First Impressions of Tomodachi Life: Living the Dream

I heard on the wind, a whisper. It said, "Tomodachi Life: Living the Dream demo on Nintendo eShop now!" I knew what I had to do. I had to download this demo onto my own Nintendo Switch and make myself, my mii, ready for her island.

A mii is presented with a plate of sushi.

The demo feels, as you'd expect, remarkably like the old Tomodachi Life on the 3DS. The same charming sounds and expressions of pure madness are here, filtered through these beautiful, smooth new graphics and a slick little island that we now must fill with little people. It's lovely.

An animated gif showing the cursor pressing repeatedly on a mii's face, causing it to wobble its head a lot.

One thing I noticed immediately is that, of course, it's not as into its touch screen. On the 3DS, there was a lot of emphasis on picking miis up and shaking them about and such. Prodding them. It was a wonderfully tactile experience, and they've translated it here into more of a computer interface thing - you interact with the miis via cursor, rather than directly as the stylus allowed. This feels a little bit odd because I'm so familiar with that earlier control scheme. I want to tap on that screen and feel that keen sense of direct interaction, but it's understandably pulled back for the Switch.

A pink-haired mii and a small woman mii are standing together. The pink-haired mii says, "Can you believe that Lilly and I have bonded over gaming?"

Still, the controls feel buttery smooth, and the overall experience reminds me of the pleasure of booting up Animal Crossing: New Horizons for the first time. Nintendo have headed towards a meticulously crafted, satisfying rounding off of every mechanic and visual. It looks and feels good as hell.

Lilly and Peter Griffin miis meet. Peter says, "Excuse me, have you got a moment? My name is Peter."

What I don't love is the level of tutorialising that bombards you. I can't remember how much the previous game badgered you with tuturial info at the start, but regardless, it feels like a bit of an overstep. This is true of a lot of Nintendo games, and I just wish they would focus more on communicating game mechanics and controls in more intuitive ways, because even with a short demo, I just wanna get right into the game. The entire demo spends its time throwing explanations at you. It's not the most fun way to explore a new game.

Shop screen showing Daily Specials on food items: an apple, fried egg, butter cookie, and sushi.

Living the Dream follows the same general structure as its predecessor - you add miis to your island, you give them food and stuff, and that's more or less the deal. You're free to dress them up and introduce them. I made a version of Peter Griffin for my island, and he seems happy.

An animated gif of a Peter Griffin mii being given his usual outfit.

Once you've introduced three miis to the island, the demo pretty much ends there, and you can no longer really talk to them. They'll just say stuff about the FULL GAME to taunt you, and their happiness levels can't grow. While I suppose the slice of life nature of this game meant that it made sense to cut you off in this way so quickly, I do wish they'd left it a little bit more playable at the end point. For completing the demo, you get a hamster outfit to transfer to the full game, which is iconic and good, but it would have been nice to be able to play around with my three miis a little bit more.

A pink-haired mii says, "In the full version, you'll be able to play a bunch of different games with the residents. They're talking about fun games, right?"

I suppose I can buy them different outfits, but I can't speak to them unless I wanna hear "HEY BUYING THIS GAME IS REALLY COOL BTW YOU CAN DO ALL SORTS OF STUFF IN THE REAL GAME". Okay. My miis are salespeople for this thing. But I just don't think Peter Griffin would say that.

A text box reads: "...here's a hamster costume! Note: You'll get one of these colours at random. The rest are in the full version!" Images of different hamster costumes are above.

Will I be getting the full game? Almost certainly. Peter needs my help. 

Animated gif of a hand picking up a Peter Griffin mii from the ground.

Blur

That beautiful late afternoon time when the sun is dipping down and everything is sort of calm and a little bit dim - that's such a perfect, peaceful time. It's still light but the sky pales against streetlights and lit signs. The night life takes a tentative step into view, and maybe you're sleepy by now. Maybe the day's work is mostly done.

A blurry photo of some cars on a street.

There's a sense of adventure to this transition, maybe it's because it's the ideal beginning to a night out somewhere. Especially on a hot summer day, like Friday the 28th of June, 2024. The day of an impeccable soufflé.

A chocolate souffle with cream on top.
My soufflé.

I'm always struck by the ambience of the cars and streetlights as night comes. So many details on every street, but that light change is often the thing that makes me notice them. Everything feels different in the shadows, and in the rich, golden light of a setting sun.

A street corner in Paris.

I used to love taking this particular sort of blurry photo. I would sit at the front on the top deck of a double decker bus and take pictures as we drove along the street, getting all these streaks of patterned light, moving away from us too quickly. There seemed something strikingly beautiful about it, like that sense of movement, impossible to stop, was a better representation of the moment in time than any static shot could be. The streaking light conveys the time through that absence of stillness.

Cars drive along a wide road in Paris.

There's something magical in that.

Battle Chess

In 1988, Interplay made a game called Battle Chess. It released on thousands of different types of computers and was all about being able to watch your chess pieces walk on over to their places on the board and beat each other to death. Good stuff.

A screenshot of the chessboard in Battle Chess.

In 1990, it was ported to the NES, and while the DOS version you can play here has some nice, shiny armour and a wonderfully unpleasant creaking sound as each piece moves, the NES version has these wonderfully expressive, slightly cuter sprites that are full of character.

A high-contrast chess board with a few positioned pawns.

Each piece walks slowly across the board when you select a move, and when a piece takes another, we fade to a battle screen and watch the kill. It's on this screen that I learned the king uses a gun. He just blasts any enemy he comes across with it. Nice.

An outdoor scene shows a king shooting a bishop with a gun.

An exemplary piece of design is the rook, which splits itself into two weird, blocky legs in order to stomp itself into position. That's no tower, that's a creature! And I love that thing very much.

A weird, knobbly creature can be seen walking past the king. That's the rook.

Because each piece has to walk over to its new position every turn, the experience of playing chess this way is very slow. Your move can't be quick, because the people you're using as pieces have to slowly make their way to their square. It feels quickly agonising, but then, I have never been a thoughtful chess player. Perhaps the lengthy animation offers the perfect moment for reflection.

A screenshot of Battle Chess. I'm checkmated.

Or perhaps not. 

The Addam's Family on the NES

While I have a lot of love for the blocky charm and limited colour palettes of earlier games and computer consoles like the Atari 2600 and the Commodore 64, playing a NES game directly after being immersed in that world feels like an insanely beautiful experience.

A screenshot of Pugsley standing outside his front door.
Pugsley alert!

I've been playing The Addams Family: Pugsley's Scavenger Hunt, a NES game released in 1992, and in this we can see a real perfection of pixel art detail. The inclusion of sprite outlines alone does so much heavy lifting in terms of creating a really detailed look that those earlier eras lacked. Pugsley is real in this game. He is a real man. I can tell because of his outline.

Pugsley stands in front of the gallows.

There was a more colourful, detailed, and more fun SNES version of the game released with the NES and Game Boy versions, but I love the high-contrast look of the NES game. Pugsley is often set against pitch black backgrounds that really enhance the atmosphere. There's also a gorgeous, sinister tree to be seen.

Pugsley stands in front of a scary-looking tree.
I love him.

As far as the gameplay goes, Pugsley sadly has only two hearts. He can get hit precisely twice, and the second time: he's dead. It's really sad, and makes the game instantly excruciating. In the SNES game, you have higher base health, and arenas are also designed more intuitively. In this version, you're scrambling around, lost in the dark, knowing you're most definitely about to die. You might imagine that would create a nice frightening Addams Family atmosphere, but it doesn't. It's just very tiring.

Pugsley stands near to a strange, blobby, green enemy.
Weird green thing alert!

Nevertheless, the game is, in its own way, quite beautiful. Pugsley's face when he dies is this horrible, warped expression. His mouth and eyes become huge empty holes. It's amazing. 

Pugsley's empty eye and mouth holes are huge and grotesque as he falls to his death.

In the SNES version of the game, Pugsley employs a Dennis the Menace style grin, because he knows he can get what he wants - cash money - but in the NES game, Pugsley is innocently joyful as he traverses the stark blackness around him. The two games convey two remarkably unconnected Pugsleys. And I have to admit, I prefer the hapless, easily killed, certifiably pink Pugsley.

A screenshot of the SNES version of the game, showing a smug Pugsley.
He's nasty.

And so, perhaps, does his mother. 

A screen showing Morticia Addams. Text reads: "I'm busy Pugsley. Come back later."

Fingernails: A Failed Black Mirror Movie

I gave myself a loose, enticing mission earlier this year: to watch many of the films of Jessie Buckley, now the newest Best Actress winner at the Academy Awards for her role in a film I didn't like. My Hamnet hate, however, must be saved for another post, because this one is about sci-fi stinker Fingernails (2023).

Jessie Buckley, in a stripy jumper, sits in a chair.
She wears some very good jumpers.

In this film, she is Anna, a woman with a striking art school haircut who works at the fingernail-plucking office, and whose fingernail tests kind of fuck up her life. You see, in this world, you can perform a simple compatability test on the fingernails of two people (which they have to have ripped out - don't worry, this is apparently very easy to do with pliers!) which will determine whether they have "true love".

A poster on a wall reads: "No more uncertainty. No more wondering. No more divorce. Take the test today."

Now, you're probably asking "what the hell does that mean?" And the thing is, I don't know. The movie obfuscates much of its central premise in a way that utterly destroys all narrative tension, and leaves you in the viewer's swamp, the place where you go when the internal logic of a movie is unconnected nonsense. I think the love test and its result are meant to act as an allegory for the concept of certainty itself - to get at the very boring and predictable idea that you can choose to go by the result or not, that there can be no real guarantees in love - but the actual reality of the idea of the love test in the world it inhabits is logically inconsistent at best and absolutely meaningless at worst.

Jeremy Allen White and Jessie Buckley sit together on the couch.

Jessie Buckley's Anna has a nice boyfriend, played by Jeremy Allen White in one of those cool 1970s shearling jackets, and he is an iconically gentle, beautifully absent man. He has the glossy eyes of a doll, and the kind of calm acceptance of a lone sheep atop a hill. I love him. And I love them together. They both have an odd energy that seems to complement the other. But alas, despite their POSITIVE TRUE LOVE TEST, established at the beginning of the movie, Anna meets and becomes obsessed with a different, worse guy at work.

Jessie Buckley asks Riz Ahmed, her new love interest, "do you know any famous ping-pong players?"
She wants to watch Marty Supreme so bad.

Here it becomes an excruciating romcom with an irritating gimmick. Anna and her new love interest work on basically preparing fun dates for couples who are about to take the love test. The idea is that they are doing vague scientific experiments to figure out how they can encourage positive tests, but it's all really dull, obvious stuff like singing love songs to each other, or going on thrill rides together. Y'know, to bond. If all of this random crap can so influence the love test into saying two people are in love, then how is the test reliable? And yes, they do say explicitly that the test lets you know "if you're in love", which is weird, because we can already know that about ourselves and pretty easily find it out about other people. Why would I pull my fingernail out to know something my mind can tell me?

Jessie Buckley sits in front of a desk, wearing a beautiful knitted vest.
More impeccable knitwear.

The new guy is, tragically, not a remotely interesting character to watch. We see domestic scenes with Anna and her Jeremy Allen White and they have this wonderful, almost ethereal connection. We watch Anna with this new guy and they feel empty. The movie is telling me this is passion, this is romance, and all I can think is: this is boring. Maybe this could work if her pursuit of this man was framed as doomed and sinister, that the love test was ultimately correct in some absolute way after all, but ultimately the conclusion is much more straightforward: did you know, you can just ignore the test that everyone in the world is obsessed with? Wow!

Jeremy Allen White looks cutely at his girlfriend.

Jeremy Allen White is happy to do the test again, to rip out another fingernail, to soothe Anna after she tests her nail against her coworker's on a whim. Anna rips out many of her fingernails in distress, because this movie wants us to think as much as possible about fingernails getting ripped out. And again, why they are doing this, I don't know. Jeremy Allen White and Anna love each other, as confirmed by their brand new nails test. The other guy loves her, but she doesn't love him, or something. And so, she abandons her dog-like Calvin Klein underwear model for the dweeb she doesn't love, and she says, "I don't care about the nail test". So what was the fingernail test testing? What does love mean if you can just choose the other guy anyway because you, I guess, love him? It just doesn't add up.

Luke Wilson places a miniature person into a diorama.

Jessie Buckley plays Anna with a beautiful latent madness, but the movie itself crumbles completely under the weight of its own ill-thought-out concept. I reject this and substitute it for my own perfect ending: Anna and Jeremy Allen White stay together. They just chill on the couch.

Jessie Buckley, looking sly.

One ripped-out fingernail out of five. 

★☆☆☆☆

  

Cool Basquiat Paintings

Jean-Michel Basquiat has long been a favourite artist of mine. I love his use of colour, and his beautifully expressive, chunky figures. There's so many very satisfying shapes in his work.

On the 21st of September 2022, I went to see a Basquiat exhibition at the Albertina in Vienna, and I saw some stuff I loved.

A colourful painting of a sad, naked man with a halo.

One thing I love about Basquiat is his frank and silly depictions of human anatomy and sexuality. Here's a perfect man with a perfect cartoon penis. He looks a bit sad, but also has a halo above him, just like most men. He's perfect. And again, it's those wonderful rough shapes that make up an eclectic, textured background that make the composition so satisfying.

This is Pater (1982). The museum description reads:

Pater is the Latin word for father. Basquiat presents a generalized archetypal father image. This father can be a hero and role model, but also has an air of severity and authority about him. In this context, it would seem likely that Basquiat processes in this painting the complex relationship he had with his own father, whose home and custody he broke away from already at a young age. Like his portraits of his black heroes, the protagonist in Pater is both victimizer and victim, oppressor and oppressed, winner and loser. This polarity is not least expressed through the scribbly halo over the head and the cartoonishly overdrawn male genitals.  

'Pater' detail, which shows a cartoonish penis.
The genitals in question.

Basquiat often conveys really great expressions. Look at this guy:

A colourful painting of a jet black man, who is holding a sword.

He's mad, but sort of in the way that an enemy in Spyro the Dragon is mad. There's such a great cartoon abstraction here that kind of works to emphasise and almost mock the emotional expression within. Looking at the sword and the weird hairy feet, I'm reminded of drawings made in the margins of school books. There's something pure about it. 

A green enemy from Spyro the Dragon. He holds a sword and shield and looks comically angry.
The bloke who wants to stab Spyro with his sword.

Finally, I really liked this drawing of his girlfriend and her big shoes:

A cute drawing of a woman with large platform shoes. Text reads: "BIG SHOES BIG SHOES".

A perfect image. 

I Must Keep Posting

It's been almost three months of daily blogging here, and I've only now hit a bit of a struggle point, just because things got a bit busy this month - I had to travel, which took some time away from me (but did allow me to watch Zootopia 2 - it was okay), and I've gotten behind on some other tasks. Nevertheless, I continue to blog. I will not be stopped. I will simply write something more inane if I must.

A photo of a sketchbook with a drawing in it, and a hand holding a pencil.

And the thing is, with the pressure of increased time constraints, or lessened attention that I can give to my gorgeous blog, it still feels relaxed. I'm used to a certain amount of eyes on my posts elsewhere, so this blog retains that beautiful small, isolated feeling even if it gets an increase in readership, and I feel monumentally relaxed. You know, I can make five thousand posts about my Pluribus grievances and basically no-one's going to unleash their rage in the comments. Partly because (I assume!) the readers of this blog are here because they already like me. This is not a place that invites and entices the unfamiliar - you basically have to be lead here, Pied Piper style.

A drawing of an alien.

They should add a riddle mechanic for accessing blogs, just to make it a really secretive thing. Only those who are prepared to venture within the DIGITAL LABYRINTH may enter. Wow. Perhaps we (those of us who are Blogger enthusiasts) would enjoy that even more.

A sunny, grassy space with some trees.
Beautiful photo from my cousin.

It's nice to deal with the problem of time getting away from you in this super freeform way. Because usually, I try to approach my blog posts here with a sort-of magazine-y, or YouTube-light sensibility. What will be an interesting title or topic? What can I talk about that has an intriguing hook? But then, I can always fall back on the more diaristic ideas, or just post some drawings and talk about them. And it feels nice to drop back onto that kind of post, like it's a big cushion waiting for me.

A half-finished drawing of a girl and a dog walking among flowers.

This blog has the endless appeal of coming up with topics of interest, as YouTube does, but without the same importance looming over those choices. Here, I am totally free. And so, catching up with posts that I need to write feels freeing. The fact that Blogger is not popular, relatively speaking, is its own wonderful gift. There is a unique sense of connection in the small and intimate. And I guess that's one reason I consider it imperative to keep posting every day.

A drawing of a hand, flopping over forwards at the wrist.
Another powerful drawing of a hand.

I could, and maybe will, at some point drop down to a less frequent posting schedule - a few times a week maybe, who knows - but for now, I remain committed. I must keep posting.