The Crunchy Music Video for Onew's 'Tough Love'

One thing that draws me to kpop as a genre is the slickness and spectacle of artistic vision that often comes through in the meticulous design of its performances and music videos and promotional materials more broadly. The teams of creative people - graphic designers, choreographers, stylists, photographers, etc - are right on the pulse of very flashy, experimental, and tightly coordinated style to a sort of mechanised degree that tends to go far beyond Western artist expectations, at least on average. The industry is markedly exacting, and while there is much to be said about the rigorous and exploitative industry and its disastrous effects on its talent, there is also, when it comes to its wider employees, an expansive and interesting focus on the art direction of it all.

Onew lies on the ground.

Take the music video for Onew's 'Tough Love', released on the 9th of March. The style of it shifts in some really fun, tactile ways throughout. We see shots of Onew in staccato, playful stop motion. He's in a cave. Then we see a shot of him dragging his big rock up the slope of the cave, embellished with hand-drawn creepy crawly animations - Tim Burton style.

Onew drags a large rock behind him. Small animations creep around the edge of the frame.

Later, as the journey continues, Onew runs through collages of photos that bloom like stars in spacey blue tones. There's a humour to this. Star Trek-esque landscapes go by.

Onew runs through a collage of blue-toned images.

And finally, he's outside, gripping a ball. The big rock he was dragging along has worn away into this perfect white ball, and he may finally rest. He drops his ball and it falls off a cliff. Such as balls do. The cycle begins again. The ball cycle.

A white ball falls off a cliff.

There's a joyous energy to the song - it's very much a "you can do it" upbeat anthem, and so the hardship of this rock-dragging concept is a bit tongue-in-cheek, a bit cartoony. Onew smiles with mad cheerfulness. He has his ball, and you could have your ball too.

Onew, against a blue sky, clutching a white ball.

I love the rapid, changing visuals and how they fit together overall. The entire video feels collage-y. We get a change in aspect ratio, and we see Onew leap through split-screens and fireworks. Life is okay, the song tells us. Stuff just happens, says the video.

Segmented parts of the screen shatter. Red text in the centre reads: "won't stop till you reach your potential".

So true. 

The Nintendo DS Build-A-Bear Game

Today I played 'Build-A-Bear Workshop: Welcome to Hugsville' for the Nintendo DS, just to feel something. This is a game for toddlers, mainly, and so it can easily put an adult into a trance as the slow, peaceful music plays, and the overly long waits between dialogue stretch out before you like a highway.

A bunny and cat stand together, with icons for a shovel and watering can above them.

The first thing you do, obviously, is choose your stuffed animal. I chose the pink cat, because I can sense her crazy personality. You then have to "rub the heart" to imbue your creature with a soul.

A screen showing a stuffed animal and a rotating heart. Text reads: "Rub the heart to warm it, then make a wish! This will bring your new best friend to life."

After this act of witchcraft, you're plopped down into Hugsville, the place where all the other stuffed animals live. There, you can play mini-games presented to you by each animal, that are, as suspected, uninspiring.

The player character talks to an elephant. The elephant says, "Hi, GLUMP! They call me Adorable Elephant and I love mazes. In fact, I'm making my own! Could you test them out for me?"

The elephant offers you a maze game. You can win a gold trophy for doing well. And it's delightfully easy to do well.

I named my character 'GLUMP', as you can see, and I think she is shortly going to be the champion of every mini-game in the village. I like that she wears a little denim skirt. A very simple outfit, but I like it. I enjoy the super boring style of the animals here.

A screenshot of the map screen, which shows various animal icons around the village.

At one point you're introduced to a rabbit who knows about fashion, and then you're asked to dig a hole. This is society. This is real. This is Build-A-Bear.

A bunny tells you: "First I have two gifts for you. You can use this Shovel to dig holes in brown soil... and this Watering Can to water the trees and flowers you plant.

A Strange, Impenetrable Final Fantasy VIII Bootleg

Squall on the world map, Game Boy style.

Some time ago, I came upon a gamer's curiosity of particular interest to me as the number one fan of Final Fantasy VIII in the whole world, and a freak about old and obscure games in general: a demake of Final Fantasy VIII for the Game Boy Color.

Title screen, showing a cool pixel art rendering of Squall's Griever pendant.
Hell yes.

This oddity is by Waixing, a producer of many Chinese bootlegs of games, and it's called 特种部队 A计划 (tèzhong bùduì a jìhuà), which translates to something like 'special forces plan A'. Given that it is in Chinese, a language I cannot read, I can't comment on the dialogue, but there is an unstoppable delight in seeing Squall and Quistis right away as little Game Boy sprites.

Quistis and Squall in the infirmary.
There they are!

Most of its music consists of chiptuned versions of songs from the Final Fantasy IX soundtrack, but on getting my first game over I was delighted to hear a rousing Game Boy rendition of Eyes On Me. The game over comes quick, because as soon as you encounter your first enemy it becomes clear how unbalanced and dangerous this game is. Squall got killed after stepping one foot into the fire cavern. It's over. Ifrit's waiting in there, but my man is dead.

A game over screen showing a rose with its petals falling off.

The second attempt (I had to start from the beginning) had me dead after finding this game's version of the training centre. Squall and Quistis were mercilessly murdered by what looked like a bite bug. I'm beginning to think this game is unplayable. At least Selphie is here though!

A perfect 8bit Selphie.
She is very cute.

I like a lot of little design elements, like Quistis's portrait, and some of the monster designs, which are quite faithfully translated to GBC style pixel art, and clearly a lot of work has gone into constructing some of these environments - but I do wish I could progress beyond a single battle.

A battle screen showing two Blood Souls and a Caterchipillar.

I suppose such a massive deterrent adds to the mystery of a project like this. I've read that it takes you up to Esthar, which means there surely must be a lot crammed into this game, but how can I see it? For now, the enemies elude me, and I am still.

Quistis's stats screen, featuring a cute little portrait of her.

The Beauty of Wren Library

This week I visited Wren Library, the historic library of Trinity College in Cambridge, and it's a fascinating little space. A while ago I read R.F. Kuang's Katabasis, and she describes one of the segments of hell that loose souls float through as similar, with booths that they park themselves in to write essays that may, eventually, allow them to progress to hell's next zone. Kuang luxuriates in Cambridge in a very fun way - the novel is set at Cambridge University, and hell mirrors it. The whole world and underworld are Cambridge. So true.

A white bust sits on the top of a wooden bookshelf.

The space does have a wonderful, almost arcane beauty - the tall wooden shelves, the presence of many busts, etc - but what I really love are the desks.

A view of the wooden shelves of Wren Library, and its checkered floor.

You can really imagine the joy of being a researcher, sitting down at one of these desks, draping your cardigan across the chair, and touching some really old books. It must be immensely distracting to have visitors mulling about and looking at you in your beautiful booth, at your organised and delicious desk, but it must be satisfying to be there - to be the person not just there to look at the spectacle.

View of the river and a willow tree through the iron gate leading into Wren Library.

There is also the lovely view of the river just outside, with its cascading willows and steady stream of punting boats. The college itself was closed to visitors when I visited, which lead to some confusion, but the Wren Library was open (for only two hours in the middle of the day), and so it felt almost sneaky to be there. They don't want you to be there. You could touch a Shakespeare manuscript, potentially. And that wouldn't be right.

A desk inside a booth set into the library shelves.

It's an odd sort of space that I felt I should leave quickly. It's too special, and people are doing work there, and one researcher in particular was dressed in the perfect houndstooth blazer outfit befitting a Cambridge student.

One side of the library, shelves stacked with old books.

It's truly beautiful. I'd like to be the sort of person who is permitted to touch the medieval manuscripts. 
Let me at 'em.

A desk at the entrance to Wren Library.

The Worst Atari 2600 Games

I have a catalogue of Atari 2600 games that I like to dip into every so often, y'know, find a new gem of this weird era to enjoy. I like the style and the super simplistic gameplay, which can produce, on occasion, a game that rocks.

A screenshot from the Atari 2600 version of Mario Bros. Mario is about to get hit by a projectile, and a small turtle is below him.
Mario Bros. (1983)

However, I've been vaguely wanting to go through them all and prune the ones that are unplayable, or close to it, for a while - because, let's face it, a lot of games from this era are simply not good - so today I'm going to talk about some of the ones that suck.

1. Cookie Monster Munch (1983)

Title screen for Cookie Monster Munch, which says 'Cookie Monster Munch' in yellow lettering.

Much of my displeasure with this game comes from the fact that it requires a special controller. This means that, basically, if you're emulating this game, you won't be able to move dear Cookie Monster. How sad. He will never be able to get his cookie.

Really, it must be deleted and purged because it is, quite literally, unplayable, but I'm also not inspired by the apparent gameplay: you must traverse a tiny level to grab a cookie. Now, this game is for small children, and I can't look through their eyes, not least because I can never be a little kid in the early 1980s to really meet this where it came from, but nevertheless, it just doesn't inspire.

A green path stretching out either side of the Cookie Monster forms a shape not unlike a diagram of a womb and ovaries.

I do like the way Cookie Monster looks, and I enjoy that this first level looks like a diagram of a womb and ovaries, or indeed, a stick figure devil giving you the finger, twice.

2. Sneak 'n Peek (1982)

A screenshot of the opening to Sneak 'n Peek. A large black house can be seen against a blue sky, and a stick figure walks up a path in the foreground.

This is an interesting one. It's hide and seek, and the wonderful thing about the Atari 2600 is that with two joysticks, we get the opportunity for some 2-player madness. Yes, one player controls the white stick man, and the other controls they grey stick man. One must hide within any number of strange hollows within the house, and the other must find.

I love the intro screen here, which shows a big house, the setting for our game, and the white stick man walking steadily and happily towards it. He is in for the time of his life. Bright music plays. Let the game begin.

The thing is, it's hide and seek. It's a simple translation of the game hide and seek, in which the endless opportunities for crevices and secret spots available in the real physical world around you is the draw. This computer version is fairly stylish, but there's simply a weird hole in every room that you can hide in. It's not quite the same.

A scene in a living room. One stick figure stands in the corner of the room, counting, while the other stick figure runs around looking for a place to hide.

That said, this is not really a game I want to delete, because there is a certain charm and fun to it. I think it's pretty funny that each player has to look away from the screen while their opponent hides, and I enjoy that the stick men vaguely look like they have erections. I could see a fandom forming around this game, and I would like to make that happen.

Sneak 'n Peek is not a good game, but it is quite beautiful.

3. Mr. Postman (1983)

An ugly, hard to make out screen in the corner of which what appears to be a small bear stands.

This game is hideous. It has about three screens in total, but the first one says it all. A dismal environment. The player character's animation frames are so jumbled that when you walk, it sort of looks like it's glitching. This is hard to convey with still images, so I've gone to the trouble of providing an animated gif:

An animated gif showing the chaotic, ugly animation of the player.
You're welcome.

Beyond that, the gameplay is desperately strange. You have to walk over to the side of the screen, avoiding a bird's projectiles, climb a ladder, and then, for some reason, leap back and land on the bird. This is, immediately, an impossible and insane task, but most of all it's bafflingly unintuitive. You're reading the manual to find this out, and that's fine, but neither the narrative, characters, or any aspect of the gameplay feels good. It's repulsive. I hate it.

*** 

These are my three picks for today, but tomorrow, and perhaps forever, the Atari 2600 will offer me more disgusting games. I look forward to playing them. 

Visiting the Computer Museum

A road sign reads, "Computer Museum".

This week I had the pleasure of visiting The Centre for Computing History in Cambridge. This is a small, charming museum filled with all sorts of old computers that you can play with. Finally, I was able to realise my dream of touching a Commodore 64 - hooray!

A small brick warehouse-esque building with a yellow metal roof.

Decals on windows can be seen of the interior of an exhibition of games consoles, with a CGI robot edited in.

The building itself is an unassuming and old fashion one with a strange, industrial yellow roof. I thought something about this felt perfect for the house of all the Amstrads and Amigas. There's something about the design of the building that seems just right. I also really enjoy the window decals of a robot enjoying the games inside. She's just like me.

A display of prototypes of the ZX Spectrum and ZX81.

There were tons of interesting things in here - they had prototypes of the ZX Spectrum and ZX81, both designed in Cambridge, and some very good signage.

A laminated sign reads: "I'm not feeling well today, so my little brother, the Commodore 16, is taking my place."

A laminated sign reads, "please do not run in the museum" and shows an image of Mario and Luigi running, crossed out.

A sign reads: Out of Order - The ravages of time weigh heavy on us all. None moreso than these ancient computers and consoles. This particular machine is undergoing treatment, and will be back in action as soon as possible.

One of my favourite things was this gorgeous diorama of the environment in Creatures. Look at it... majestic. And they have the actual game on the floor, where it belongs.

A large diorama of the environment depicted in the game 'Creatures' is on display in a glass case, above a TV and PlayStation which is playing the game.

There's quite a focus on computer games throughout the museum (they even had a PlayStation 2 with playable EyeToy plugged in, so I played the window-washing minigame and remembered how deeply horrible it actually was to control - delightful), but they also have a 1970s office room set up, with an ASCII drawing of a Womble on the wall (it was Tobermory), and this fabulous Bisto mug (which, as we can clearly see, is not from the 1970s).

A hand holds a mug in front of an old computer. The mug reads: "Bisto - I helped the Bisto kids raise £50,000 for ITV's telethon '88".

Really good stuff. I love all the computers. 

Irresistable Animals

I bring you more gorgeous Wigglypaint drawings. Behold, her:

A yellow dog, leaping for joy.

Yes, that's right. Another beautiful dog, frolicking. This is the truest symbol of pure pleasure and comfort my mind can imagine. This is it. Undeniably, this is the creature of unbridled joy. Nothing can stop such a free and easy and wiggly type of being.

A girl stands next to a small pink dog.

This is the simplicity on offer. This is the perfect world that could exist, if all ideals were possible.

A girl holds a dog's arm.

It was accidental, but of course very predictable, that I ended up drawing essentially three versions of the same drawing here. Although, sure, one is of a cat, and the cat is clearly receiving an incredible kiss, but you know, basically I became creatively bankrupt at this moment - or gave into the overwhelming power of my motif, if you prefer.

A girl kisses a cat. Text reads: "kiss kiss".

There it is. The unstoppable love between animal and human. Nice.