that I’ve decided to save until I’ve seen the film a few more times. (For example: was that Chinese take-out box in Linguini’s refrigerator the same model as the magician’s cabinet in A Bug’s Life? And where, if anywhere, is the elusive A113?) More on all this later – and if time permits, a few words about Brad Bird and the American Dream: a post-scriptum to what I wrote about The Incredibles, after a fashion.

Time will probably not permit. I have a lot of Harry Potter to get through. Again.

And now, back to the British Empire (as most things should be).

It’s my country’s special day, of course (musical recommendations: Kenny Barron’s rendition of “Canadian Sunset” on the album Live at Bradley’s, and as always, the entirety of Oscar Peterson’s Canadiana Suite), but that’s not the only special occasion involving the progeny of the Union Jack.

I don’t look favourably upon celebrity culture, so even as a loyalist I’ve never understood the extent of all the fuss over Princess Diana, but I do have to make a special mention of a moment buried in the sea of washed-up pop icons at her Wembley Stadium memorial. It involved Andrew Lloyd Webber, and you can see a segment of it here starring Sarah “I was singing this role before Emmy Rossum was toilet-trained” Brightman and Josh “I’m way too talented for the music I’m given, but Nick’s mother stalks me anyway” Groban.

The other event associated with this particular 1 July was the tenth anniversary of Britain’s loss of the colony of Hong Kong. On the upside, the Hong Kong SAR has managed to retain its autonomy in relative peace for a whole decade. At the same time, that only leaves forty years for the PRC to fall (the sooner, the better) lest the whole operation go to pot. It remains my learned opinion that the PRC basically extorted the place from the British crown by taking advantage of a post-Falklands moment of weakness. And before any of the vehemently anti-colonial types interject, let me point out that there’s a world of difference between a) decolonization in the name of self-determination and b) a transfer of sovereignty to a communist regime that we already knew couldn’t be trusted.

As I was pointing out not long ago to my comrade-in-arms Kyle Kawanami, the British government should have given Deng Xiaoping the finger and fulfilled its contractual obligation to the letter by handing the New Territories over to Taiwan.

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Time flies like a penguin

Wednesday, 28 February 2007 — 9:44pm | Animation, Film, Hockey, Oscars, Video games

I have a number of posts on queue or in mind that are actually of substance, but this is not one of them. In their place, how about a spate of disjointed miscellany, loosely connected by waddling flightless birds:

First, with the addition of Georges Laraque and Gary Roberts to the lineup, the Pittsburgh Penguins are suddenly even more interesting than they were already. I mention them both in connection to something I want to say about Ryan Smyth, which is next. I appreciate seeing someone as entertaining as Laraque on a team I will actually root for of my own volition, and the idea of Roberts on the ice with Sidney Crosby blows my mind. Mind you, to see Laraque in a flaming C would have been downright awesome, but I’m almost inclined to think the citizenry here in Edmonton, which seems to live and die for the Oilers, has taken enough punishment for one day. Or one season.

As for the Oilers? Speaking as someone from Calgary, I like seeing a strong, healthy and respectable Oilers team worthy of a provincial rivalry. Without a heated Battle of Alberta (preferably one that we win), hockey can only be so interesting. I’ve been told from several corners that in terms of tangibles, Edmonton got plenty from the Islanders for Ryan Smyth, and basically came out on top. But in the context of Edmonton’s rotten year in the front office, and Smyth’s intangible value to his team and to the community at large in terms of morale, leadership and institutional memory, I wouldn’t blame a single Oilers fan for quitting on their team. I quit on the Flames, and hockey in general, for a span of about eight years. I can identify, within a reasonable margin of confidence, when the cracks started to show and the Flames started to quit on me: when they traded Al MacInnis to St. Louis.

It’s easy to console oneself with the mentality that such-and-such a superstar who has been with you for over a decade is 31 years old and won’t be improving anyway, but you start eating your words when said player stays on the other team for another decade without too considerable a decline, and they retire his jersey before you do and stick him in management. Meanwhile, back home you develop all these new faces for a couple of years, and the fan base goes, “Who are these guys?” before it makes like a tree and leafs. I don’t know if that will happen with Ryan Smyth, and it almost certainly won’t with the Islanders, but he doesn’t look like a guy on the decline to me. Then again, he’s never been a MacInnis-class player either, though I don’t want to start comparing apples and orangutans.

Not that I expect anybody in this city to really stop caring about their floundering team. Edmonton takes its hockey very, very seriously, even by Canadian standards. We’re talking about a Roch Carrier’s Le Chandail de Hockey magnitude of seriousness. They burn their owners in effigy around here. But in the oil-ridden backwaters of central to northern Alberta, there’s only so much to live for. (That’s what the Prongers found out.)

It’s incredible to me that we’re now over a decade removed from the time when Al MacInnis, Joe Nieuwendyk and Gary Roberts were, for all intents and purposes, established franchise players for the Flames. When play resumed after the lockout, all three were still on the ice. Remarkably, one of them still is, and it’s the one we practically lost to injury. An eight-year abandonment and a Stanley Cup run later, I got over it. Go Flames go.

Next: Scientists in China have leveraged the wonders of neuroscience to develop remote-controlled pigeons. My thoughts on carrier pigeons aside (I kind of love them), all I’ll say is this: forty years ago, this would have made for a killer episode of The Avengers.

Next: I’ve come to the conclusion that the Wii remote, turned sideways, is a phenomenal NES-style two-button controller. I’ve been using it as an NES and Genesis pad on the Virtual Console, and with emulated Game Boy titles on my Mac with the assistance of DarwiinRemote. At first, it’s a bit strange to hold a controller that wide when the left side is about half the width of the right, but the D-pad is superb and the 1/2 buttons (mapped to A/B, and horizontally arranged like the NES pad and unlike the Game Boy line) contour like a dream. I’ve been told that these are the same kind of buttons as the ones on the DS Lite. If so, I think I’m upgrading. It’s not just about the buttons, though. The form factor of the Wiimote, in all its lightweight, wireless glory, is such that you don’t grip the controller so much as you let it rest on your fingers and let it become a part of you.

As I was never a Sega man, for good reason – let’s face it, Nintendo won that era handily, even though the sales at the time made it look close – I did miss out on some genuinely terrific games for the Genesis. Well, one, anyway: Gunstar Heroes, the side-scrolling shoot-’em-up to end all side-scrolling shoot-’em-ups. It now resides on my Wii thanks to the Virtual Console service. This is all quite encouraging. In two generations, when Nintendo is still alive and kicking and Sony’s games division has gone under, I fully expect to be downloading and playing PS2 games on my Nintendo system. There are a handful I’ve always wanted to try, though I could never justify purchasing a console from that generation that wasn’t a GameCube.

Would it be impossible for Nintendo to somehow update the Wii firmware so a Nintendo DS could be used as an SNES controller? Given that any sort of DS-to-Wii connection would be over local Wi-Fi and not Bluetooth, I wonder if there are any problems in terms of responsiveness and reliability. Battery consumption really isn’t an issue.

Next: I’ve decided I’m not going to comment on the Oscars until I’ve seen The Departed again, primarily because the first time I saw it, my enthusiasm was deflated somewhat because in some very significant ways, Scorsese’s film fails to escape the shadow of Infernal Affairs. It’s a strong film, but not as good as Andy Lau’s, certainly nowhere near Scorsese’s best, and – upon initial impressions – not nearly as engaging as Babel, which was (in turn) a more intelligent film than last year’s winner, the structurally similar Crash. But I have a feeling that The Departed would improve on repeat viewings.

Okay, I’ll comment on one Oscar. Cars was robbed. Happy Feet was fun and ambitious, but Cars was playing in a different league altogether – Pixar’s league. It reminds me of the hysteria over Shrek when it was the first winner of the Animated Film statuette back in 2001, which only really manifested itself in the box-office performance of the sequel. Don’t get me wrong: Shrek is still the best we’ve seen from DreamWorks apart from their work with Aardman, and is undoubtedly the best of the spoof subgenre. But on repeat viewings, it’s become abundantly clear that its opponent that year, Monsters, Inc., is the finer film by almost every critical metric that should be applied to animation, even if it isn’t as immediately gratifying. Between Cars and Happy Feet, it’s not even that close. The care and attention to character and story design aren’t even comparable.

Moreover, I worry about the impact that the Happy Feet award will have on the decisions that are made at the level of the people with money, the ones who are in the position of treating animation like a business and not a craft. Again, Cartoon Brew is on the money: professional animators have something to fear. The success of a film driven by motion-capture techniques means that the kind of studio bosses who invested in Shrek clones to the point of market oversaturation are, at this very moment, gambling their “development” money on mo-cap.

And why not? From a business perspective, motion-capture provides an Oscar-tested avenue for the budget to be spent on post-production technology that already exists, as opposed to investing in animators, who are trained to sort out all the minutiae in the design and storyboarding process – a pre-production phase that spans several years. If you’re going to greenlight films based on economic forces in a high-stakes nine-figure market, you’re naturally going to be impatient. And in case anybody is still under the illusion that the Oscars don’t matter, consider why it is that the standard idiom in mainstream CG is built on pop-culture references and celebrity voices – material that appeals to the here-and-now, and not built to last. It all goes back to Shrek.

I’m not one to knock motion-capture as a legitimate technique: once animators play with the keyframing and refine the results, the wonders start coming, and there’s no better testament than Gollum in Peter Jackson’s The Lord of the Rings and King Kong in Peter Jackson’s King Kong. Remember that the harbinger of the CG revolution that first reached silver-screen audiences was also a similar live-action proof-of-concept, Jurassic Park. The real danger is when mo-cap is treated as a replacement for animators, which is a problematic strategy born of ignorance. A reliance on mo-cap as a time-saver and cost-saver, as opposed to a highly efficient modelling tool for animators to play with.

Take Happy Feet, for instance. Most of the animation in the film happens at the level of full bodies and, well, feet. When Mumble is confident, he puffs out his chest and struts around on his pair of tappity-tappers. When he’s sad, he hunches over and pitter-patters away. Fair enough. Can you think of a single memorable moment that involved, say, the eyes? Or even the flippers? If you look at a movie like Cars, almost every memorable shot is fundamentally defined by the “eyebrow” lines over the windshield. (I read somewhere that this was precisely why the animators decided to put the eyes in the windshield instead of the established standard of the headlights. It worked.)

Eyes are usually a dead giveaway when it comes to the apparent fluidity or stiffness of an animated character, and in Happy Feet, they’re not even designed to have any expressive power. They’re just there because penguins have eyes. The puppet-like rigidity in that paragon of Uncanny Valley mo-cap films, The Polar Express? It’s in the eyes, which are ostensibly only there because humans have eyes. When motion-capture actually works, like it did with Gollum, you get both natural body movements from your model (in this case, Andy Serkis) and the subtleties of facial expression (in particular, eye movements) from animators using keyframing techniques.

You can still get by without eyes and rely on full-body motion – hopping lamps, anyone? – but not if you have a pair of eyes just sitting on your character’s face waiting to be used.

I would add, on a final note, that motion-capture isn’t nearly as effective for films that are wholly animated as it is for CG elements in live-action movies. The utility of motion-capture, apart from its savings, is to make animated body movements look realistic enough to blend in with live-action ones. In feature animation, it’s not incumbent on anything to look realistic: the first priority is to be expressive, and often, that’s the opposite. (Happy Feet is a strange case in that while it is primarily CG, it does attempt to blend with live-action elements in its enthralling third act.) At the same time, the claim that motion-capture was meant for live-action films is an ironic one: the first major all-CG motion-capture character in live-action features was none other than the infamous Jar Jar Binks. By my account, the primary reason he was so harshly received was his “cartoonish” dynamism and lack of subtlety, which made The Phantom Menace feel like (shock and horror!) an animated film. I get the sense that George Lucas asked Ahmed Best to act like an animated character, and got exactly what he wanted: “Faster, more intense.”

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Messrs. Oscar and Solid Snake

Tuesday, 23 January 2007 — 8:38pm | Animation, Film, Game music, Music, Oscars, Video games

Before I dispense my informed sentiments on Video Games Live, which I caught at the Northern Alberta Jubilee Auditorium on Monday, let’s get through a few brief notes about film.

As longtime readers know, I make a point of catching the Best of OIAF reel every year when they bring it to the Metro, mostly because I can’t justify going to Ottawa for the festival itself, and a digest is typically sufficient. That said, the 2006 selection was a mild disappointment. In the past two years, the touring programme has shown off films in competition in the various categories, but not necessarily the winners, and I think the decision shows. While some of the shorts exhibited some superb technique and story design – Stefan Mueller’s Mr. Schwartz, Mr. Hazen & Mr. Horlocker and Chris Choy’s The Possum being my favourites – they were typically the most conventional of a field that was often almost too avant-garde for me (which is really saying something), or at the very least, heavier than usual on the cruelty dealt to furry little animals.

Oscar nominations are here, and they indicate possibly the most unpredictable race in recent memory. Part of that may be because the Oscars are early enough now that the guilds haven’t reported in yet with their own awards; the picture should be clearer going into awards night. But consider the statistical aberrations. I’m hardly one to mistake correlation for causation, but I do think – judging from this year and the last – that the Academy Awards have become considerably more interesting since they were bumped a month earlier, as the nomination deadline arrives before any consensus congeals on the table.

Glad to see six nominations for Pan’s Labyrinth, my tentative pick for the best film of 2006 (though it wasn’t nominated for Best Picture, and I still haven’t seen a few major releases I’ve been meaning to catch, notably Letters from Iwo Jima and Dreamgirls). Nothing at all for The Fountain, which is flat-out ridiculous but not wholly unpredictable, though I would have at least liked to see Clint Mansell show up in the Original Score category. Of the four Best Picture nominees I’ve seen, I would personally give it to Babel. As for who will win, I haven’t the foggiest.

I’m not going to offer any reasoning for the above. No time, no space, no space-time. Just heed my words and go see Pan’s Labyrinth.

Now let’s talk about video game music. It’s been awhile.

Last night’s performance of Video Games Live was the first symphonic video game concert in Alberta. That’s something to be celebrated, because damnit, it’s about time. Live concert performances of video game music have been going on in Japan for a decade and a half; North America didn’t wake up to the phenomenon until two years ago, with the original VGL performance at the Hollywood Bowl in 2005, followed by the 2006 debut of Play! A Video Game Symphony (a programme that, with only a handful of global playdates in cities that matter, isn’t going to be here anytime soon).

A matter of personal background and credentials: I’ve been following video game music for years now, as an avid collector and occasional contributor to the remix and arrangement “scene,” even if I haven’t gone so far as to do a Lancastrian study that one can find online. I’m really curious as to when Summoning of Spirits is going to be released, because I whipped up a track from Tales of Symphonia that has been sitting around for a year and a half. In many cases, I’m much more familiar with the music than the games themselves – including a few selections on the VGL programme, such as Kingdom Hearts and a number of the Final Fantasy games. (Several numbers, in fact.) I found some of the best games of all time, Chrono Trigger among them, out of musical curiosity.

Suffice to say, I’m into this stuff.

So to cut to the chase, did I find VGL enjoyable? Yes, very much so. Was it some sort of revelatory, religious experience? No, I wouldn’t say that.

If there’s one thing that really separates a concert like VGL from the sort that was circulating in Japan in the early ’90s (and I’m thinking very specifically of the Orchestral Game Concert series), it’s that we’re firmly out of the chiptune era. While many games, Nintendo titles in particular, still store their music as MIDI data to be rendered by the console hardware (not so much to save space as to leave open the possibility of dynamic, algorithmic manipulation of the music to correspond with in-game events), the big-budget heavyweights in today’s game industry deliver orchestrated music fully formed.

Usually, the best of the game soundtracks are easily on par with the best of what is occurring in contemporary cinema. Two of the most interesting film composers of the decade, Harry Gregson-Williams and Michael Giacchino, got off the ground with music to games like the Metal Gear Solid sequels and Medal of Honor, respectively – both of which were represented last night. There really is no longer a significant gap in audio fidelity and the quality of the composition.

At the same time, I wager that tunes such as the theme from Super Mario Bros. are burned into our collective consciousness precisely because they operated so effectively within severe technical constraints. Composers such as Koji Kondo were tasked with making something chirpy and repetitive not only bearable, but outright fun to listen to. In an orchestral setting, these melodies are primarily interesting for how they are expanded and arranged, and what kind of ideas emerge in the overhauled instrumentation. In the case of a medley – a format often necessary for giving a classic game due coverage and introducing variety to melodies designed to be played in neverending loops – one of the defining elements is also the fluidity of the transitions, and how the piece as a whole functions as a unified suite.

VGL was heavy on faithful renditions of music that was orchestrated to begin with. The chiptune era, the epoch that inspires nostalgia, had a relatively minor presence: there was the opening medley of classic arcade tracks, beginning with the bleeps and bloops of Pong; The Legend of Zelda; accompaniment underneath guests invited to play Space Invaders and Frogger onstage; Super Mario Bros.; and a solo piano medley consisting of music from Final Fantasy, both before the switch to recorded audio in VII and after.

The music from the orchestral era, I have no complaints about whatsoever. Seeing the ESO and the Kokopelli Choir performing Christopher Tin’s “Baba Yetu” from Civilization IV made me a very happy man, even if it did remind me of my, my… my problem. In terms of the audio setup, from where I was sitting off in the Left Terrace, there seemed to be a few balance issues between the choir and orchestra. But I’m being picky. Overall, it was a fine selection of fine music, and it was an especial treat to hear the premiere of the music from Jade Empire as a nod to the local boys over at Bioware.

In terms of video game music, I would characterize the chosen titles as part of the recognizable contemporary mainstream. The curious thing is that what constitutes the mainstream in today’s gaming environment is deeply fractured, given the divisions between the three major console manufacturers and even the PC: we no longer live in conditions that would permit the release of a game everybody knows, short of Grand Theft Auto (where all the music is licensed). You could make a case that in the past few years, World of Warcraft and Halo came about as close as you can get to ubiquity nowadays, but that’s still peanuts next to Super Mario Bros.

So while it was neat to see a cute orchestral translation of the arcade era of game music, where the dominant paradigm was to think more in terms of “sound effects” than “soundtracks” per se, I have to register my profound disappointment with the already scarce representation of the 8-bit and 16-bit generations, which are really the heart of nostalgia as far game music is concerned. And my problem is not with the scarcity: the programme covered the major bases – Koji Kondo (Mario and Zelda), Yuji Naka (Sonic), Nobuo Uematsu (early Final Fantasy). My problem is with the orchestration.

I can’t speak for the Sonic the Hedgehog medley, as I haven’t located its source, but the arrangements of Super Mario Bros. and The Legend of Zelda were ripped directly from the ones performed in Japan’s Orchestral Game Concert. This is a bad thing for a number of reasons. First, I think these two particular arrangements are becoming standardized as the orchestral suites representing their respective games, and quite frankly, I don’t think they’re good enough for that to happen.

I don’t mind the Mario suite so much – I’ve always liked the inclusion of the woodblock to punctuate the overworld theme, and while I don’t think much of the transitions or the ending, it’s functional. If you’ve ever downloaded an MP3 file of the orchestral Super Mario Bros. misattributed to the Boston Pops, you’ve heard it.

The Zelda arrangement, however, is one that I’ve never liked. I can think of no other series that has delivered such a wealth of great melodies, and yet this arrangement chooses to dote on the familiar overworld theme (and not very well; I find it to be quite cliché and generally stale). And I’ve heard it often enough in various places over the years that I fear it is legitimately and dangerously close to being the “official” interpretation. If anything, concerts such as Video Games Live and Play! should be opportunities to commission new and inventive orchestral renditions of NES/SNES-era themes and motifs. There are so many talented composers in video games nowadays that would leap at the chance to do it, likely including Koji Kondo himself, that the absence of talent should not at all be an impediment.

I’m not a huge fan of Martin Leung’s piano arrangements of Mario and Final Fantasy, which were performed last night by his sister Lee Ann. I admire them for their accessibility, and from his videos I can tell that he has the technical gifts as a performer to conduct his position as one of video game music’s foremost ambassadors (and his sister has every bit of that classical musician’s discipline, even if she exhibited brief flashes of rhythmic sloppiness; as someone completely undisciplined who also indulges in rhythmic sloppiness, I’m one to talk). I don’t think he’s a terrific arranger, though: with the Mario series, he often opts for displacing the MIDI onto the keys, and with properties like Final Fantasy where there’s a little more invention, the hit-and-miss Final Fantasy Piano Collections were there a decade ago.

It’s like whenever I hear lounge pianists take on Henry Mancini or Andrew Lloyd Webber: they demonstrate a predilection for fanciful flourishes and grand arpeggiating cadenzas to make everything sound oh-so-romantic, and they’re all people who have clearly graduated from the rites of passage commonly associated with the name “Franz Liszt.” And that has made them virtuosic performers, but what separates them from bona fide composers in the standard Romantic repertoire is this: a decided absence of depth and interest when it comes to harmony. Amidst all the fireworks and legerdemain, it’s easy to overlook the harmonic complexity of the great European composers. Even we jazz people like to think that our fourth voicings and modal substitutions over Richard Rodgers are so inventive and hip, but for the most part we’re just lifting from Debussy with one hand and the blues with the other. It’s still an improvement on the easy-listenin’ aesthetic of sitting on major and minor triads and leaving it at that.

But these are the back-in-my-day gripes of a grizzled vet, after all, and I’m sure it’s all really cool if you’ve never heard acoustic performances of classic video game music before. It was probably neat for me too, the first time. I can’t quite remember. People seem to tip me better when, after a few drinks, I stop being professional and start treating the piano as a party trick (i.e. play video game music). If you’re not used to it, it might just be novel.

I haven’t commented much on the VGL production itself, with the smoke and coloured lights and onscreen video game footage and what have you. In most cases I don’t think it was particularly necessary, and perhaps it was even a distraction, but where it really shone was in the arcade-era games, where the music really doesn’t stand on its own (when it isn’t outright plagiarized from the Romantics, which it often was back in the day), and is only effective in juxtaposition with the images. Maybe it was the selection of the images themselves: virtually every scrap of footage predating the rise of the PlayStation was inherently in-game footage, whereas afterwards, the focus was on full-motion video introductions. (Let’s face it: Civilization IV may be hard, hard crack, but it’s not exactly stimulating to watch somebody else play.)

As a project to demonstrate to everyone just how much video game music has evolved, and how fertile a ground it is for film-quality scores today, I would call Video Games Live a wild success. And perhaps that’s consistent with their objectives to move game music towards a certain mass appeal, objectives you can read about in the FAQ on the VGL website. It’s an admirable task, and given VGL’s splash in the mainstream press, the producers are well on their way to achieving it. I may sound rather critical, but in general, it was an excellent programme with some great music that can be enjoyed whether you’ve played the games or not. I do think the retro elements, in particular the 8-bit and 16-bit eras, were given short shrift in terms of quality and quantity; again, it might just be a matter of perspective.

I’m not necessarily inclined to see the show again when it hits Calgary next November. (For one thing, what equivalent does Calgary have to the Kokopelli Choir? Cowtown may be the better city, but if anyone were to make a case defending Edmonton, said choir would be one of the chief exhibits.) But I wouldn’t discourage anyone from seeing it, not by a long shot. Video Games Live is a worthwhile experience, and a positive step towards establishing mainstream recognition of where game music is today. The potential benefits are immense: every musician or budding composer-arranger who develops an interest in game music is a valuable addition to the community. But first, they need to know that the community is there. I could go on and on with analogies to the tremendous impact that Stefan Fatsis’ book Word Freak had on competitive Scrabble, but I’ve tread that ground many a time before. Take my word for it: the principles at work are the same.

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