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#but i did try to make everything cohesive at least and bright and contrasting!
delicourse · 3 years
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hehe lesbian time
its on my redbubble btw !
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passionate-reply · 3 years
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Great Albums is back! This week, we’ll take a look at one of the greatest electronic albums of all time, Kraftwerk’s The Man-Machine, and try to avoid getting sued by Ralf Huetter! Full transcript for the video can be found below the break. Enjoy!
Growing up, my main genre of choice was 80s synth-pop, and while the deep influence of Kraftwerk is as significant there as it is everywhere else in electronic music, I was one of those people who initially saw them as somewhat "intimidating." Today, moreso than ever, Kraftwerk are held up as one of those more high-brow or cerebral groups with a philosophy that transcends mere pop or dance music, which makes them seem respectable, a kind of “model minority” in the world of music outside rock. While I don’t buy into the judgmental quality of that sort of praise, which damns so many of Kraftwerk’s greatest fans and imitators, I did get the sense, as a child, that these hoity-toity Germans, working with primitive equipment way back in the 1970s, might not be what I was looking for in a new favourite band. That was before I heard The Man-Machine.
While it’s certainly true that Kraftwerk were a highly experimental band in their own time, they’re one of those acts whose ideas have deeply permeated contemporary music, to the point where their actual work is extremely approachable and listenable to today’s ears. Of all the fairly early electronic acts, who started making this kind of music before it began to become mainstream in the late 70s, Kraftwerk are almost certainly the ones people nowadays listen to for pleasure the most, and that’s no accident. While their earlier albums like Trans-Europe Express took more overt inspiration from classical music, The Man-Machine was their first great foray into the arena of pop, which I think is key to why it resonates with people. For evidence of that, look no further than the biggest mainstream hit of Kraftwerk’s career, “The Model.”
I think it’s easy to see why “The Model'' became a hit single. Sure, it may not have the most traditional pop song structure, let alone instrumentation, but unlike a lot of what Kraftwerk had done before, it’s got a lot of lyrics and a real sense of narrative. Plus, that narrative we get is about a person and not a machine--a good-looking person, in whom the narrator is sexually interested. It’s the perfect pop material. Of course, I would be remiss to mention that “The Model” didn’t achieve all of its success until the single was re-released in many markets in 1981, and in those few years, the idea of “synth-pop” advanced significantly in the charts and popular consciousness. By the time “The Model” was a hit, Kraftwerk admirers were already taking over: look no further than Gary Numan’s "Cars” or OMD’s "Enola Gay,” two synth-pop classics that, it must be said, are still about vehicles!
That aside, though, not everything on The Man-Machine sounds like “The Model”--in fact, it’s surrounded by tracks that have much more in common with Kraftwerk’s earlier LPs. Literally surrounded, in the track listing. I think that adds to this album’s appeal as an ideal entry point into their catalogue: it has some things that sound familiar, while also preparing you for what else you’ll encounter if you choose to probe deeper into the band. The Man-Machine has the least homogeneous profile of any Kraftwerk album. While most of their other classic albums are highly cohesive “song cycles” that almost blend into one long song when you listen to them in full, The Man-Machine doesn’t really have those repeated melodies and motifs that tie its tracks together. While many people, especially fans of psychedelic and progressive rock, really like those cohesive albums, I think this change is a welcome one. It gives the individual tracks a bit more room to breathe and express distinctive identities, and makes the album feel a bit more pop, even if the material itself isn’t always all that poppy. *The Man-Machine* actually only has six individual tracks; they range in length from the three-minute pop stylings of “The Model” to the urban sprawl of “Neon Lights,” which luxuriates in an almost nine-minute runtime.
Given that the average track length is around six minutes, I’m almost tempted to think of The Man-Machine as six tiny Kraftwerk albums, or at least, musical ideas that could have been expanded into full LPs in another universe. “Neon Lights” and “Spacelab” feel dreamy and easy-going, with floating melodies that draw from the “cosmic music” scene, one of the many emergent styles that began as something uniquely German and spread throughout the world--in this case, becoming an important forerunner to ambient electronic music through acts like Tangerine Dream. Meanwhile, the hard, tick-tocking rhythms of “Metropolis” and the title track point to the newfound focus on rhythm and the so-called motorik beat that made the music of Neu! so compelling.
The Man-Machine can serve not only as an introduction to Kraftwerk, but also as a sort of crash course in this entire period of electronic music, showcasing some of the most distinctive and influential features of the German scene, as well as the shape of synth-pop to come. It’s a complex and busy historical moment with huge ramifications for almost all of subsequent electronic music, and The Man-Machine really creates a microcosm of that whole environment. There’s also the fact that each side of the record has one track from each of my three broad groups, like an expertly-designed sushi platter or charcuterie board for us to sample from, and they both follow the same formula: a pop appetizer, a cosmic *entree,* and motorik for dessert.
*The Man-Machine* also has what is almost certainly the most iconic cover of any of Kraftwerk’s LPs. This is how lots of us still picture them in our minds, and it’s inspired tons of parodies and riffs over the years. I think all of that acclaim is deserved! Emil Schult’s graphic design for the album was heavily inspired by avant-garde Soviet artists of the 10s and 20s, chiefly El Lissitzky. These visual artists used their art to express their hope for a new world, defined by the promise of technology, and their literally revolutionary philosophy--so what could be a better match for Kraftwerk’s electronic revolution in music? Lissitzky used bright, primary colours, straight lines, and geometric shapes to convey the “built environment” of modern cities and man-made architecture, and you’ve got all the same sentiment on display here. The use of strong diagonals really draws the eye and lends this image a lot of continued visual interest. It’s also worth noting the extent to which Kraftwerk’s aesthetics inspired later electronic acts almost as powerfully as their sound. When you picture an electronic band, and get a mental image of stiff and stone-faced musicians behind synthesisers wearing shirts and ties, you can certainly thank Kraftwerk for that, as well.
I also love the title of The Man-Machine! The relationship between people and technology is one of, if not the, most central themes in Kraftwerk’s entire discography, which is full of references to anthropomorphic machines as well as mechanically-mediated humans. The particular choice of the phrase “man-machine,” as opposed to words like “android,” has a fun vintage flair to it, which matches the use of early 20th Century visual art quite nicely.
As might be expected from the album’s stylistic diversity, *The Man-Machine* would prove to be something of a transition point in Kraftwerk’s career. Their 1981 follow-up, Computer World, would return to the song cycle format, but with increasing emphasis on ideas from the pop sphere, championed by percussionist Karl Bartos. By the time of the last classic-lineup Kraftwerk LP, 1986’s Electric Cafe, they had not only amped up the pop, but also incorporated influence from the electronic dance music of the time. Ultimately, Bartos would leave the group, chiefly due to discontent with his treatment by founding members Ralf Huetter and Florian Schneider-Esleben, and their persistent lack of musical productivity.
On a somewhat lighter note, my personal favourite track on this album is its opener, “The Robots.” Per my typology from earlier, I classified this as a pop-oriented song, and it certainly is an approachable one that’s proven to be quite popular. But it’s got just enough more experimental touches to keep things quite interesting. From an ominous, dissonant intro, a slightly more pop form, hinting at a verse/chorus structure, soon emerges and contrasts. I love the groove of the rhythm and percussion here, as well as the very heavy vocoder, rich in texture and certainly a Kraftwerk staple.
While the lyrics can be read as sort of light and silly, I like to think that the robots in question might also be dangerous. The track “Metropolis” seems to reference the seminal 1927 silent film of the same name, which is famous for its portrayal of an evil, mechanical doppelganger. Likewise, the choice to translate the lyrics of the song’s interlude into Russian is likely inspired by another great work of art from this era: the stage play R.U.R.--Rossum’s Universal Robots. Written by Karel Čapek in 1922, it’s the progenitor of the “robot revolution” trope in science fiction, the source of the word “robot” for autonomous machines in almost every human language, and one of the first entries in the illustrious career of an author who helped make Czech a true literary language. While the titular robots take time to assure us that they’re programmed to do what we humans want, should we really trust them...?
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morshtalon · 5 years
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My Top 5 Video Game Intros
Since I haven't posted in a while and since I don't have any ideas for full-fledged reviews, let's do something different today and talk about my 5 favorite intros to video games I enjoyed in the past. Please note that this is a very personal, opinionated list; I have somewhat deliberately avoided really obvious picks (consider Metal Gear Solid 3's and Final Fantasy VI's openings, among others, to be hovering around in spirit somewhere around here). Furthermore, I'm not limiting myself exclusively to that very first, usually pre-rendered opening scene of a game (like, the attract mode before you even press start), because most of the time those are kind of devoid of any meaning and without context, I'd just be judging them by coolness or whatever, which isn't very interesting or inducive to commentary. Anyway, without further ado, here are my top 5 video game intros:
#5: Wild Arms 3's evolving opening https://www.youtube.com/watch?v=SvoueEiVyWE
At first, Wild Arms 3's opening is just a standard anime thing. It's fairly animated and stuff, and that's fine as far as that goes, but there are two things I find quite special with this opening; one that was always there from the start and one that was a product of the localization. First off, there are actually four versions of the opening. You see, the game is separated into 4 chapters, each with a different main villain which is somewhat related to the last, with varying levels of directness. In that way, as has been said before, it feels like seasons of an anime, and I think the game struck a good balance of making itself both a cohesive experience and a sort of episodic narrative simultaneously. To reflect that, the opening "evolves" as you progress through the game, changing key scenes to reflect the current "season" villain. I find that to be pretty awesome and an idea I haven't really seen repeated anymore; I believe mostly due to the fact that WA3 has this sort of unique story direction that lent itself to the evolving intro. Still, more games should adopt this style. They might have, I dunno, this is the coolest example out of the games I've played anyway. The second thing that impresses me is how well the localization performer fared singing the english version of the opening theme, Advanced Wind. I think it's actually better than the original. There's a certain sweetness and determination in her voice that is so fitting with the game's main character, I could almost trick myself into thinking it was actually Virginia hollering those lyrics. Pretty good opening, not higher on the list because it -is- just a pre-title opening I guess, but still. Also, Wild Arms 3 itself is alright, check it out if you're a fan of this kind of stuff.
#4: Cave Story's first taste of gameplay
What makes Cave Story's introduction interesting is that it... sort of doesn't exist. You're just dropped straight into the action with no real clue what's going on besides a brief interaction between two characters that makes completely no sense at that point. Every plot detail is up to you to find out in an immersive manner that doesn't barrage the player with endless backstories and setups and information you don't really need. Even Dark Souls, one of my favorite games and the one I perceive to be closest to the ideal of gameplay and story integration, feels the need to weigh down your mind with stuff before you start. Don't get me wrong, I understand why Dark Souls and many other games need it, but the fact that Cave Story -doesn't- is rather admirable, in my opinion. I love games where you start out without knowing what's going on, solving challenges just based on the fact you're playing a game and need to go forward, to only then start piecing together the great scheme of things from in-game data collection. What's even better about Cave Story is that there's no limitation at the start: you're dropped into full gameplay conditions, without bumbling around a peaceful area while the backstory is exposed to you by an NPC or anything "cinematic" like that. You're just left to figure everything out on your own. Pretty cool.
#3: Dragon Warrior II's extended prologue https://www.youtube.com/watch?v=0OlHofpQ7LA
Dragon Quest 2's original Famicom version started out pretty shitty. It was basically only a slight alteration to the previous installment's intro: you're in a throne room (this time you're actually the prince, sitting on the queen's throne for some reason), some guard from the faraway kingdom of Moonbrooke comes along and warns the king of impending doom before collapsing from his wounds, the king gives you some brief words of encouragement and sets you off on an adventure with minimal financial backup and a crap sword (admittedly, a better deal than in DQ1). For the international version, by some divine intervention causing a brief miracle shining in the face of Nintendo's then-oppressive censorship, an extensive prologue scene was added depicting the events that befell Moonbrooke prior to that guard setting off on his journey. What makes this scene special, however, is how brilliantly it expands on the tropes established by the localization of the previous title. Dragon Warrior 1 had this faux-Elizabethan translation for some reason, which was pretty charming but otherwise just a strange quirk they added for the overseas release. The extended prologue added here actually runs with that theme and frames the story as some kind of fairy tale; a narrator intercepts the dialog message boxes to preface each character's next line, there is some opening text that feels as if some elderly gent from Shakespeare times was weaving a tale in front of his audience's eyes, and it even goes somewhat into detail pretty much leaving no room for the player to doubt that the people of Moonbrooke flat out died. Also, the guard that makes the voyage to your kingdom is given a tiny little bit of characterization, just enough to wrap up the scene pretty much as best as they could have. Overall, this makes Dragon Warrior II have the most engaging start of the original trilogy; it was something they didn't have to do at all, but they did it and actually made the game better for it. At least until you get to Rhone and it starts its genocide of the player's happiness, soul, and reasons to live.
#2: Suikoden II - Reminiscence https://www.youtube.com/watch?v=7WLyjRex0ac
Suikoden II's emotional storyline and comparatively grounded narrative offer a nice contrast to the PSX's library of jRPGs concerned with elevating their epicness to ridiculous degrees. The game really cements this approach on the introductory flashback scene that functions as the opening credits. To me, the reminiscence scene is pivotal, serving a variety of functions that cause ripple effects lasting even beyond one's playthrough of the game. The setup is simple: The main character and his best friend run afoul of a ploy to abruptly terminate a cease-fire between two nations; they are pursued by some knights and cornered at a cliff above a river. You and your friend, then, etch a marking on a spot in the cliff wall and jump into the river below, planning to return to the etched spot should he and you get separated. While you are being carried by the currents, the scene itself begins. It's simply a flashback montage showcasing glimpses of the life you and your friend led leading up to your enrollments in the army and departure for the sabotaged expedition, accompanied by a relatively simple piano piece. However, it's a scene that is central to the themes of the entire game. It provides, first and foremost, a contrast between a perceived bright future with an everlasting bond of friendship and the tragedies that will soon occur in these characters' lives. It's a window into the will and emotions of the main character himself in his comfort zone; the life that he will so clamor to return to as the game progresses and things get increasingly more unwieldy for everyone. It sets up everything you need to know about the relationship between you, your best friend, and your sister on a 2-minute scene with no dialog; conveying all it needs only on its fantastic sprite work and score. It lets you know that this is, first and foremost, a game about feelings and about interpersonal relationships, using the war that you expect to happen from having played Suikoden 1 more as a backdrop to explore introspective consequences and how it affects people's visions. Most importantly, however, is that it serves as a reminder of what it was like for you, the player, when you come back from having completed the game. I literally cannot watch this scene anymore without shedding a tear or two. It happens every time. I actually prefer the normal version with the sepia filter, but I couldn't find it on its own like that, so here's the full-color version of it that you get from doing some ludicrous stunt before you jump into the river or whatever. Either one's fine, really. By the way, get the bad ending. The good one completely ruins the message and weight of the entire story, almost making the game meaningless.
#1: Vagrant Story - Climax of the Graylands Incident https://www.youtube.com/watch?v=M4m42OmAczo
Vagrant Story is an odd game in many aspects. Its gameplay is a crossbreed of roguelikes and rhythm games, it has yet another strange Shakespearean localization, the characters are dressed all weird and BDSM-y and showing a lot of skin... Anyway, one of the game's odd quirks is that it has tons of stuff that you can miss by pressing start at an inopportune moment. One of them is the simply amazing opening; an epic 11-minute in-engine "cutscene" (with occasional gameplay sections that transition very smoothly because it's all done with in-game models and graphics) jampacked with plot detailing the events leading up to the game's start, with even the music trying its best to synchronize itself with the cutscene's many shifts in mood and intensity. You can easily miss all this because it starts with a long wall of text that most players would read faster than the time it takes for it to disappear and press "start" because they think they're done with it and there's nothing left to see. A shame, really, because to me this one part of the game almost manages to outshine the entire rest of it. There's just such a density of things happening here; this urban gray rainy moody setting is more fitting to the localization's flowery prose than the things that happen in Léa Monde, and it's all just done so well with the PSX's limitations. While pretty much every other game ever opts for FMVs or an otherwise pre-rendered solution for its openings and important moments, Vagrant Story does it all with the same exact rules (well... excluding the vapid meaningless pre-opening that happens before the title screen shows up but just forget about that one), and the result is that everything feels like it has much more weight to it. Also, as I said, there is the advantage of transitioning smoothly into gameplay, which the game -does- go on to use a few times later on for short "boss appearing at the boss arena"-type cutscenes, but those all lack the juice and meat of this glorious opening scene. It's just a meticulously created, awesome example of Video Game craftsmanship, outside of just being really awesome to watch as well. I absolutely love it.
Here are some runners-up: Wild Arms 2's Disc 2 cinematic (US version); Fire Emblem: Thracia 776's opening (before title screen); That part in Actraiser when you descend into Fillmore stage 1 and go into the statue and that kickass track starts playing; The brief scroll down on the dark forest scene in Tales of Phantasia (Super Famicom) before the title screen shows up (really fascinated me as a kid); Lufia: The Legend Returns (odd pick but it has a pretty charming intro with some nice artwork for the GBC); Probably many others that I'm forgetting right now.
Anyway, from this list you can sort of tell what games I like to play so I can excuse myself from writing a dreaded positive review of something for a while. Also, I noticed that things that are done with the in-game engine tend to impress me more than things that aren't, even though it's technically actually more work to do an anime FMV thing I guess? Well, whatever, I'm a hypocrite and stupid so make sure to share your own opinions too if you want I guess I dunno.
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