Strictly, A Thousand Shards of Glass is a one-woman show - an immersive storytelling experience driven by Lucy Ellinson's compelling performance. However, it provokes a sense of collective memory and nostalgia for childhood storytelling that makes it feel packed with characters and warmth. Clever devices mean that engagement is never onerous while the audience is still place firmly at the center of the story. A single layer of seating, in a circle, suggests a camp fire, playing a game or sharing a meal, and the work played with each of these, and more, over its course.
Like nostalgic retellings of childhood, the narrative seems episodic - leaps in location and mood keep the tempo up, but sacrifice some overall coherence in the process. There is a feel that some heavy workshopping was involved somewhere down the line, although writing is credited to Ben Pacey only. The flights of fancy, dramatic set pieces and rapidly changing locations owe a debt to modern action films, but without the visuals that help to make sense of things in that context Lewis Gibson's superb sound design helps gamely to tie it all together.
More conspicuous than the action, however, are numerous literary and cinematic references, from Frankenstein to The Matrix, and Philip Pullman's His Dark Materials trilogy to Die Hard: With a Vengance. By weaving together strands of familiar stories, Pacey has created a tapestry that should hold more than one touchstone for any audience member. When the heroine is enlisted to save humanity, she is asked only if she can sing. A Thousand Shards of Glass is a humble contribution for this song for humanity, a song of stories where the singer is backed up by every snippet of half-remembered narrative that lingers in their consciousness. Whilst it is a one-woman show, the circle of audience members cannot help but sing along as they retell their stories to themselves.
After hearing for a number of years that it is the 'greatest city ever', we can announce that LIFB is going on tour to Vancouver. We've started to increase our daily maple syrup intake, from 10ml at the beginning of this week to over 100ml this morning alone, and are feeling more Canadian by the minute.
The real preparation, however, started year back. Two of our favourite music sites, Radio Zero and Schitzpopinov are Vancouver based, Radio Zero's mixes soundtracked every houseparty at University, and Schitzpopinov are tastemakers extraordinaire, playing no small part in our infatuations with Boys Noize, Jack Beats and Fake Blood.
It feels like a bit of a pilgrimage to be going to the home of two entities we've been following so closely, and we're going to be keeping our ears to the ground to report what goes on after the locals all finish climbing mountains, rollerblading and windsurfing for the day.
We like to do lists here at Life in Flashback, and at the top of our most prominent is 'attend South by Southwest'. 2012 is yet another year the opportunity to cross that off has passed us by, but we now intend to live vicariously through Birmingham-born emcee Lady Leshurr. She's heading over there with her incredibly fast flow to show the US how it's done. Her rise to fame has included an appearance on a Tinie Tempah mixtape, and props by Mike Skinner. Mr Skinner's tweet is so eloquent, that there's really little we feel we can add.
@LadyLeshurr i love how you go in. i feel like an insecure man when female MC's bring sex in hard. you just mad rhyme and you look great
— Mike Skinner (@skinnermike) February 22, 2012
Liquor Store is a new independent men's fashion shop in the Great Western Arcade. They opened a couple of weeks ago, and their first lot of stock is a great mix of classic brands and newer stuff. There are some awesome pieces in there and the shop has a great, friendly vibe. Particularly interesting is LA-based Shades of Grey, in which I could dress myself from head to toe. This kind of independent shop is exactly what Birmingham needs, especially in the often-neglected area of men's fashion. Buying something from here is supporting the creation of a kind of Birmingham we want to live in - which is especially nice when all the stock is so desirable!
The strength of this new play lies in its subtleties. It would be easy to linger too much on a character damaged by the death of a parent, one living with depression, or another with a brother on the front line in the Middle East, but playwright Arzhang Pezman avoids easy exploration of these issues. Instead, Gravity positions the issues as catalysts, and focusses on the unravelling of lives that happens as a result.
A school is the perfect setting for throwing together a group of characters with different problems, the shared pressure between pupils and teachers means that a plot can come to a head quickly, and the expectations of classroom behaviour mean there is a seam of repression ripe for exploding to the surface. Pezman's own experience working as a teacher in Wolverhampton is used to good effect - there is a sense of realism in the behavior of the pupils, but it is Kathy, the pastoral support who keeps a dangerous pupil in the school through a lack of other options, who best unveils some of the more shameful secrets of our education system.
Drama set in schools can live or die by the quality of parts and acting of the pupils. Stereotypes are easily deployed, and pupil parts can too easily be played for laughs. Ashley Hunter, Rebecca Loudon and Boris Mitkov avoid this - gaining the laughs, but injecting enough pathos into the roles to keep them realistic. Hunter's performance is particularly notable for the way he captures the complexity of early adolescence and the way teenagers deal with conflicting desires.
As an artistic phenomena becomes more popular it becomes stupider. This isn't to say that the population, en masse, are idiots, only capable of enjoying the basest of culture. Top-flight football involves as much skill and understanding as the opera. Hirst's spot drawings have as much to contribute to discussion of colour and presentation as Blumenthal's food. Audiences cross over, and consumers combine niche interests to suit their appetite. But, to appeal to everyone all the time, culture gets stupid. Has anyone actually seen Blumenthal's menu for Little Chef in real life? No, because we've all been at stupid McDonalds. How many of us have actually been to a Hirst exhibition? Very few, compared to how many of us have read the (mostly) stupid press coverage of his work. Every middle class person you know under the age of 35 may have watched the HBO masterworks, but everyone has been engrossed in stupid, stupid Hollyoaks. However, there is no cultural phenomena for which this is more true than computer games.
Smart phones and the aggressive marketing of the female demographic now means that the computer game market is bigger than many could ever have imagined. There are many games that fit into the Heston Blumenthal end of the cultural spectrum - Skyrim is ambitious and accomplished, and, as unattractive as I personally find running around shooting things in a realistic setting, the Call of Duty series has some merit in recreating the experience of warfare. Many independent games are embracing a postmodern cannibalism of gaming conventions, the excellent Braid and Super Meat Boy amongst them. Yet, as this detailed and nuanced article from Wired explores, the rise of the casual gamer, on smartphone and social network, is also the rise of the stupid game.
Ian Bogost's 'Cow Clicker'
The crux of the Wired piece, an interview with game designer Ian Bogost, is that Facebook games now appeal to only the basest parts of our intellect. They set arbitrary, easy to complete tasks that reward with just the right frequency to keep us coming back. Like rats in a lab running through a maze for a treat, except the maze is just a straight tunnel you have to walk down 5 times a day. And we don't even have to walk, just click a button. Monetization of this model involves either advertisers paying for our blind commitment to that part of the Internet, or the motivation of slight improvements to the game through in-game purchases. Bogost was upset at this development in the industry that he loved, so he created Cowclicker, a game satirising the likes of Farmville by having just a single square of pasture with a cow on it. The game involves clicking on the cow, with a hilariously large number of clicks triggering a slight reward. The best of these was, for 2500 'mooney' (the game's currency), a cow image that was exactly the same as the free cow gamers have at the start of the game, but facing right instead of left. A brilliant satire, but with one flaw - it became incredibly popular.
The games that Cowclicker satirises also exist on the casual gamers console of choice - the smartphone. Games on smart phones fall into one of three categories: the port of an old console game, original game ideas that have some sort of narrative arc and a definable ending, and manipulative games with arbitrary tasks designed to consume your time and generate in-game purchases. It is not so simple to say that these categories are definitive labels for intelligent and stupid games, however. Many of the ported old games hide pointlessly repetitive gameplay behind a smokescreen of nostalgia. And anyone who has tried to get three stars on all levels of Angry Birds knows that even games with an achievable ending can involve plenty of mindless play - something that even infects the originator of the 'different levels with same gameplay organised into worlds' model, where gaining all 120 stars in Mario Galaxy 2 prompts an instruction to go back through every single level to gain 120 more. The third type are the most blatant, however, and it could be argued that they pave the way for more intelligent games to include more manipulative forms of monetization into their designs.
Tiny Tower involves building a tower, with competing needs for residential and various forms of commercial floors. Except they don't really compete. There is no scarcity of resources, the gamer must merely wait for his tower to generate enough money to allow them to build another floor. The manipulation of the gamer comes through incremental reward - to get money you must re-stock your commercial floors. This can take anywhere between 5 minutes and 5 hours, after which your phone will prompt you to click on the floor to complete the stocking process. The more floors you have, the more often your phone will prompt you, so the more often you return to play the game. It's an alarm clock for a non-event. Temple Run, on the other hand, is just an Indiana-Jones-ified version of the Chaos Emerald levels on Sonic 2. In other words, the gameplay of a mini-game from a game made two decades ago, with the style of film made three decades ago. Postmodern asset stripping should be celebrated when it creates something new and interesting, but in Temple Run it is at its most cynical.
Sonic 2 / Temple Run
Temple Run's debt to Sonic 2 is at the heart of the problem with the rise of the stupid game. By reducing the narrative and complexity in games, cynical developers are sending the form back to poorer times. Naivety has a legitimate place in art: music has genres including punk; numerous visual artists play with the idea; and novels written from a child's perspective can provoke interesting insight, with The Curious Incident of the Dog in the Night-Time or The Boy in the Striped Pyjamas more recent examples. The difference between this and gaming however, is that examples in music, visual art and literature use a naive approach to create a new perspective. There is no argument that Temple Run or Tiny Tower change the way we look at the world, or medium of the computer game, in an interesting way, or that they are even intending to.
The concluding rooms of the recent Postmodernism exhibition at the V&A documented how the movement, after gaining mass popularity and ubiquity, became corrupted by money and was destroyed by the vapidness that resulted. To illustrate this, exhibited in one small space, was a WarholDollar Sign, Jeff Koons' silver Louis XIV, and a yellow sequined jacket by Karl Lagerfeld for Chanel. Temple Run, Tiny Tower and others like them are the gaming equivalents of these gaudy pieces, suggesting that they might be as dangerous as they are stupid.
...and we nicked it off the excellent Leisure, but it might just be what finally makes me buy a skateboard. Superb shouty hip-hop from Death Grips. You can download the whole album from their brilliant website.