onderhond blog - onderhond.com http://www.onderhond.com/blog/onderhond The onderhond blog is a collection of gathered thoughts about my work and my personal life. Find out about what drives me as a person and how I get about in my professional life. en-us underdog@operamail.com (Niels Matthijs) <![CDATA[cleaning up html pt2/ordinal-group magic]]>http://www.onderhond.com/blog/work/new-html-css-ordinal-group-flexbox

Last week I reasoned why mixins and skins could change the way we write html in the near future, this article is the second and final part in a small mini series on how css could improve our html patterns. Rather than look at the joy css preprocessors can bring us, this time we'll be digging into the actual css3 spec. Our target? The ordinal-group property belonging to the (still experimental) flex-box spec. It's a little piece of wonder that will end up a valuable asset in our quest for reusable html.

flex-box and ordinal-group

Rather than explain the entire flex-box module I'll just link to a rather extensive Smashing Magazine overview. It tells you everything you need to know about flex-box and ordinal-group. The short version goes like this: ordinal-group allows you to visually re-order structural elements that reside on the same dom level and are grouped underneath the same (immediate) parent. Basically we can use css to visually rearrange dom sibling nodes without actually touching the dom. To see this in action, Jordan Moore made a very nice ordinal-group demo (resize to mobile resolution).

I would like to make one side-note before continuing. The ordinal-group example in the SM article is not at all representative. While you could indeed use the property to pull sticky posts to the top of a list, not only will you get into trouble when paging is introduced, there are also more fundamental issues with this solution. Sticky posts actually belong on top of a list because people are supposed to read them first. The same goes for people using assistive technology, so structurally they belong in the front, using ordinal-group just for display won't cut it and is actually a bad practice.

While there are still obvious limitations to using ordinal-group (it doesn't work with dom nodes that reside in different parts of the html), it fixes a very common design requirements/css shortcoming that has plagued html for years. It all has to do with source order versus display order, so let's find out what ordinal-group can do for us.

because it looks better with the image above the heading ...

You know how some designs require you to put element above the heading that don't belong there, structurally speaking? A product image in a product grid or the publish date/author in a news article. Designers like to take elements like that and place them above the heading of the content type. Frankly as a html guy I don't really care, I just put the heading first and offload the difficult bits to the css guy (hello paddings and position:absolute), but there are some situations where even that is not possible.

/* html */ <article class="product">: <header> <h1> ... </h1> <div class="image"><img src="..." alt="..." /></div> </header> </article> /* css */ .product header {display:box; box-orient:horizontal;} .product header h1 {box-ordinal-group:2; box-flex:1;} .product header .image {box-ordinal-group:1; box-flex:1;}

Even though it's a bit verbose, the code above allows us to keep a logical html structure while the css assures us that the image container will be shown above the heading. A real life saver, as variable content often breaks the padding/pos:abs trick. With this method to our disposal similar issues will finally belong to the past (at least when browser support allows it). Truly a tremendous help if you want to write consistent and reusable html code.

One negative aspect of ordinal-group is that it only works on dom nodes that reside on the same level. This may urge people to drop structural containers in favor of more css flexibility. After all, the more elements that reside on the same dom level, the more you can play with visual order. While understandable, this is actually a trap that could seriously degrade the quality of html and should not be positively advertised nor endorsed.

Sadly, no float support for flexbox items

One other recurring design requirement is to have a block of content positioned to the right of inline flowing content. To use a very simple example: just think of a float:right image at the beginning of a text section. Things get tricky when the text section needs a heading to the left of the floated block. The only way to do this is by placing the image first in source (before the heading) while the heading and content flowing around it come second. Another typical requirement in such a situation is that when no floated block is present, the content reflows to fill the gap left by the floated block. (For a more in-depth look at this issue, check my content layout headaches article.)

This sucks because you really don't want to put the image in front of the heading. It makes sense from a css point of view, but for someone who cares about logical structure it's close to committing a mortal sin. Ordinal-group could've provided the solution here, sadly float and ordinal-group don't mix too well. Whenever a float is set the display property of the element reverts to block and all the magic is gone.

conclusion

There is definitely potential in the use of ordinal-group, if used wisely and purposely. As always, there is also plenty room for abuse and mis-interpretation. Ordinal-group is a property that allows us to keep a consistent html structure while the presentation of elements may differ in ways that were only possible by changing the actual source order. Make sure you always start with the correct and logical html structure, then fall back on ordinal-group to rearrange the visual display.

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Tue, 22 May 2012 13:55:28 +0200
<![CDATA[a day on the planet/isao yukisada]]>http://www.onderhond.com/blog/personal/a-day-on-the-planet-review-isao-yukisada

Isao Yukisada (Parade, Women Play Twice) may not be amongst the most famous of Japanese directors, quality-wise he's easily one of the most consistent ones I know. His output ranges from good to great, never truly peaking but never failing either. A Day On The Planet is one of his better films so far and should appeal to everyone with a soft spot for Japanese dramas (at least the feature length kind, not the TV kind).

screen capture of A Day On The Planet

A Day On The Planet finds Yukisada in familiar territory. It's another ensemble film without a real protagonist, instead the film focuses on a group of young friends who come together one night to hang out and celebrate. As an audience we are inclined to cling ourselves to the first group of characters that's introduced, but Yukisada moves between the different characters without any real preference, skipping between backgrounds and events and focusing on the group dynamic without alienating us from the individuals.

Each character gets a prolonged sequence to shine, on top of that there are two tangibly related story lines that help in gluing everything together. While there is enough personal drama tucked away in A Day On The Planet, there isn't anything in particular that propels the story forward, there is no real climax and the emotional payoff comes in bite-size chunks rather than a big sprawling finale. It's a real slice-of-life kinda film, low on actual drama but still beautiful and captivating in all its mundane glory.

screen capture of A Day On The Planet

On a visual level it's a very decent yet safe and predictable film. If you've seen a couple of Japanese dramas you'll know what to expect. The camera remains close to the actors and remains mobile at all times without ever falling into the Dogme trap. The beach scenes are beautiful (the shots with the whale are impressive), inside scenes tend to be a bit darker and murkier. Overall the film has a pleasant look but it never intrudes on the drama, nor does it demand too much of the viewer's attention.

The score suffers the same critique. While it's nice and fitting, it's far from original. It's understandable considering Yukisada's intentions, when making a humanistic slice-of-life drama there isn't much need for overly expressive styling, be it visual or through the music. Still, I feel that there's more that could've been done within these limitations, a bit more attention to the score wouldn't have hurt the film.

Acting on the other hand is all around great. Tanaka and Tsumabuki make for a great screen couple, the others are all very natural and believable too. Yukisada is typically great with his actors, drawing very life-like and likable performances from his cast. There's also a small role for Eihi Shiina, though she's completely unrecognizable from her role in Miike's Audition. I must say that I didn't even physically recognize her when I watched the film.

screen capture of A Day On The Planet

A Day On The Planet is a film for those who like to spend some time with a mixed set of characters. People come and go while the focus of the film is continuously shifting between different characters. There is no real drama, just minor, human troubles (the type that makes up what is the bigger part of our own lives). Unfinished personal projects, girlfriend issues and small setbacks are amongst the most dramatic events featured in this film. It's not for everybody, but if you like this kind of thing then A Day On The Planet is a very worthwhile experience.

It's not always easy tracking down Yukisada's films, but for fans of this type of films it's definitely worth the trouble. A Day On The Planet deliver a lovely two hours of escapism, allowing you to be a fly on the wall of a group of Japanese teens who have an enjoyable night out. There's nothing spectacular going on, but that's exactly what makes this film so wonderful. Looking at Yukisada's oeuvre I think it's fair to say that a big international career is probably out of the question, but he should be able to garner a loving fanbase nonetheless, warranted by the dramatic purity and quality of his films.

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Mon, 21 May 2012 12:59:35 +0200
<![CDATA[takeshis'/takeshi kitano]]>http://www.onderhond.com/blog/personal/takeshis-review-takeshi-kitano

What would happen if a director made a film about himself? And how would that film be affected if this director just happened to be a real multi-talented control freak? You don't need to look any further than Takeshis', Takeshi Kitano's (Hana-Bi, Kikujiro no Natsu, Achilles to Kame, Kantoku: Banzai!) ultimate cinematic experience where he finally takes the time to scrutinize his own self. The result is every bit as schizophrenic as you'd expect it to be.

screen capture of Takeshis'

Takeshis' is a very difficult film to judge. A lot depends on how familiar you are with the work of Kitano (even outside the realm of cinema). Takeshi Kitano is a complex character, an ever-present force in the Japanese media who does everything from designing games to writing novels, from hosting TV shows to writing, starring, editing and directing his own films. He's also a famous comedian, has several columns and his ties with the Yakuza are infamous. How do you capture such a personality in a single film?

The answer is clearly not straight-forward. While the first 30 minutes or so are pretty easy to follow, Kitano quickly loses himself in a world of dreams, working with scenes that overlap, characters that resurface and moments of completely unrelated brilliance. If you're looking for a coherent story you won't find it here, but amidst the chaos you will pick up a lot about the man behind the legend, the chaos actually defines Kitano and the way he goes about constructing the film has a very familiar feel to it, bringing you much closer to his persona than any of the separate scenes could ever manage.

There are fragments of an actual storyline in Takeshis', where we follow a Kitano look-alike trying to find a job as an actor in the movie business. He keeps on failing his auditions and so he resorts to daydreaming about becoming a big movie star. Trying to make sense of this story throughout the second half will greatly reduce the pleasure there is to be had though, so I wouldn't consider it much more than a simple setup that serves as another reflection on Kitano's almost schizophrenic life.

screen capture of Takeshis'

Visually Takeshis' is a strong summary of Kitano's typical style. The film relies heavily on static shots and looks for dynamics in harsh and unexpected cuts. Kitano is great at building up shots so the abundance of static camera angles is far from annoying, his typical editing style simply finishes it off. He also took a few cues from Dolls as the whole is a lot more colorful compared to his earlier films (though definitely up to Dolls' standards).

Takeshis' is the second film in line to break off Kitano's collaboration with Joe Hisaishi. Hisaishi's signature is missed simply because he had such a big part in the success of Kitano's film, on the other hand this film is so incredibly meta that the more modern and electronic-oriented score fits better than Hisaishi's typical scores could ever have. The music played during the beach climax in particular is stunning and forms a solid bridge between the old and the new Kitano.

Kitano himself takes up the role of two characters (himself and his look-alike), which is pretty awesome considering he's such a charismatic actor. There is absolutely no one else that could've taken up the role of Takeshi Kitano besides himself. Secondary roles are perfectly cast too, with Kayoko Kishimoto (she plays the worst bitch ever) and Tetsu Watanabe making noteworthy appearances. They are still outclassed by Kitano regulars Ren Osugi and (personal favorite) Susumu Terajima though, the latter actually playing one of his best roles so far. The man's facial expressions and overall body language are just pure gold.

screen capture of Takeshis'

If you're unfamiliar with Kitano's work I would never recommend this film. All the fun and beauty comes from the infinite references Kitano makes to his earlier work and achievements. There's tap dancing, beaches, suicides, absurd and improv comedy. Silly jokes, dyed hair, familiar actors, twitching facial expressions and so much more. Takeshis' is a film that defines Kitano in many ways and in that sense it's a great success. This may scare off people who aren't too familiar with the man's work, but that's actually a good thing in this case.

The good thing is that it's not all just an ode to himself, Kitano doesn't mind making some fun of himself or the people around him. It keeps the film from becoming one big ego trip, instead the result is something more humane and life-like. The final thirty minutes may seem nonsensical and many of the jokes may appear to be completely random, but fans of Kitano will recognize his signature style right away. Takeshis' is a pretty complex film but as soon as you realize it's not so much about the story as it is about the construction of the whole, you'll see that this was the only way to realize this film. Takeshis' is a feast of recognition, a wonderful comedy and a completely unique film that could've been made by only one man in this entire world. Takeshis' is Takeshi Kitano.

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Thu, 17 May 2012 12:34:40 +0200
<![CDATA[responsive images/leave html alone]]>http://www.onderhond.com/blog/work/responsive-images-standard-chiming-in

Responsive images ... the holy grail of modern (responsive) web design no doubt. Every self-respecting web-design/front-end magazine has written at least one article about it. Things are moving forward quickly now that standard organs are taking over and are trying to introduce a spec, but one can only wonder if this isn't just a quick fix that we'll regret five or more years down the line. From what I've read about it (A List Apart), we're clearly heading in the wrong direction.

the proposed spec

There are many use cases to consider and there are as many different opinions as there are people in the front-end business. Art direction, performance and implementation methodologies are all part of the problem that make or break a responsive image technique (Chris Coyier made a nice overview). The problem with the proposed spec isn't so much the syntax (or variations of it) though, but the choice to make it part of the html spec. I'm clearly not the only one that thinks responsive images shouldn't be part of the html spec, the question is if there is still time left to do anything about it.

responsive lives in css

Up until now responsive behavior lived primarily in css files. Sure there are some back-end options (particularly when certain content is excluded from smaller resolutions), but for the bigger part it's always been about css breakpoints and changing css rules. No actual html changes are needed to make a decent responsive version of your site and that's awesome, because responsive is all about displaying content and performance, which suits css just fine.

Html on the other hand is about structure and semantics, and those are not impacted when you want to serve a responsive image. Sure enough there may be some art direction involved between the different sizes, but even that doesn't go beyond cropping and resizing. You may end up loading a different image file, but the content of that file is semantically the same as the related responsive images.

site version 2.0

What bugs me the most is that redesigns including new breakpoints could have a major impact on the html code. If a new breakpoint is introduced and it impacts the images, you're bound to end up fiddling with the html code, which just plain sucks. It's not very future-proof, it's expensive development and it is completely unnecessary. CMSes will need to be extended to allow for this behavior and control over responsive will be spread even further between the different levels of front-end development.

It's a shame to see that a solution like this will hamper my (our) quest for unified, robust and reusable html. It's another html setback that shouldn't be allowed, if only because css has been putting enough strain on html already these past couple of years. It's time to revert that sentiment and go back to the good old separation of content,style and functionality paradigm to actually improve our profession rather than try to fix it McGuyver style. It's hard enough (I'd say almost impossible) to stay on top of everything these days and further mixing responsibilities isn't going to help us in the long run.

performance concerns

While I understand that performance is a big motivator these days, it's equally important to realize that it's a very context-dependent and contemporary issue that is impacted by every technological move forward. It's good to have build-in options that allow us to optimize performance for certain contexts, but it's also good to realize that in two (or three, or five) years time some or most of those concerns could be obsolete.

conclusion

I don't even care much about the final syntax, as long as it becomes a part of the html spec I'll be pretty damn disappointed with whatever working group or standards organ that approves this solution. It's definitely not a good move and one I'm certain we'll regret at a later time. Then again, some people may start to think that's part of the charm of our profession.

I feel this is a clearly a result of the "pragmatic" vibe that has been running through our community. While it definitely brought us some good, I'm equally confident that it will introduce it's own set of drawbacks when time is due. Sometimes it's just better to think something through then to apply a quick fix that may save your hide for a couple of months but will kill you when it really matters.

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Wed, 16 May 2012 12:55:16 +0200
<![CDATA[cleaning up html pt1/when mixins become skins]]>http://www.onderhond.com/blog/work/new-html-css-mixins-skins

2012 is going to be a good year for html fanatics. Recently I've come across two unrelated techniques that hold great potential for improving the way we write our html. Ironically, both of them are actually css improvements and have very little to do with the html spec itself, but if you've been keeping up with best practices you know that html has suffered some great setbacks the past couple of years. It's time to finally right those wrongs again.

pragmatism massacred our html

Because the complexity of front-end work rose exponentially these past few years, "getting things done" became more important than "doing the right thing". People didn't say that though, they merely called it a more pragmatic approach to our work. To be fair, it sounds a lot better than admitting to sacrificing what you know is right, saving yourself some time in production. Most of these shortcuts were related to css and spilled over to html, changing the structure and mark-up of a page simply to make the css work a little bit easier to manage. Luckily people are constantly working on improving css, which often relieves the pressure on html in the process. In the next two articles we'll see how some of these recent improvements will help to reinstate html best practices.

mixins and skins

The first technique is not so much an addition to the css spec as it is an extra functionality introduced by popular css preprocessors (less/sass). It's a combination of mixins and nesting functionality that gives us the possibility to definee abstractions of visual skins and apply those to root elements that share no common root class. But let's take it one step at a time and start by understanding what this mixin business is all about.

a simple mixin

/* define mixin */ .mixin {border:...; background:...; padding:...;} /* use mixin */ .news {.mixin;}

A mixin is written as a simple css class. It is defined by a single keyword (so no complex selectors) and it can be assigned to other css classes. Additionally, the mixin itself can be called directly from the html (since the syntax is the same as a regular css class). Mixins by themselves are interesting in the sense that they can reduce functional or presentational classes (like .hidden or .clearfix) in the html, instead defining them once in the css file where you can reuse them if necessary.

mixins with nestings

/* define skin */ .skin {border:...; background:...; padding:...; header h1 {color:...;} .main p {font-size:...;} footer .more {text-align:...;} } /* use skin */ .news {.skin;}

It's no secret that preprocessors allow you to nest selectors, but I think it's not commonly known (at least, I didn't know about it) that these nesting can also be used when defining mixins. The receiving css class will inherit all the nestings, effectively allowing you to define entire visual skins with a single assignment. In the example above we didn't just add styling for the root .news element, but also to a range of nested elements inside the root element.

/* use skin on multiple elements */ .block1, .block2 {.skin;}

The interesting part here is that you can assign your skin to multiple selectors at once. So rather than litter your html with classes for styling (oocss), you can make the abstraction in the css file itself. This relieves the html of unnecessary styling classes and takes us one step closer to writing reusable html code.

mixins with nestings and variables

/* define variable skin */ .skin (@color) {border:1px solid @color; background:...; padding:...; header h1 {color:@color;} .main p {font-size:...;} footer .more {text-align:...;} } /* use variable skin */ .news {.skin(#f00;} .block1, .block2 {.skin(#00f);}

You can even go beyond and add variables to your skin, making it possible to further theme them and improving reuse of the css. In the example above, .news, .block1 and .block2 are using the same skin, but .news is using a red variant while .block1 and .block2 are using a blue variant.

pitfalls

The fact that skins rely on css preprocessors is clearly not ideal. Surely it will help you out with development of the css code, but the preprocessor will still parse the css before it can be served to the client. This means the bloat is still present, only it's not visible for the developer anymore. Ideally this functionality could be part of the actual css spec so that browsers could do all the processing. This would reduce the bloat and would keep performance fanatics happy.

Even then there is a small performance cost related to the css, as you still need to assign a skin to a selection of root elements (which is not necessary if you take the oocss route). On the other hand, it reduces unnecessary classes in the html so this is hardly worth a second thought.

conclusion

Skins are a great way to make abstraction of styles in css without messing up your html code. It leaves the html code alone and limits the abstraction to where it is supposed to be: your css file. It's a shame that this is only possible using preprocessors for now and that it comes with a (small) performance cost, but the benefits for html are clear and should we ever hope to write robust and reusable html, techniques like these are absolute life savers.

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Tue, 15 May 2012 12:20:14 +0200
<![CDATA[calvaire/fabrice du welz]]>http://www.onderhond.com/blog/personal/calvaire-review-fabrice-du-welz

Fabrice du Welz raised quite a few heads when he released Calvaire. Not only are Belgian horror films a rare commodity, for a freshman effort Calvaire felt surprisingly mature and focused. Clearly this wasn't some kind of semi-professional one-off, but a film that bared the director's lasting intentions. Genre fans were pretty disappointed when du Welz' follow-up (Vinyan) didn't turn out to be a straight horror flick, but at least they'll always have Calvaire to revisit.

screen capture of Calvaire

Calvaire is one of the few films that get noticeably better which each consecutive viewing. The first time I watched it I found the first half of the film somewhat slow and uneventful, but knowing what is to come you'll find a lot of subtle (and often very funny) foreshadowing tucked away in those early scenes. Little moments of genius that betray the twisted second half of the film and make the first half of the film a lot easier to sit through.

Calvaire (or The Ordeal) is just what it promises to be for main character Marc Stevens, a low-ranking singer who travels between retirement homes and small fairs to earn a few bucks. Untalented folk like that actually make up a big part of our local "artists", Calvaire is du Welz' way to take revenge for their horribly constructed and badly worded attempts at music that bother unsuspecting people watching TV or trying to do grocery shopping.

After a short introduction deglorifying Marc's life as an artist we see how the poor man gets stranded in the middle of nowhere. A passerby directs Marc to the nearest inn where he can spend the night. The next morning Marc's van turns out to be beyond repair, so he is forced to spend the next couple of hours in company of Bartel, owner of the inn. After some idle chit-chat Bartel discovers Marc's profession, which brings back his own past as a stand-up comedian. A critical mistake as Bartel has trouble coping with the ghosts that lie buried in his memories.

screen capture of Calvaire

To make sure Calvaire looked its very best, du Welz claimed the skills of now famous cinematographer Benoît Debie (Innocence, Irréversible, Vinyan, Enter The Void), without a doubt one of my favorite visual magicians. His work for Calvaire is superb, capturing the dreary and misty surroundings of the Belgian Ardens. There are some superbly shot scenes hidden away, particularly in the second half of the film. Not only the camera work itself, but also the use of color and light is sublime and help to set the ideal atmosphere for Marc's trying adventure.

Calvaire's soundtrack is a very solid affair, relying heavily on soundscapes and brooding ambient patterns. It really suits the film atmosphere, making the setting even more backwards and depressing (improbably as it sounds). There are a few vocal tracks (when Marc performs) which are spot on, then there is the now-famous bar scene that features one of the greatest songs ever to played on a badly tuned piano.

The acting too is A-grade. Laurent Lucas does a stellar job as the unfortunate Stevens, but its Jackie Berroyer that shines as Bartel. His facial expressions and subtle mannerisms really make his character a true sight to behold. He's a sick little puppy, but at the same time he has a certain air of sadness and loneliness that elevates his character above most horror icons. To top it off, there's Philippe Nahon making a small but noteworthy appearance as head of the local community.

screen capture of Calvaire

Calvaire is not so much a true horror film as it features little gore, nor is it very tense or scary. Instead you get a truly amusing dark comedy where the main characters is punished for his artistic crimes. Stevens finds himself amongst a bunch of freaks and weirdos who provide the perfect setting for some absurd and pretty sick form of humor. The poor man goes through hell, but you can only smirk at the crap Stevens has to endure.

Not everyone is going to appreciate Calvaire's particular sense of humor, for some it may be a little too absurd at times (the midgets are a good example, so is the bar dance), but if it suits you then du Welz' film is easily one of the best in its genre. It's beautifully shot, consciously directed, perfectly acted and a perfect mix of a twisted backwards horror with a dark and nasty comedy. Fabrice du Welz may not be the most prolific of directors, but when he releases a film he makes sure it counts.

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Fri, 11 May 2012 11:03:27 +0200
<![CDATA[life can be so wonderful/osamu minorikawa]]>http://www.onderhond.com/blog/personal/life-can-be-so-wonderful-review

Osamu Minorikawa's Life Can Be So Wonderful is a film that illustrates exactly what the recent output of Japanese cinema is missing. It's a very unique, personal and free-form film that exists outside of most genre boundaries and definitions. Just ten years ago projects like this were almost the norm, nowadays you have to dig deep to uncover gems like Minorikawa's freshman film. All the more reason to cherish it and to give it the attention it deserves.

screen capture of Life Can Be Wonderful

Life Can Be So Wonderful is not so much traditional cinema as it is a visual poem, mixed with faux documentary impulses. Minorikawa isn't using this approach to shock or amuse, instead he tries to capture the beauty of life in small, personal moments and recollections. Everything about this film is a testament to Minorikawa's honest intentions, which is very refreshing in itself. Throughout the film you are constantly confronted with the presence of the director.

Minorikawa's film is actually an anthology project. There are five separate shorts that each have their very own voice and style, but still merge seamlessly into a single film. Each short introduces one character who is given a little window to philosophize on life. There is no connection between the characters, there is no dramatic arc that brings them together, but the overarching idea and approach of each short is always the same.

While there is some dramatic tension left and right, Life Can Be So Wonderful really is an ode to life. Some shorts are more melancholic than others, the second one in particular is even a little downbeat, but each short still knows to emit a positive message. Minorikawa's film is about appreciating life, even when some parts of it are less than perfect or different from how we imagined them to be. A very simple yet elegant message that runs throughout every single fiber of this film.

screen capture of Life Can Be Wonderful

Minorikawa aims his camera at the little things that make people happy. Unsuspecting objects like plants and cute gadgets or people enjoying the sunny atmosphere inside their own house. There are no majestic camera swoops or intricate edits to convince us that life is worth living, instead the film is littered with beautiful snapshots of places and objects where we would usually not look for beauty.

The music is pretty traditional, in the sense that it aligns with what you would expect from an artistic drama film like this. Soft, somewhat meandering music that sets a nice atmosphere to let the mind wander from time to time. There are quite a few voice overs too, to the point where they actually become part of the soundscape of the film. It's all pretty decent, but admittedly not as interesting as the rest of the film.

The acting is very natural and lifelike. I actually tracked down this film because Ryuhei Matsuda was in it, but the other actors are just as great. I would even go as far as to say that Matsuda's appearance clashed a little with the natural vibe this film emitted, as it made me realize that it was all a mere setup rather than stylized documentary footage. It has little to do with Matsuda's actual performance, it's just that a less recognizable or popular actor might've been a better choice. Then again, a name like Matsuda does attract people (with myself being the perfect example), so in the end including him was probably worth it.

screen capture of Talking HeadLife Can Be Wonderful

Life Can Be So Wonderful may be quite short with only a good 65 minutes of actual film (not counting the credits), but I'm sure that it will seem like an endless drag to some people. If you expect a linear story line with dramatic events propelling the film forward then you're going to be bored as hell. Instead Minorikawa attempts to capture the emotions through more abstract visuals and little human portraits. It's mostly a non-linear experience with little in the way of plot or emotional climaxes, luckily there are still directors out there who realize that film is more than drawing people's asses to a nearby movie theater.

I was happily surprised after watching Life Can Be So Wonderful. It's an upbeat, albeit slow and meandering, film that succeeds effortlessly in its goals. I guess finding Minorikawa's other films will prove to be quite a challenge, but if they're as good as this one it's definitely going to be worth the trouble. Be warned that this is not a film aimed at mindless entertainment, but if you're in the mood for a slow-burning charmer that acts outside the boundaries of traditional cinema then it's warmly recommended.

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Mon, 07 May 2012 12:26:43 +0200
<![CDATA[talking head/mamoru oshii]]>http://www.onderhond.com/blog/personal/talking-head-review-mamoru-oshii

Mamoru Oshii (Kokaku Kidotai, Innocence, Patlabor 2, Sky Crawlers) has one hell of an impressive resume, containing some of the biggest, challenging and most successful animation films out there. At the same time he never stopped experimenting, expanding his oeuvre with smaller, more artistic films (think Tenshi no Tamago or Tachiguishi Retsuden). Talking Head clearly belongs to this second category of films and should be approached with at least some level of caution.

screen capture of Talking Head

Talking Head is part of the unofficial live action trilogy Oshii directed between '87 and '92. It's not a true trilogy though as Talking Head has little (actually nothing) to do with the other two films. Red Spectacles and Stray Dog are both set in the Kerberos universe, Talking Head is a meta film about film and animation. But ever since Bandai decided to release them as a 3-pack combination people started to adopt the trilogy idea. I'm not one to complain though, releases like these are rare and should be cherished, whatever the consequences of the release format.

Talking Head is by far one of Oshii's most abstract films. It's a film that talks about film and animation itself, turning the film into a pretty big meta experience. Oshii travels through all the different processes that make up a film, littering scenes with film history and some personal interpretations and reflections on what makes a film work. Sure enough there is some background story to warrant a more or less coherent narrative, but it's clearly just an excuse for Oshii to run through a couple of ideas surrounding the magic of the silver screen.

Rei, a director for hire, is called in to finish an abandoned film project. Rei is famed for mimicking other people's styles and directing films in their name, but to do that he has to understand the idea and concept behind the project he needs to complete. This is somewhat of a problem as the original director vanished without a trace. The only option left for Rei is to run down the production department while trying to uncover the mystery of the unfinished film. Things get weird when one by one people are starting to die and disappear around Rei.

screen capture of Talking Head

Oshii makes the best of his experience as animation director to turn Talking Head into a visual tour de force. The way he frames and colorizes his shots are typical for someone who is used to starting from a blank page. Oshii uses a rather theatrical approach in Talking Head (with many scenes shot on actual stages and sets), but combines it with very cinematic camera work and lighting. This makes for a very interesting dynamic, enhancing the meta feel without falling into the trap of visual boredom.

The Talking Head soundtrack is just one of the many collaborations between Oshii and Kenji Kawai (who also appears as a character in the film), but it's not the most predictable one. The soundtrack is quirkier and more distinctive, not as homogeneous and ambient-inspired as usually the case when the two work together. It fits the playful style of Talking Head though, accentuating Oshii's more light-hearted approach.

That Talking Head isn't Oshii's most serious film becomes clear when confronted with the almost slapstick-like way of acting. It's a style Oshii experimented with before (Red Spectacles) but may surprise people not used to this side of Oshii's work. It only adds to the weird atmosphere already present, especially when all the actors feel clearly comfortable in their roles. Shigeru Chiba carries the film with ease, the secondary characters all have their moment of glory too.

screen capture of Talking Head

If you're not interested in the magic of film or Oshii's thoughts about the nature of film and its various processes, you will have trouble liking Talking Head. While there is plenty happening on screen, there isn't much of a narrative to follow and there's quite a lot of dialogue to digest. Talking Head is clearly a concept-first film and will leave unsuspecting film fans bewildered. At the same time, it's also a wildly unique project and probably one of the best blends of Oshii's bipolar nature, mixing serious ideas with a very comical approach. The only film topping that is Red Spectacles.

It was a long time since I last watched Talking Head and I wasn't really sure how well I could trust my initial response to the film. Watching it again made me realize that this is without a doubt another one of Oshii's true masterpieces, dazzling and surprising its audience with each chance it gets. If you don't mind the vague narrative, Talking Head is a chain of fun, interesting and challenging scenes. A film made by somebody who clearly loves film and likes to share his own views and visions.

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Thu, 03 May 2012 13:40:14 +0200
<![CDATA[intruders/juan carlos fresnadillo]]>http://www.onderhond.com/blog/personal/intruders-review-fresnadillo

Intruders is a rare little bird. It's a 'big-budget' horror flick directed by someone who dares to put his own style forward. It's unlike the poor reboots that plague the American horror market, but it certainly has the dollars to venture where usually only those films are allowed to go. The result is a special breed of European film making, one that won't appeal to all genre fans but serves as an excellent reminder of Fresnadillo's talent.

screen capture of Intruders

Fresnadillo (Intacto, 20 Weeks Later) isn't the most productive director. With only three films in 10 years time it will take a while before he builds up a respectable oeuvre. This abundance of time allows him to really polish his films though. Above anything else, Intruders is a very accomplished film, a film where each scene, even each frame seems well-considered and thought-through. A quality rarely seen in horror films.

Intruders is quite the international project. A Spanish director featuring German, Dutch, Spanish and British actors and set in both London and Spain (not sure about the city there). The film itself is a typical Spanish horror affair though, with supernatural experiences used as an extension of dramatic motivators. There are no true evil powers here, just human drama that's visualized in a horror context.

The film follows two seemingly unrelated families. The first one is located in Spain, where a little boy is haunted by a mysterious faceless figure (named Hollow Face). The creature is after the boy's face and haunts him at night, trying to separate him from his mother's protection. Then there is a London-based family, whose little girl is haunted by the exact same figure after she finds a wooden box containing the legend of Hollow Face buried inside a tree.

screen capture of Intruders

Visually speaking Intruders is a real looker. Every frame is just deliciously stylized. Color and lighting in particular are superb. Even though the film is quite dark in places, the right bits and pieces are highlighted to raise the tension to appropriate levels. The camera work can be a little too shaky during the action scenes, but those are just rare moments in an otherwise exquisitely stylized film.

The soundtrack is pretty typical for Spanish films (a bit too epic and overdone at times) but at the same time Fresnadillo keeps it functional and to the point. It wouldn't have hurt to remove some musical cues left and right, but when it matters the soundtrack does deliver, increasing tension and setting a solid atmosphere for the horror to thrive in. It's not a very remarkable or recognizable score, but it certainly does the job.

As for performances, some strange choices were made during the casting of certain actors. The Spanish actors are fine and so is Clive Owen (which is a rarity, but he actually makes his character work here). But why anyone would like to cast Daniel Bruhl as a Spanish preacher, or Carice van Houten as the wife of Owen is completely beyond me. Bruhl's Spanish is fine but he just doesn't really fit the character, van Houten's English is atrocious, and even though she's supposed to be playing a Dutch woman in London (at least, that's why I hope) there really is no visible motivation for this choice. I guess it gives the film a more international (and cross-European) image, but it doesn't help the quality of the film itself.

screen capture of Intruders

Fresnadillo does little to challenge genre clichés. Intruders is a pretty straight-forward horror film, especially for people who are familiar with the Spanish take on horror productions. The film is quite slow, heavily stylized and borders more on the fantastical and supernatural than on true horror motives. These can be serious hurdles for people expecting anything more than a true genre film, but apart from that Fresnadillo does everything right and people knowing what to expect can be assured of a quality horror production.

Intruders is a very stylish affair. The film takes its time to explore its setting, slowly working up to an impressive finale. There are no great twists or mind-blowing revelations, instead you should relish the journey towards them. I wish more big budget horror film directors would take a cue from Fresnadillo. Instead of producing cheap Hollywood shlock for the masses, there is more to the genre and a few extra dollars do come in handy once in a while. Sadly reception of the film has been quite mediocre so far, I can only contest public opinion and say this film deserves much better.

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Mon, 30 Apr 2012 13:22:04 +0200
<![CDATA[hana-bi/takeshi kitano]]>http://www.onderhond.com/blog/personal/hana-bi-review-takeshi-kitano

If you haven't seen any Takeshi Kitano (Kikujiro no Natsu, Achilles to Kame, Kantoku: Banzai!) films yet, Hana-bi is probably one of the best starting points in the man's oeuvre. It's one of his more accessible films, but it still goes a long way in highlighting his various skills. While still very unique and different from Western cinema, there are enough elements to pull in people not quite familiar with Asian film making.

screen capture of Hana-bi

Back in 1997 Hana-bi earned Kitano a Golden Lion (Venice International Film Festival). Even though he needed the help of Shinya Tsukamoto to convince the jury of Hana-bi's qualities, the film went on to become Kitano's big break-through in the West. A break-through that was already imminent when he released Sonatine a couple years earlier, but apparently an internationally respected prize goes a long way when it comes to Western interest. Hana-bi stands at the source of the renaissance that Japanese film making experienced around the turn of the millennium and in that way it is definitely one of the most important Japanese films made in the past 20 years or so.

Just winning a lauded festival prize isn't quite enough though, as '97 Cannes winner Unagi illustrates (who remembers that film these days?). You need a film that also differentiates itself from others. Hana-bi does just that, as is the perfect mix of Kitano's trademark elements. Snappy and and short bursts of violence are alternated with a quirky sense of humor and more poetic/dramatic moments. Kitano constantly plays around with these different elements to create a film with a very unique feel, able to shift tones in the blink of an eye while keeping the overarching atmosphere more or less consistent.

Kitano plays Nishi, a demotivated cop who is suddenly confronted with several deaths around him. Not only did his he just lose his daughter but his partner got killed in action, a close colleague lost both his legs and his wife was diagnosed as terminal. Nishi decides it's time to take a break and stages a bank robbery to allow him and his wife to undertake a little road trip, away from all everyday worries. Of course things don't go as planned and before long Nishi finds himself being chased by a gang of yakuza and a small team of former colleagues.

screen capture of Hana-bi

You're excused if at times you feel like you're watching an 80s flick. It seems that back in those days Japan was a little behind on fashion, which gives the film an older feel that its production date suggests. On a technical level, it's Kitano's editing style that demands the most attention. Kitano's unique timing lends the film some very interesting shots, but it's the things Kitano doesn't show that make for the best surprises. More than once does he leave out the crux of scene, only showing the events leading up to a certain event and immediately cutting to the aftermath. It's cause and effect, without the actual event in between.

Hana-bi was scored by Joe Hisaishi and while not his best collaboration with Kitano (Hisaishi made more memorable tracks for Dolls, Kids Return and Kikujiro) it still contain some pretty great pieces of music. If anything, it gives the film a pretty laid-back atmosphere that functions as an ideal constant, tying the different tones of Hana-bi together.

When Kitano takes up the lead role you know that you need not worry about performances. Kitano plays (a fraction of) himself and once again knows to charm in a role that isn't necessarily sympathetic. Nishi may be rude, violent and annoying, he still makes me smile every time he does something quirky or unusual. The secondary cast is stellar too, with Susuma Terajima and Ren Osugi taking up most of the screen time. Kayoko Kishimoto is present too as Nishi's wife, the start of a long and successful collaboration between Kishimoto and Kitano.

screen capture of Hana-bi

Kitano takes center stage in Hana-bi. Not only in front of the camera, but with just about every aspect of the film. As an actor he is irreplaceable, as an editor he gives Hana-bi a unique rhythm, as a comedian he inserts some genuinely funny jokes and as a director he keeps a perfect balance between the different tones that are present. And if that wasn't enough, Kitano litters the film with his own paintings. They may not be sprawling examples of technical mastership, but they are certainly unique and amusing.

Hana-bi is a real delight. It's a simple, accessible film but with enough unique elements to keep you surprised and interested. The film is also the perfect showcase for Kitano's versatility. It's funny, poetic, violent and leaves you with a perfect dramatic punch in the gut. If you're new to Asian cinema, Hana-bi is definitely a good starting point. If, on the other hand, you're a seasoned fan already, I cannot image you haven't seen this film yet. If not, be sure to make it a priority.

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Thu, 26 Apr 2012 13:07:39 +0200
<![CDATA[versus/ryuhei kitamura]]>http://www.onderhond.com/blog/personal/versus-review-ryuhei-kitamura

There is no doubt that Versus was Ryuhei Kitamura's (LoveDeath) break-through film. His two earlier efforts made little or no splash in the film world, but once Kitamura released Versus doors started to open. As often the case, Kitamura never managed to match the genius of his break-through film, then again it makes the original all the more special. Even though this low-budget vehicle is already more than 10 years old, there's still plenty of life left in it.

screen capture of Versus

Trying to find the exact source of the current Japanese wave of splatter films is quite tricky (I would say The Machine Girl), but I'm pretty confident Versus provided plenty of inspiration for the Sushi Typhoon collective. It's a film that isn't constrained by any genre boundaries. It mixes just about everything it thinks is suitable for a cool action flick. Take some big guns, a team of zombies, a few different martial arts styles and of course a couple of samurai. Blend everything together and you have captured the key elements that make Versus such a fun film. Excessive gore (though not up to par with current Japanese splatter films), crazy characters and a rather liberal take on what's physically and biologically possible are what link this film to current favorites (+ of course the presence of Tak Sakaguchi).

The story is pretty basic and serves as a mere hook to bring a vivid selection of characters together. First of all there is Prisoner KSC2-303 who just escaped from prison. He meets up with a bunch of yakuza crooks who managed to slip him out of his confinement. What KSC2-303 does not know is that the yakuza are led by his arch-enemy. Enter more yakuza, KSC2-303's love interest, two police guys chasing KSC2-303 and a small army of undead criminals and you should get the gist. There is a whole lot of fighting and acting tough, ending with the final showdown between KSC2-303 and his arch-enemy. Needless to say, you don't need to watch this film for its fantastic plot.

screen capture of Versus

Versus' low-budget background is clearly visible throughout the film, but this didn't seem to bother Kitamura in the least. The image may not be as clean or crisp as can be, the camera work, editing and framing is simply awesome. Kitamura's camera is constantly on the move, finding weird yet imaginative angles and zooming through and past everything in its way (that includes human cadavers). If you do prefer a more glossy look you could check the remastered version (with also has some scenes re-shot from scratch) but since I've always watched the original I can't comment on the quality of that release.

The soundtrack consists of an eclectic range of action-oriented music. It's far from subtle and homogeneous, freely switching between cheesy guitar riffs and club-ready drum n bass. The thing is though that it works pretty well for each separate scene. It's not what you call a great soundtrack, but as far as supporting the different scenes goes it does the job considerably well.

The acting has similar issues. While the actors have plenty of charisma, some of them just can't act. It's not a big deal in this film, at times it even adds an extra layer of weirdness (the big police guy or the mad yakuza). Sometimes it even goes as far as to lend the film and the characters a very particular charm, but it's equally obvious that they weren't going to win any prizes with their performances. Even Tak Sakaguchi gets by more on charisma than on actual talent. Again, that's pretty much okay for a film like this as long as you don't expect anything more from it.

screen capture of Versus

Even though Versus lasts a full two hours, the film stays fresh and exciting at all times. Kitamura put a lot of variation between the fight scenes, sprinkled the film with plenty of comedy interludes and comes up with smart and clever details at regular intervals. Versus is a true "win or lose" kind of film where the director is giving his all to prove his worth. It may be a bit uneven because of that, but the amount of creativity and passion on display easily trumps whatever negative points follow from Kitamura's lack of subtlety.

For a while Versus was one of my all-time favorite films, but the recent wave of Japanese splatter films changed things a little. Nishimura and friends go way beyond the madness on display in Versus, which makes Kitamura's film a bit less extreme and "out there" compared to when it was launched. It's still immensely fun and entertaining, but when it comes to gore and insanity there are better films out there these days. That's about the only real critique I have, apart from that Versus is still wildly hilarious and definitely worth you time.

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Wed, 25 Apr 2012 12:10:35 +0200
<![CDATA[css animation vs video/should we, not could we]]>http://www.onderhond.com/blog/work/animation-vs-video-semantics

Last week I was asked to evaluate the technical impact of transferring a (rather simple) animation to html5 and css3. So I searched around, looked at some css3 animation demos and figured that with a few minor adjustments it wouldn't pose any real technical challenge. Before I finalized my answer I waited a minute to reconsider the problem, as it felt as if I had somehow missed the most essential part of the question.

the challenge

The company I work for wanted an animation visualizing and explaining its main ideology (define - design - realize - optimize). There was a story board detailing the different objects, animations and links between objects. The animation was kept pretty basic (nothing organic, just simple mathematical animations) and thus html/css was considered for the implementation. Not in the least because it would also we a great showcase of our front-end skills.

Technical challenges aside though, the real question was whether this animation would actually be a valid use case for html/css animation. After all, it's not because we could do it with html/css that we should do it. I was instantly reminded of the time people made simple websites in Flash (just because they knew how to use the tool) and that was clearly not the message we wanted to send to our potential clients. It wasn't just about showing our technical proficiency, it was also about motivating we could use the right tool for the right challenge.

css animation vs video

Before making any final claims about the challenge I was given, I had to figure out the differentiating factors between video and css animations. While there is definitely a gray area between the two solutions, there are also some good differentiators that will help us choose between the two.

video

A video is mostly presentational. It gives you a nice and guaranteed aesthetic experience, possibly (but by no means a given) also some actual content. On the other hand, video isn't all that semantic and doesn't allow for much interactivity without hacking yourself a way around a myriad of limitations. Style is clearly more important than content.

css animation

The problem with css animation is that quality isn't guaranteed. Depending on the processor load, machine power and complexity you might end up with a stuttering presentation. On the other hand, you can create a semantic equivalent of your animation so it becomes more than just a sequence of visual frames. You can actually unlock your story to people who aren't able to watch the animation itself.

using the differentiators

If presentation matters most then I would definitely opt to use video. There aren't as many limitations and quality playback is more or less assured. On the other hand, if you want interaction and/or you benefit from making a semantic equivalent of your animation than html/css becomes a viable option.

If you still find yourself in a gray area, try to consider what your page may look like when you disable both css and javascript. Would it just be a random collection of images or would it still make sense to people looking at your page. If not then you're better off producing a video. Just throwing a random collection of images in your html in order to animate them without any semantic connection is just plain wrong.

back to the real world

Of course this is a very theoretic approach to the problem. There are other factors that may influence your final decision, but they are variables rather than best practices and they are sure to change over time. It's not that they are not important, in some cases they can actually be critical, but they shouldn't be your primary concern when faced with this kind of choice.

File size, streaming possibilities, fall-back mechanisms and responsive behavior need to be taking into account and can still overthrow your initial choice. That's okay, as long as you can use them to motivate your choice when going against standing best practices. Just picking a method because it's what you do best or because it's cool and everyone is doing it these days on the other hand is lazy and just plain stupid.

conclusion

Currently we are still investigating the fall-back quality in browser who don't support css animation. If these tests guarantee us a sufficiently high quality we'll be starting the development of our html/css animation. I have a pretty good idea of how to go about this, so hopefully I'll be able to share a demo in the near future.

The bottom line of this article is not so much about video and css animation though, it's about considering the tools you use for certain challenges, first and foremost thinking about what a tool is supposed to be doing instead of what would be easiest for you to develop. There are always real-world factors that might influence your original decision, urging you to go against what you know is right, but that's probably what separates professionals from amateurs.

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Tue, 24 Apr 2012 13:42:20 +0200
<![CDATA[nightfall/chow hin yeung roy]]>http://www.onderhond.com/blog/personal/nightfall-review-chow-hin-yeung-roy

Nightfall is what you call quality genre film making. It's a film that raises clichés to an artform. There are no surprises, no deviations from the norm, but the execution is simply flawless. Amidst an endless list of competing police thrillers Nightfall still knows to differentiate itself from the others, combining extremely stylish setups with some exciting police work. If you're craving quality filler to bridge the time between two of To's crime thrillers, Nightfall is the film you're looking for.

screen capture of Nightfall

Police thrillers are still very popular in Hong Kong. You have the more action-oriented varieties (think Dante Lam's Fire of Conscience) or the quirkier ones (think Johnnie To's Mad Detective), but in the end it's always about a detective trying to catch a criminal. Nightfall is a pretty straight-forward example of the genre. It does little to set itself apart from its peers, except making sure that it does everything with the proper sense of style.

The story, as if quite often the case in these types of films, isn't all that straight-forward. The setup is simple enough though. Wong is released from prison after a 20-year long sentence. It seems he's quickly slipping back into his old habits as he begins to stalk the single daughter of a famous classical musician (Han Tsui). Not soon after Han if found dead in the ocean, mutilated beyond recognition with Wong as the prime and only suspect in the case.

There there is Lam, a beat down police detective. When his wife committed suicide 5 years earlier Lam took up drinking to ease his pain, forsaking his police career. The only thing Lam is famous for is reopening old cases, so when he is assigned the case of the Han murder Lam digs into the past of both Han and Wong and finds some very interesting connections. The closer Lam gets to Wong, the more he's starting to doubt Wong's actual involvement in Han's killing.

screen capture of Nightfall

The film relies heavily on its impeccable sense of style to pull you through the more generic moments. Sure enough many scenes and even plot twists are familiar territory for fans of the genre, but looking at the exquisite imagery that Roy lays before us it's definitely worth the effort. Everything from framing and camera work to color use and editing, the film simply impresses on all visual levels. Except for maybe two (completely unnecessary) CG shots, but that is almost a cliché in itself. Just a little nitpick on what is definitely one of the best-looking Hong Kong films I've ever seen.

The music is equally grand. It's essentially a clever mix of film music with some classical influences, but it works wonders when coupled with the visuals. The combination of both music and visuals lift the film to a higher plane, somehow convincing you that you're not just watching the umpteenth generic Hong Kong police thriller. It's not a very original score, but style trumps originality here and the result is superb.

The acting is another highlight of Nightfall. It's good to see that Simon Yam is still on top of his game, I would even go as far as to say he gets better with age. I imagine he can play a role like this with his eyes closed by now, but having him around is still a real boost for a director. More surprising is the excellent performance of Nick Cheung, one of the better roles of his career no doubt. Cheung wasn't always able to convince me in the past, but here he is both terribly enigmatic and mysterious. The rest of the cast is solid too (even Michael Wong couldn't annoy me much), but the film is really all about Yam and Cheung's showdown.

screen capture of Nightfall

In the second half you can expect a string of twists and revelations shedding new light on Lam's case. By now this should be nothing out of the ordinary. There are no earth-shattering twists and you won't be blown away by the actual conclusion. It's just another genre cliché. If you're partial to these things though the conclusion might be a small disappointment as the attentive viewer probably sees it coming from miles away. Then again, when was the last time you were shocked by a film's final twist?

If you're familiar with the genre, don't expect any surprises. Roy remains faithful to the rules of the game but transcends its limitations with a superb visual flair and two charismatic main actors. It's not quite up there with the best as Roy lacks original input, but as far as genre cinema goes it offers exactly what I expect from a film like this.

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Mon, 23 Apr 2012 12:03:07 +0200
<![CDATA[livide/bustillo and maury]]>http://www.onderhond.com/blog/personal/livide-review-bustillo-maury

Five years ago director duo Bustillo and Maury unleashed À l'Intérieur onto the general public, a film that may be described as one of the most suspenseful and gory films of the past decade and one of the highlights of the French horror wave. Needless to say Bustillo and Maury's Livide faced extremely high expectations, expectations that their new is not going to fulfill. Not because it's a bad film, but because it set out to be a different film altogether.

screen capture of Livide

Bursting onto the scene and making a (cult) hit film is not an easy thing to do, but following up on that first hit with something that answers to the expectations of your fans is nigh impossible. And the longer it takes for your second film to arrive, the harder it becomes to please your fans. Livide was pretty much doomed from the start, but this didn't stop the directors from taking some chances. Rather than try to mimic the success of their first film, they went and made a different kind of horror film. Sure enough their are similarities (after all, it's still a horror film), but it's not the suspense and gore that make this film great.

The first part is rather generic horror fare though. We are introduced to Lucie, a young girl on her first day as a home nurse. Her mentor takes her to visit all of her patients, from time to time providing Lucie with some gossipy background information in order to liven things up a little. There is one particular (comatose) patient that draws Lucie's attention, especially when her mentor talks about a rumored treasure hidden inside the patient's mansion.

That same night Lucie returns to the mansion with her friends, determined to find out what exactly the comatose woman is hiding inside her house. Up until that point we're still in familiar territory. We have a big, run-down mansion and an old, comatose woman. More than plenty for some prime suspense. But instead of become a suspense flick, the film twists itself around and becomes a Gothic, almost fairy-tale like horror film. It's a sudden switch and it takes some time to realize what exactly the directors are aiming to accomplish, but by the end it should be clear enough that Livide is not to be judged on the same terms as À l'Intérieur.

screen capture of Livide

One thing that remained consistent is Bustillo and Maury's impeccable sense of style. Livide is a stunning film, each shot is carefully planned and constructed, leading to some very impressive imagery later on in the film. There are several scenes that made a lasting visual impression, not in the least because of superb make-up effects and a great feel for lighting. Some of the CG shots could've been better, but that's just nit-picking. Livide is one of the best-looking horror film around.

The soundtrack is a strong mix of classic horror music and more ambient-like tracks. It's not very original and it does miss the more experimental influences that could be found in À l'Intérieur, but it succeeds in building up the proper atmosphere while accentuating some of the more tense scenes with well-timed climaxes. I do prefer a more challenging score, but considering the Gothic influences Livide might not be the perfect project to take a gamble on the soundtrack.

The acting is solid, with Chloé Coulloud doing a good enough job as Lucie. The characters themselves are quite plain and faceless, but the performances still exceed many of their American counterparts. There's a very limited role for Beatrice Dalle, but her input is limited to two or three short scenes. Clearly there are no award-winning performances here, but it more than suffices for the intended purpose.

screen capture of Livide

Many people are not going to like the fact that Bustillo and Maury diverted from the beaten path, especially because the first half of the film gives little warning for what follows in the second part. Don't expect to be on the edge of your seat, don't expect some blunt and/or shocking gore. It's not that the film is completely void of them, but they just aren't the prime selling point anymore. Instead you get a mix of fantasy and Gothic horror, neatly packaged as a haunted house film.

In its own right, Livide is a very good horror film. I feel that if it would be directed by any other than the infamous duo behind À l'Intérieur, the film would get more praise. But the expectations are there and because suspenseful films are already few and far between these days some people will be too disappointed to appreciate Livide for what it aims to be. The only critique I have is that Bustillo and Maury could've been a bit clearer from the start, maybe shorten the intro a little as to dive quicker into the action. Apart from that, Livide is a superb horror flick that easily surpasses most of its peers. Watch it with an open mind and you'll see there is plenty to love and enjoy here.

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Thu, 19 Apr 2012 13:10:46 +0200
<![CDATA[ex drummer/koen mortier]]>http://www.onderhond.com/blog/personal/ex-drummer-review-koen-mortier

With Ex Drummer, Koen Mortier (22 Mei) followed the path that Tom Barman's Any Way The Wind Blows cleared a couple of years earlier. Mortier merely confirmed it was possible to make challenging, unique films in Flanders, films that holds international appeal and aren't just local products build on the national fame of some or other second-rate actor. Ex Drummer is not for the faint of heart, but if you possess a very dark sense of humor this is definitely one of the best comedies you will encounter.

screen capture of Ex Drummer

The DVD cover links this film to Trainspotting, and while I can appreciate the similarities between both movies you need a much darker and nihilistic sense of humor to sit through Mortier's masterpiece. Ex Drummer descends to the dazzling depths of the Flemish backwards societies, dragging up some terrible lowlifes and near-human monsters who are heading straight for their inevitable doom. In that sense Ex Drummer has much closer ties to that other Belgian cultfilm, C'est Arrivée Pres De Chez Vous.

The film follows the a famous Belgian writer (Dries) who is approached by three slightly handicapped individuals. The three are aiming to form a rock band, but they miss one of member to play the drums. In order to experience their dreary existence from up close, Dries accepts the challenge, fully aware that they only want him for his existing record of fame.

And so he teams up with Koen de Geyter (hates women, walks on the ceiling when he's at home), Jan Verbeek (gay and lives with his retarded parents) and Ivan Van Dorpe (near-deaf and neglects his wife and young daughter). The band only aims to perform once at a local competition, but in order to produce something that resembles music they do need a few repetitions to straighten everything out. As the competition draws near, Dries sinks deeper and deeper into the world of his companions and finds it more and more difficult to neglect their doomed fate.

screen capture of Ex Drummer

The un-beauty of Ex Drummer may be hard to capture in simple screenshots, but the film is definitely a looker. Mortier (coming from an advertising background) has plenty of tricks up his sleeve and applies them shamelessly to paint a dark and grim, almost underground-like world. There really is no room for beauty here, the setting is dirty, vile and rotten, including the characters themselves. Stand-out scenes are those where one of the characters walks onto the ceiling (while the others are just standing with him in the same room), the backwards intro and the bloody climax.

The soundtrack really fits in quite well. While far from my favorite type of music, Mortier fills his soundtrack with gritty rock tracks, dominated by heavy guitars, untimely drummers and people who shout loudly in microphones. There is no room for subtlety, no room for beauty here either, but it's hard to contest that the music is anything but unfitting for the atmosphere the film upholds. There is just something immensely funny about the four guys trying to adapt Devo's Mongoloid. Talk about a match made in heaven.

As for the acting, all actors do a terrific job, there really is no weak link amongst the extensive cast. But there's one aspect that really deserves most of the credit. People who aren't used to hearing Dutch may not catch on, but the dialect in Ex Drummer is so fabulously hideous that it actually defines part of the movie. Even for native Dutch speakers it's almost impossible to understand (I had to watch the film using subtitles), at the same time it's such a wonderful dialect (and not quite unlike the Welsh dialect heard in Trainspotting). It adds a level of realness that's hard to accomplish any other way. That said, lots of praise for the actors who do give their all and form a group of admirable retards and lowlifes.

screen capture of Ex Drummer

Ex Drummer is an adaptation of a book originally written by Herman Brusselmans, one of our national treasures when it comes to literature. His particular style of writing translates horribly to other languages I'm afraid, which is why Mortier's film is such a success. While capturing the literary beauty of Brusselmans' writing style, the film transcends its source and makes it more accessible to an international audience. That is, if you can get yourself to appreciate the peculiar sense of humor.

Together with Small Gods, Dirty Mind, 22 Mei and Any Way The Wind Blows, Ex Drummer marks the top of Flemish cinema. It's a raunchy, mean and devilish son of bitch, but at the same time it's a smart, funny and unique little film which deserves a loving cult following. Mortier is clearly showing off, but does so with plenty of style. Do not bring your family along when watching this one, but enjoy it in the company of your own dark, perverse mind. Only then will you be able to laugh out loud at all the nastiness on display.

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Wed, 18 Apr 2012 12:04:28 +0200
<![CDATA[semicolons save lives/unambinguous and robust ]]>http://www.onderhond.com/blog/work/semicolon-robust-future-proof-code

I'm sure you picked up on the latest javascript/front-end drama already, if not Christian Heilmann made a nice write-up that sketches a good overview of the situation (+ adds some valid critique). Now this is all javascript stuff and at most I'm a mid-level jQuery enthusiast, but I believe I could still chime in as this is not really about syntax or javascript, but about the mentality of front-end developers and our industry as a whole. In short: something needs to change.

we are front-enders

I'm not going to discuss where and when you should or should not use semi-colons in javascript, I'm just not qualified enough to do that. I will however comment on some of the arguments that surfaced in this discussion, because the simply lack any longterm vision.

Let's be honest for a minute. Our industry is still young and we are allowed to make some mistakes because even the most visionary, talented people in the industry have a hard time predicting our future. But that is no reason to just do as we please and hide behind such flimsy excuses. Our industry is inexperienced, inefficient and too fragile for its own good and we have to work hard to fix that.

We got away with it for some time because the companies we worked for were equally immature. Slowly they are growing up though, learning the ways of the web and developing broad, overarching visions. Big companies don't just have "a site" anymore, they have 10, maybe 20, sometimes 30 different sites. They are becoming fed up with the fact that after one or two cycles they need an entirely new website, even though much of the new site is just a rehash of the previous one. Companies are starting to understand they need solid, extensible and future-proof frameworks that handle their sites, frameworks that allow for update cycles without having to start from scratch.

Future-proof is the keyword and as an industry we are royally failing at that.

keyword: robust

People's writing style may differ, draconian error handling may save our hides and context may clear certain things up in some situations. You may be coding according to the rules of the game, but if your code isn't sturdy, robust and future-proof you're still doing it wrong. This is not a matter of vision or personal interpretation, but a matter of doing the right thing. If not for yourself, then for the other people who make up our industry.

Robust code is code that survives change. It's code that's written according to best practices advocating future-proof ideologies. It doesn't care much about performance, about writing style or about minimalism. It cares about not breaking. No matter how hard you try to mangle the original code, it should survive those attacks. Nobody knows what the future may bring of course, but if you take into account some very simple rules you can get a long way.

keyword: unambiguous

One of the most important keywords in future-proof coding in ambiguity. Ambiguity kills. Sure enough you can rely on parsers to deal with ambiguity, but you cannot be sure that future or less-capable parsers will (in this case, the JSmin library clearly doesn't). This may or may not be a bug in the JSmin library, the result is that your code was just degraded to a liability. You may want to put the blame with the JSmin library, but it still reflects on your work.

The html5 parser may add closing tags in html for you, but in order to do that it needs complex algorithms that need to interpret the context. The next parser that comes along might lack those algorithms. Just by adding those closing tags you introduce consistency and you remove ambiguity. It's win-win.

If two equal weight css rules match a html element, the css parser will take the last one from the source file. You can exploit this, but this is almost always a sign that your css selectors could be defined better. Not made to be faster, but made to be more correct and precise. If you rely on source file order, you introduce ambiguity and you may ready yourself for some unexpected bugs two years down the line.

And if adding some semi-colons makes your code more robust, you just add the stupid semi-colons. I don't care how valid your code is or what parser is fixing things for you in the background, if you knowingly produce fragile code you're just not fit to be a front-end developer. You're actively hurting our industry and the trust some companies put in us.

conclusion

Killing ambiguity in your code makes it stronger. It helps the code to ready itself for an unknown future. The more you rely on exceptions, loopholes and fixes in whatever parser you're using at the time, the more fragile and less compatible your code becomes. This is not something you can brush away with arguments like "writing style" or "the parser will fix it". It's a reality that has tripped us up time and time again and will continue to do so if we don't change the way we write code.

The times that we could just start anew for each consecutive site update are over. We need to grow up, we need to make sure that the code we write today can still service us two or three years from now. It's a small effort really, but one that will pay off, sometimes in unexpected ways.

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Tue, 17 Apr 2012 11:37:58 +0200
<![CDATA[megane/naoko ogigami]]>http://www.onderhond.com/blog/personal/megane-review-naoko-ogigami

Naoko Ogigami (Yoshino's Barber Shop, Kamome Diner) is one of the few female directors I truly appreciate, with Megane she holds a firm claim for the top spot. If you're looking for two hours of blissful escapism, a couch vacation like no other, you've found your film. Megane offers little, but what it offers is so pure and so relaxing that it's easily one of the best film in its genre. Make yourself a cocktail, put on something easy, sit back and just enjoy.

screen capture of Megane

Ogigami's films take a little preparation to enjoy. Make sure you're not looking for anything action-oriented (in the broadest sense of the word). Her films are not about events, not about "things happening" or about characters bearing their deepest emotions. Instead Ogigami's films are about the moment, the atmosphere and enjoying the little things in life. Sitting down on a bench at the beach, enjoying shaved ice with beans and truly enjoying the experience.

The film follows Taeko, a veritable city woman who planned a vacation away from all the stress and chaos of urban life. In order to truly escape her own little bubble, she picks a a small hotel on Okinawa, far away from all things civilized. Once there she is somewhat overwhelmed by the boredom that befalls the place and the communal behavior of the other visitors. Before long she decides to find a different place to stay, but that proves a bit more difficult than expected.

Without any viable options left, Taeko decides to make the best of her vacation. Slowly she starts to adapt to the particularities of the hotel's visitors and even though most of them keep themselves at a safe distance, she starts to bond with them. That's about all there is really, no dramatic climaxes, no big lessons learned. Just a woman coming at ease with herself.

screen capture of Megane

On the visual side of things Megane is a very pleasant film. Rather static but well-considered shots and bright spring colors (lots of greens and blues) make up a scenery in which you feel very much at home. Okinawa is clearly a beautiful place to reside and Ogigami captures its charm with deceptive ease. People familiar with this kind of rural Japanese drama will know what to expect as it doesn't differ much from the norm, but the execution is flawless and extremely efficient.

The same could be said about the soundtrack. If at some point you feel like you're watching a Takeshi Kitano film (Kikujiro no Natsu comes to mind) it's because the soundtrack is very reminiscent of Joe Hisaishi's best work. Very lovely, relaxing tunes that blend seamlessly with the images. It's nothing too original, but once again the delicate execution of the score outwits any claim of lack of originality.

Ogigami reunites with some of her favored actors. Kobayashi is back after Kamome Diner and takes up the role of Taeko. She does an excellent job, but its Masako Motai that steals the show (once again). She is without a doubt of the most unique female comedy actor I've come across in all these years of watching film. Even though her posture and stature seem to state she is a somewhat old and grumpy lady, she injects her performance with surprising gems of subtle comedy. Be it the little morning dance or the scene where she prepares beans ... Motai steals every frame she's in. That said, the rest of the cast is impeccable too, making for a very enjoyable group of characters to hang out with.

screen capture of Megane

Megane is not a film about explanations. We learn very little about the characters who come together each year to spend their vacation in the little hotel. Even though Taeko explicitly asks about the background of some of the people she meets, Ogigami seems to be answering herself with a lack of direct answers. The film transcends typical dramatic events and character exploration, rather it lets its character live their own lives and offers a time-out without a single moment of worry. It's a film about escaping everyday reality and taking the time to "twilight", as the film puts it so eloquently.

There are moments of blissful comedy, moments of utter relaxation and moments of simple wonder. Megane is Ogigami's best film so far (though I still need to see Toilet and Rent-A-Neko), a film that doesn't ask much, but gives plenty in return. As long as you can find the time to sit down and relax, not expecting any kind of adrenaline rush, the film will deliver in spades. It relishes the beauty of boredom and shows a glimpse of true bliss, even to people who wouldn't be caught dead in Taeko's situation. If you ask me, that's the strength of a truly powerful film.

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Mon, 16 Apr 2012 12:40:14 +0200
<![CDATA[the fields/mattera and mazzoni]]>http://www.onderhond.com/blog/personal/the-fields-review-mattera-mazzoni

As is often the case with genre films, the devil is in the details. And while I'm pretty sure some people will consider the latest film of director duo Mattera and Mazzoni a downright bore, there is no bone in my body that doubts this is going to be one of my personal (pure genre film) highlights of 2012. A true gem hidden amongst a haystack of wannabes and cheap efforts, so make sure you give it a chance when you happen upon it.

screen capture of The Fields

Some genre films are just that, others manage to lift themselves above the limitations of a genre and become something more. The Fields belongs in the latter category, but it gets there in a very peculiar and original way. It's really hard to pinpoint where exactly the film differs from its peer, at the same time the film doesn't feel anything like a regular genre film. All the cliches are there, but in such a way that they still manage to come off as fresh and surprising.

The Fields fits neatly into the horror sub genre that Stephen King almost single-handedly created when he wrote his little short story Children of the Corn. It relies on the maze-like, impenetrable powers that corn fields hold and the unseen mysteries that lay beyond the first few rows of crops, mere fleeting shadows for those who are outside the field. The Fields is really just that, but Mattera and Mazzoni found a great way to inject some life in this tired and often underdeveloped sub genre.

When Jack's parents get into a fight, things get really out of hand and Jack ends up with his grandparents while his parents try to figure out what to do with their marriage. His grandparents live in a rather secluded area though, and their estate is surrounded by ominous corn fields. Jack is forbidden to enter the fields, but as young boys often do he ignores their advice and ventures in anyway. There he discovers a corpse, though nobody seems to believe him.

screen capture of The Fields

Even though the film bathes in a grim, gritty 70s-like visual atmosphere, the camera work, editing and coloring stem clearly from a more modern era. The look definitely succeeds in evoking a classical atmosphere, but not at the cost of technical inefficiencies. There are some very cool shots and camera angles to be admired while the camera pans around the fields and the grandparent's estate in very definite, controlled swoops.

True star of the show is the soundtrack though. There is quite a lot of music, and while a lot of it refrains from directly dictating the film's atmosphere, it's clearly there to influence the underlying mood of each scene. You'll find plenty of effective ambient music around, swaying between chill and haunting, often giving a new dimension to a certain scene or shot. Whenever the soundtrack ups the pace it immediately makes for more tension, resulting in some very fine moments of unease. While subtle at times, the soundtrack is probably the prime reason why this films ends up being more than just another genre film.

The acting too is surprisingly strong. Miles Williams does a great job as Jack, especially for a kid that young. The grandparents of Jack are superb too. At times they don't even feel like actors, but it's as if Materra and Mazzoni smuggled in some real, foul-mouthed old people who carry the scars of life on their body. If you take a closer look at the poster, Tara Reid's name might ring a bell. Once the star of American Pie, she holds a supportive role as Jack's mom. I guess she was mostly there to have a well-known name on the poster, but aside from that she does a pretty decent job.

screen capture of The Fields

The horror-elements in The Fields are mostly dictated by the soundtrack and through a couple of very simple yet effective moments. Don't expect big scares or high octane tension, it's the simple things that matter here. Little gestures or sounds that indicate something or someone is watching. Or scenes that seem to suggest the field itself is a living, breathing entity. If you expect anything more (or something different), you'll probably leave quite disappointed.

The finale wraps everything up, leaving very little unexplained. I would've preferred a more open ending, especially because the level of mystery is pretty high to begin with and revealing the true nature of the events does take away a little from the mystery in the film (it's like explaining a great magic trick, the second time around you'll know what to look for). That said, the film itself is strong enough as to not to be spoiled by the ending. The Fields is a very nice surprise, a 100% genre film that twists itself into a more original and impressive film than its genre would normally allow it to be. Materra and Mazzoni do an awesome job building up the atmosphere of the film and accomplish a lot with very little. The fields is prime genre film making and a good recommendation for everyone with more than a passing interest in the genre.

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Fri, 13 Apr 2012 12:08:37 +0200
<![CDATA[[rec] 3 genesis/paco-plaza]]>http://www.onderhond.com/blog/personal/rec-3-genesis-review-paco-plaza

The [rec] franchise returns to the big screen and continues its mayhem amongst Spanish citizens. [rec] 3 Genesis is the latest installment in the series, revitalizing the zombie genre with a couple of interesting new twists while at the same time paying homage to existing and reigning genre cliches. The result is a fun-filled zombie flick that may stray a little from its predecessors, but remains true to the overall quality of the series.

screen capture of [rec] 3 Genesis

The first two films ([rec], [rec] 2) were joint efforts, directed by both Balagueró and Plaza. For the final two films the directors decided to each handle a film of their own. This is quite essential to understanding this third film, as Plaza is known to inject his horror films with a dash of comedy (make sure you check his entry in the Peliculas para No Dormir series). Because of that [rec] 3 is not a straight horror flick, but a pleasant mix of zombie action with comedy moments thrown in for good measure. The tension that defined the first two films is mostly gone, firmly replaced by girl power action and a few jabs at genre cliches.

While there are a few elements that link [rec] 3 to the first two films, this third film exists mostly on its own. We say goodbye to the house where the events of the first two films unfolded, instead we join a young couple on their wedding day. After an incredibly cheesy PowerPoint montage of cute and embarrassing pictures of the young couple, the film takes off near the wedding church. Hand-held cameras ready, a team of pros is bound to be documenting the wedding from A to Z(ombie).

All remains calm until the families arrive at the evening party, a rather luxurious estate that will prove a great playground for some zombie bashing. Before long it is revealed that of the uncles wasn't really bitten by a dog after all and just moments later the estate is crawling with blood-lusting creatures. The newlyweds get separated in the chaos and will give it their all to beat the zombies that spoiled their special day.

screen capture of [rec] 3 Genesis

Even though the first part of the film remains true to its found footage origins, around halfway through Plaza is clearly fed up with the whole hand-held concept. He ditches his camera crew and switches back to more traditional film techniques. It's a choice that has less effect on the film than you would image, probably because Plaza feels very comfortable filming in both styles. While the first part of the film makes you feel like you're part of the wedding, the second half is more stylized and makes better use of its environment, making room for some very impressive shots and great camera angles. The underground sequence in particular kicks ass. It's real nice to see a zombie flick with great production values that are used to their fullest effect (for a change).

The soundtrack too is of high quality. Sure enough it's made up of pop songs for the larger part (mostly songs playing during the wedding party), but just like the first two films the audio manipulation is superb and spot on. The remainder of the soundtrack is a not as in-your-face, but does a good very job setting the mood. That and the fact that for once the zombies sound more like menacing brain-munching killers instead of grunting old people who have trouble gobbling down their food.

And the acting too is of high quality. Diego Martin is great as the groom, but it's Leticia Dolera (as the bride) that gets the best scenes here. From the moment she's ripping apart her wedding dress using a roaring chainsaw, she barges through the film as one big, menacing lump of girl power who will be stopped by noone. The supporting cast is equally successful, though I'll admit that most of them are aided by some great zombie make-up.

screen capture of [rec] 3 Genesis

Even though the change of setting and camera style may be serious hurdles for fans of the series who aren't flexible enough to let the [rec] films evolve, the biggest shock will come in the form of the comedy elements that are scattered throughout the film. The humor is actually quite fun and introduces some great moments (SpongeJohn and the stealth-knights), but once things get serious Plaza is quick to pick up the pace, avoiding the traps many other horror/comedies fall into. The horror and gore is still top-notch, the comedy scenes are merely interludes to brighten the atmosphere a little.

[rec] 3 is easily the most fun I've had in cinemas in months. Sure enough this has something to do with the awful selection of film that disgrace Belgian cinema screens week after week, but it's also because Plaza knows how to deliver a fun, action-filled zombie flick that harbors some kick-ass gore and a few very funny moments. I guess Balagueró will provide the series with a real ending that remains true to the first two films, but as a way of getting there [rec] 3 is a very worthwhile successor to the previous two films. Highly recommended, especially when you can watch it on the big screen.

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Thu, 12 Apr 2012 13:05:50 +0200
<![CDATA[hoshi o ou kodomo/makoto shinkai]]>http://www.onderhond.com/blog/personal/hoshi-o-ou-kodomo-review-makoto-shinkai

Whenever Makoto Shinkai (5 Centimeters Per Second, Hoshi no Koe) releases a new film it always feels like somewhat of an event. With just a few films to his name Shinkai launched himself as one of the most fresh and unique anime directors of this age, Hoshi O Ou Kodomo (Children Who Chase Lost Voices Deep Below) only reaffirms this status as he once again manages to deliver a film that underlines all of his trademark perks.

screen capture of Hoshi O Ou Kodomo

With Hoshi O Ou Kodomo Shinkai once again returns to a more fantastical setting, though instead of creating something similar to "Kumo no Muko, Yakusoku no Basho", Shinkai seems to have found a lot of inspiration in the collective work of Studio Ghibli. People like to compare Hoshi to Laputa (for very obvious reasons), I would like to add Mononoke Hime to that equation. When you combine the adventures of a young kid guided by a mysterious crystal with the guardians of the world you get awfully close to the synopsis of Shinkai's latest.

The film follows the adventures of Asuna, a young girl who likes to hike up the mountain to catch passing radio frequencies with a rather peculiar audio receiver. One day a strange yet haunting melody reaches her, not soon after a mysterious boy appears saving her from a wild and menacing creature. Asuna is understandably confused, but at the same time she is attracted to the boy and returns up the mountain for a second meeting. While see is able to trace the boys whereabouts, their relationship is short as the boy disappears soon after.

From there on the film reveals itself as a tale about lost love, with Asuna teaming up with her school teacher to travel to a mythical world where wishes can be granted. There's quite a lot of made-up folklore that links back to existing legends, but most of that is limited to the (ab)use of commonly known names. From that point on the structure of the film becomes quite fixed too, as Asuna and her team of companions explore the strange and fantastical world they happen upon.

screen capture of Hoshi O Ou Kodomo

Shinkai not only made fame because he started out as a one-man show animator/director, but also because of he single-handedly managed to come up with a film's length of industry-competitive visuals. By now the team around him has expanded, but Shinkai is still raising the bar on a visual level. The amount of detail hidden in Hoshi is too much to take in all at once. Freeze a couple of frames and marvel at all the tiny elements left and right that make up the scenery. Sadly the character animation and character design remain a bit plain compared to the rest of the film's visual detail, though Shinkai tries to counter this (quite effectively) with very controlled and deceptively simple character animation an camera movements. Seen over the entire running time you do get used to the film's visual brilliance and maybe Shinkai could've paid a bit more attention to the lacking visual crescendo, but that's just insane nitpicking on an otherwise visually stunning film.

The soundtrack is also typical Shinkai material. Like most of his films it will divide audiences alike. Many think Shinkai's soundtracks are way too melodramatic and pushy, others appreciate the awareness of the soundtrack. I guess I fall somewhere in between those two opinions. It's definitely not what I call a perfect score as it doesn't really help to expand the atmosphere, but it's far from annoying or overly melodramatic, especially compared to other popular examples. There is some quality music in there too (like the haunting melody), but those pieces are few and far between. As for the voice acting, it's on a very acceptable level, as you would expect from a project of this magnitude. Luckily there's no English dub yet (as far as I know), so that's one trap less to avoid.

screen capture of Hoshi O Ou Kodomo

In the end though, Hoshi O Ou Kodomo isn't as convincing as Shinkai's previous films. There is something not quite right with the whole fantasy setup. Maybe it's because of the fact that it refers too much to known Ghibli universes, or maybe it's because the mythical folklore just isn't interesting enough. Whatever it may be, the film does not cash in sufficiently on its exploring potential. Finding out about a fantastical world should be fun an exciting, but the film lacks this feeling from time to time, failing in its setup. It's not a persistent lack of interest though as there are definitely moments where the fantasy world is allowed to shine, Shinkai just can't keep that feeling present throughout the entire film.

That said, there is still plenty to be excited about. Shinkai serves you 116 minutes of visual wonder. There's a range of likable characters, an extensive fantasy world and plenty of memorable moments. The film just fails to become truly immersive, it lacks a soundtrack that could match the quality of the visuals and fails to explore the true potential of its fantasy world. Shinkai fans shouldn't worry though, the man clearly hasn't lost his touch and Hoshi O Ou Kodomo should be recommended material for all those that liked his previous films.

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Wed, 11 Apr 2012 13:11:30 +0200
<![CDATA[isabella/ho-cheung pang]]>http://www.onderhond.com/blog/personal/isabella-review-ho-cheung-pang

Ho-Cheung Pang (Love In A Puff, Exodus) is definitely one of the most interesting directors working in the Hong Kong movie industry today. With two new films coming up, it felt like a good time to revisit my favorite Pang film, his somewhat atypical and surprisingly arthouse-inspired Isabella. It's been five years already when I watched it for the first time, but it still stands strong as one of Hong Kong's best films to date.

screen capture of Isabella

Ho-Cheung Pang is probably the director that got me interested in Hong Kong cinema in the first place. Before I discovered his films the HK industry felt like a stale collection of genre films and derivatives. Even though I've come to appreciate their appeal over the years, I was looking for something different back then. Films like You Shoot, I Shoot or Man Suddenly In Black may not be masterpiece material, but at least they betrayed a director with a personal vision. And Pang delivered, with films that float between commercial and arthouse cinema, maintaining a refreshingly young and hip atmosphere without losing any of their cinematic qualities.

The films he directed prior to Isabella were all comedies though, so when Pang announced his Macau-based drama I was quite curious to see what he would and could do with the genre. It turns out he delivered a film that could match the best of Wong Kar-Wai while injecting a more contemporary feel. The film starts when Cheung goes looking for her long-lost father. She meets up with him but instead of introducing herself she seduces him and they end up in bed together. A rather weird beginning, but it somehow suits the characters.

After some jumping back and front Cheung breaks to news to Ching (her father) and she moves in with him. Ching isn't ready to give up his current life-style though, so Cheung is constantly confronted with the women Ching brings back home. Even though their relationship is quite awkward at first, the two of them slowly start to appreciate each other's company. What Cheung doesn't know is that Ching is readied to become the fall-guy for a big police scandal, forcing him to either flee or abandon Cheung once more.

screen capture of Isabella

Isabella is a damn impressive film to look at. Green and red are the dominant colors (quite typical for HK/Chinese dramas) throughout the entire film, the night scenes are bathed in sexy sepia tints. The camera work is great, mixing controlled camera swoops with more agile and quirky camera work. Some very impressive angles and strong framing help the film to become even more striking. Cinematographer Charlie Lam makes a great claim to match the work of Christopher Doyle without outright copying Doyle's style.

The soundtrack too is not unlike Wong Kar Wai's choice in music, though in Isabella's case the setting of Macau makes for a more obvious link between the music and the film itself. Portugal-themed music helps to establish a very unique atmosphere and it even won the film a Silver Bear in Berlin. The rest of the soundtrack consist of quality drama-supporting tracks, but more traditional in their execution. Ho-Cheung Pang uses the music to maximum effect though, resulting in a very tight mix of audio and visuals.

Isabella is probably Isabella Leong's (Mon Seung) break-through movie and it's not difficult to see why. She carries the film with deceptive ease and even though her character isn't the most likable person you can imagine, it's still easy to feel for her situation. Chapman To proves a very worthy opponent and between the both of them there is enough dramatic tension and weight to make for a challenging relationship. Anthony Wong makes a small but noteworthy appearance too, it seems he's even prominent in movies where he can't claim a substantial role, just more proof that the man has a good nose for quality cinema.

screen capture of Isabella

The beginning of the film may be a little awkward (what with the incest and all), but as the film goes on a surprisingly sensitive story emerges. With two characters who are far from lovable, Pang builds a context where we can actually feel for these people, despite all their flaws. The ending is strong and poignant and serves as the perfect conclusion for Isabella.

With Isabella Ho-Cheung Pang combines strong drama with a superb sense of aesthetics. It's easily his most accomplished film to date where everything feels just right. Only the start of the film may be a bit unsettling, but just leave everything to Pang and you'll see that halfway through you're settled enough to let the drama and the strong atmosphere do their work. If you haven't discovered Ho-Cheung Pang yet, this is the film where you should start.

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Fri, 06 Apr 2012 12:33:53 +0200
<![CDATA[responsive css grid/oldest trick in the book]]>http://www.onderhond.com/blog/work/responsive-grid-old-trick

Maybe you noticed already, but this weekend I converted my old design to a responsive layout. For many of you nothing has changed (safe a few very small bits left and right), but people visiting my site with a device that has a resolution (/device-width) lower than 992px will get a responsive layout. In the process I made a rather pleasant discovery regarding my preferred grid system, one I'll be happy to share in the following article.

responsive

Even though I believe in responsive design, I'm not totally happy with the current resources both developers and web users have to their disposal. Then again, doing nothing at all isn't helping anyone either, so I went ahead and made a responsive design anyway. If you want to see the resulting css file, you can check the responsive onderhond.com css here.

I'm almost ashamed to admit this, but it was the first time I actually coded a responsive design. Sure I've been reading about responsive the last few years, keeping myself as up to date as possible, but my focus on html and my shaky beliefs in the hands-on implementation kept me clear from actually sitting down and implementing such a design. For my site I also went the wrong way around. Responsive goes hand in hand with mobile-first, in my case the desktop design was already there and had to be adapted to a mobile context.

However, I found myself somewhat surprised at the ease of adapting a desktop design to mobile. When I started, I had only three specific requirements for my mobile design:

  • I wasn't going to support anything with a resolution lower than 320px.
  • I was going for a liquid layout while focusing on content breakpoints rather than device breakpoints
  • The content column was the only liquid column.

The third point in particular is an important one, as this method only requires one liquid column. Many responsive grids I saw before featured all-liquid columns. In my experience, the context (aside) and navigation (nav) columns are pretty designed by width already, so making them liquid would only lead to an unmanageable mess. Instead, I was going to focus on the content column and have the design break to a single column layout when the content area became too small to use.

the grid

The funny thing was that the grid system I've been using for the past 5 years already provided this exact behavior. For years I've been coding liquid layouts, though in practice a fixed with on the parent container always made sure the actual design was fixed. Changing this width to a max-width was enough to trigger the liquid content column behavior I was aiming for.

/* html */ <div class="grid"> <section> content goes here </section> <aside> fixed context column</aside> </div> /* css */ .grid{padding-right:15em;} .grid > section {float:left; width:100%;} .grid > aside {float:right; width:15em; margin-right:-15em;}

The code above is an age-old piece of html/css that allows for easy equal height, source-order independent grids. You can switch the section and aside element in the html source without any changes needed to the css. More important though is that the section (the content column) takes up all the available space. Change the width on the parent and the size of the content column will change accordingly. Even better, this thing can be made to work all down to ie6.

People may remember an article I wrote a good 2.5 years ago (away with widths) where I went against the abuse (or call it over-use) of explicit widths in web design. It turns out that with responsive design raging this little best practice made my life a whole lot easier. After changing the width of my page to a max-width with the same value, all I had to was resize my browser window to find out where my original design broke and add my breakpoints there. Currently the grid breaks down at 630px, leaving me with the following piece of css:

.grid > section, .grid > aside {margin:1em 0;} @media all and (min-width:630px) { .grid {padding-right:15em; overflow:hidden;} .grid > section {float:left; width:100%; margin:0;} .grid > aside {float:right; width:15em; margin:0; margin-right:-15em;} }

And that's all there is to it really. Everything below 630 gets a single-column experience (though I'm not quite sure what to do with the context column, leaving it in its original size looks weird, but stretching it across the entire available width is probably even sloppier - guess that's why people are preaching the mobile-first approach). All in all it took me about 7-8 hours to adapt everything and to get the responsive layout live. Not bad for someone who never coded a responsive layout before, I'd expected a lot worse to be honest.

If you want a peak at the grid in action, check out the little responsive grid test page I made. It may not be new and/or cutting-edge, but somehow I haven't seen it used much in relation to responsive (yet).

conclusion

Best practices, even when they don't have an immediate effect, are important, if not essential for future-proof coding. The grid system I've been using for about 5 years now suddenly proves very effective in accommodating responsive layouts. These are the finer moments in one's career. Things are a little different if you want all-liquid columns of course, but I'm not quite sure I think that's a very good idea in the first place.

I'm still trying to find a good way to switch back to the old (fixed) layout for web users who don't like the responsive version (which I know exist), you can expect this functionality in the near future.

]]>Wed, 04 Apr 2012 12:50:32 +0200<![CDATA[the divide/xavier gens]]>http://www.onderhond.com/blog/personal/divide-review-xavier-gens

Even though Xavier Gens' Frontières has earned its place amongst the front-runners of the French horror wave, a film like Hitman already hinted at Gens' broader vision. With The Divide Gens takes the post-apocalyptic route and serves a slice of cabin fever that smartly combines horror elements with equal parts of thriller and sci-fi. The result is a claustrophobic film that is easily one of the best in the genre, though it is equally sure to divide audiences.

screen capture of The Divide

The biggest "problem" with The Divide is that it's not at all interested in its post-apocalyptic setting. While the film is advertised as a post-apocalyptic sci-fi flick, the setting is merely a trigger for the story to get rolling. Safe two or three shorts scenes, you won't see much of the outside world, nor are you going to find out what exactly happened. The Divide is a pure cabin fever flick, which could come as a real disappointment to people expecting a post-apocalyptic battlefield.

The film starts with a vision of a nuclear blast. A group of people runs for cover and ends up in a nuclear shelter. The owner of the shelter is a somewhat secluded janitor who immediately claims control over the group. The shelter is shut off from the rest of the world and no-one is allowed to leave their hiding place until the nuclear dust has cleared up. Not long after though, the first frustrations start to pull the group apart.

Things take a turn for the worse when an alleged rescue time arrives to free the people from their underground prison. Chaos ensues when a team of suits enter the shelter and forcibly take away a child in a containment bag. In return the group manages to kill one of the suits, leaving them with one single piece of equipment that can save their lives. The other suits retreat but soon after they return to weld the shelter door shut, eliminating the group's single route of escape. From there on, things only get worse.

screen capture of The Divide

Gens keeps tight control over the visual side of things. The Divide is basically a single-location film, but through beautiful camera work and interesting perspectives Gens manages to keep the film attractive. The few scenes outside make for a welcome diversion, but apart from a few decent CG shots there isn't much of the post-apocalyptic world to admire. Much of the inside scenes are bathed in sepia tones, combined with the low-lit areas this makes for some very atmospheric shots while maintaining a very claustrophobic feel.

The soundtrack is mostly generic fare to build up the tension. It's a decent soundtrack but for the larger part it doesn't go beyond its functional requirements. It does feel like a missed opportunity though, as there are a few tracks, mostly used during key scenes, that really lift the atmosphere to new heights. The final scene in particular is of exceptional beauty and part of that is due to the strong score underlining the shot.

As for the acting, things aren't as clear cut. Clearly the actors aren't A-grade material. Even though Lauren German does a good job you can't help but feel Gens was trying to find a replacement for Milla Jovovich. The rest of the cast doesn't even reach the level of German but considering their capabilities they do a decent enough job. Luckily there's an upside to all of this. Where A-grade actors are usually more restrained, these guys go all out during the last 45 minutes of the film. When depravity hits the shelter, these people have no problem at all to bring out the worst in them, which makes the second hour all that more exciting to watch. So yeah, the actors may not be stellar, but I firmly believe the film actually benefits from this.

screen capture of The Divide

It may sound like a waste of post-apocalyptic fun to construct a cabin fever film out of this, but the post-apocalyptic setting actually makes for some fine mystery. You never really find out what triggered the nuclear explosion, Gens throws in a few puzzle pieces left and right but they never seem to match or lead to something conclusive. In return you keep wondering what the hell is happening outside the shelter. Some people will be frustrated because the film leaves them hanging without a proper explanation, others will embrace this decision as it gives a better idea of what the group is going through.

The Divide is a tad long and could've done with a little cutting around the half-way mark, but the second hour is definitely worth the wait. As the situation gets worse inside the shelter, people are gradually falling apart and things get quite messy. The struggle for survival is a tough and nasty one, leading to a more than satisfactory conclusion. Where the first hour left me mostly intrigued, the second hour seals the deal.

With The Divide, Gens created another stylish genre flick. It may not live up to people's expectations, but if you're willing to just follow Gens on his trip down cabin fever lane there is plenty of fun to be had with The Divide. And if you can maneuver yourself past the mediocre acting, there is nothing else standing in the way of some prime claustrophobic, post-apocalyptic fun.

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Tue, 03 Apr 2012 13:04:16 +0200
<![CDATA[usagi drop/hiroyuki tanaka]]>http://www.onderhond.com/blog/personal/usagi-drop-review-hiroyuki-tanaka

Even though Hiroyuki Tanaka (Monday, Kanikosen) is a certainty in my selection of favorite directors, the past few years Tanaka has been struggling to find his way (much like the rest of the Japanese film industry). While Usagi Drop isn't a true return to form, it's a damn good film that reaffirms Tanaka's status as an A-grade director. Usagi Drop is a blistering sweet feel-good film that will leave you with a warm and dear smile, what more could you ask for?

screen capture of Usagi Drop

The Japanese film industry finds itself in a small commercial slump which seems quite difficult to shake off. Many contemporary Japanese dramas and comedies are targeted mainly at the local market, lacking authorship and feeling too slick and derivative of earlier successes. While Usagi Drop isn't completely free from this influence, Tanaka was able to elbow himself in a comfortable enough position to make the film his own.

Usagi Drop is the live action adaptation of a manga by the same name, but (as often the case) it was the successful anime adaption that made people take notice in the West. I guess it's important to state that I went in free of any preconceptions. I didn't read the manga, nor did I see the anime prior to this film, so I'm not sure what and if anything was altered for Tanaka's version. As these kind of things often have a big influence the overall experience (fans freaking out over changes made to the original story and/or atmosphere), I think it's fair to clear this up before starting the review.

The film follows the story of Rin and Daikichi. Daikichi meets up with Rin at the funeral of his grandfather, where he finds out that Rin is the illegitimate daughter of his late grandpa. Rin's mother is nowhere to be found and the rest of the family doesn't seem to care about the fate of the little girl, so in a bold move Daikichi decides to take her home with him, claiming legal guardianship. From there on we see how the both of them learn to live with each other, which isn't always as fun and exciting as they thought it would be.

screen capture of Usagi Drop

Visually Tanaka has everything under control. Several well-used filters make for a bright, colorful and spring-inducing atmosphere that runs through most of the scenes. There are a few moments where Tanaka goes the extra length to create something more (the magazine scenes), though there aren't too many of them. Overall the film has a very pleasant visual style and fans of Tanaka will be pleased to hear he once again included some of his favorable "running scenes", which helped to define his trademark style in his earlier films.

The soundtrack contains some pretty atypical music selections, but if there's anyone who can handle atypical music it's Tanaka. He has a superb feel for rhythm and knows how to make his films benefit from that. There are several scenes (once again the magazine scenes) where it will prove difficult not to tap along with the soundtrack. Then there are some more traditional pieces which will feel very familiar for people watching Japanese drama on a regular basis. The execution is strong and uplifting though, making it a very fresh and light soundtrack, very much in line with the rest of the film.

On paper the actors would appear to be the weakest link here. Ken'ichi Matsuyama didn't really convince me before and child actors can be very annoying if not cast well. But contrary to my expectations, Tanaka does a great job with the cast. Matsuyama's comic timing may be a little off at times, but his dramatic work is spot on. The real star of the film is Mana Ashida though. She may be just 8 years old, but with acting credits like Usagi Drop and Kokuhaku on her resume her career couldn't have started any better. She is simply adorable in this film and actually knows to convince in the more dramatic scenes.

screen capture of Usagi Drop

Usagi Drop is 100% feel-good cinema. If the film doesn't grab you there's a change you'll find false sentiment all over the place, but Tanaka does everything in his power to avoid this trap. Instead Usagi Drop becomes a warm and heart-felt drama that makes a few interesting points but never forces them on its audience. There may be one scene near the end of the film that might cause a small fuss, but even that is handled with the proper sense of feel-good and any ill thoughts are soon forgotten (it is on the other hand quite amusing how quickly we think the worst of some people and situations).

At certain points you feel that the weight of the manga and anime keep Tanaka from going all out, but the result is still a very fun and imaginative little film that stands proud amongst Tanaka's other film. It's not his greatest film to date, but it beats his previous efforts and gives plenty of hope for the future. If Japanese cinema can lift itself from its minor slump, I'm sure Tanaka can produce another true masterpiece. For now though, Usagi Drop is a lovely film with lots to smile about. Wonderfully acted, creatively visualized and aptly scored, you can't really go wrong with this one.

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Mon, 02 Apr 2012 18:04:19 +0200
<![CDATA[2046/wong kar wai]]>http://www.onderhond.com/blog/personal/2046-review-kar-wai-wong

2046 was probably Wong Kar Wai's highest anticipated film. After he hit it big with In The Mood For Love everyone with the least bit of interest in Asian cinema was waiting for its (informal) sequel. Upon release reactions were somewhat mixed, but personally I felt as if Kar Wai exceeded his himself and delivered a film that would be very hard, if not impossible to match. 2046 is Kar Wai and Doyle at their very best, and then some.

screen capture of 2046

Together with The Days of Being Wild and In The Mood For Love, 2046 forms Wong Kar Wai's (My Blueberry Nights) informal love trilogy (which can even be further extended if you count his entry in the Eros anthology film). The films are constructed so they can be seen separately from each other, but as they're all great films there's really no reason to watch 2046 first. Should you be forced to watch 2046 before the others though, know that safe a couple of minor details the films stands very well on its own.

2046 follows a couple of years after the events of In The Mood For Love. Chow is back on his own, living in a small hotel and writing novels. As he encounters people in the hotel and surrounding bars, he incorporates them into his sci-fi tale about a man returning from the year 2046. The sci-fi story serves as a layer on top of the actual story, extrapolating Chow's feelings, though the story itself is pretty detached from reality.

2046 is once again a story about romance, though the film goes way beyond the standard romantic visions of young and blossoming love. Chow is back to his old routine, meeting and seducing women, unable to really settle down with any of them. His lost love (In The Mood For Love) is constantly holding him back and refraining him from finding a woman to grow old with. Don't expect any real resolutions in 2046 though, it may be the final entry in the trilogy but that does not mean Chow's story truly ends with this film.

screen capture of 2046

Above anything, 2046 is a visual experience. The collaboration between Kar Wai and Doyle is legendary and the both of them lift 2046 to unseen heights. Still there is a small part of me that still weeps for some unfulfilled potential that lingers between scenes. While the 60s segment are beautiful, warm and atmospheric, they are still completely eclipsed by the futuristic scenes in 2046. These segments are truly awe-inspiring, an explosion of color, dreamy camera work and perfectly planned shots. Whenever the film switches back to the past, there is always a little twinge of disappointment. Maybe it's unfair criticism for a film that's this visually accomplished, but nonetheless it's a feeling that won't escape me even after multiple viewings.

The soundtrack is another powerful asset to the film's atmosphere. At first I struggled a little with Kar Wai's choice in music, but over time I've come to appreciate the returning musical cues. The soundtrack lend the different sequences a very unique and individual atmosphere that go well together while still accentuating the contrast between the different relationships in Chow's life. It's not the kind of music I prefer to listen to, but within the confines of the film it works wonders.

As for acting performances, Kar Wai rounded up some of the best and brightest talents of Hong Kong cinema. Tony Leung Chiu Wai is arguably the best male actor Hong Kong has ever known, Faye Wong, Ziyi Zhang, Gong Li make notable appearances as Leung's female interests (and not forgetting a short cameo of Maggie Cheung). As you'd expect from a cast like this, the acting is top notch.

screen capture of 2046

Even though all actors do a great job portraying their characters, the romance isn't as soaring and passionate as you might expect from a film like this. Part of this is due to the nature of the characters, as this clearly isn't a film about true love, but there's also the more controlled and restrained attitude often seen in Asian romances (Hou's Three Times has similar issues for many Western people). It's not so much that the characters lack chemistry, it's about the way they hide it from each other. 2046 is not a simple tale of two people falling in love, overcoming some hardships and living happily ever after, but a more down to earth and realistic approach to romance.

If the romance and the drama doesn't get to you, the atmosphere probably will. The film features some of the most impressively visualized scenes I've ever witnessed in any film, helped by a wonderfully unique soundtrack. The acting is strong, the poetry is rich and the character are lovable, despite their obvious defects. The film runs a little long, but never becomes stale or boring. I'm very much looking forward to Kar Wai's new film, though I fear 2046 will be very hard to top.

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Fri, 30 Mar 2012 12:10:47 +0200
<![CDATA[oocss is crap/long live oohtml]]>http://www.onderhond.com/blog/work/oocss-bad-oohtml

For the longest time I didn't mind all the oocss talk. When the term was first coined I quickly glanced over the basics and wrongly assumed it simply reiterated something I'd been doing for years. Lately the methodology has been gaining in popularity though (read Nicolas Gallagher's post for more information), which called for closer inspection of what was being suggested. Basically, I'm appalled by what I read and I hope I'm not the only one.

on semantics

Sure enough, the concept of html semantics is somewhat vague. Even though it's been a hot topic for years, there isn't really a definitive solution, hence why so little tools exist to make full use of semantic html code. For a while we relied on classes (microformats) to convey semantics, html5 introduced microdata as a baked-in substitute and the html elements themselves have their own natural semantic meaning. These days microdata allows us to define extra semantic value, not related to the simple nature of the content but tied to its contextual meaning (what am I and where do I belong).

Microdata can be used for styling (though it's overly verbose), data- attributes can be used as javascript triggers. Suddenly we find ourselves in a situation where classes are losing their appeal, oocss makes good use of their sudden lack of function to hijack the class attribute and use it for skinning. The question is of course: is this a good idea (in the long run).

on oocss

The idea behind oocss is to define visual styles tied to a single class name, then apply this class to all the elements that need this style. This goes against everything we've learned the past 10 years, but that in itself should not be a reason to discard the technique. It should however throw up a few warning signs, because obviously we haven't been preaching the semantic use of class names just because we thought I'd be a fun thing to do (and nothing else was going on anyway).

The 'oo' in oocss comes from extending and mixing different classes, a rather simplistic view of 'oo' but it sure helped to spread the word. While clearly a strength, it's also a weak point of the entire setup. Consider the following:

.class1 {... color:#000; ...} .class2 {... color:#fff; ...}}

One big problem with oocss that immediately arises is that conflicts between different skins are much more common compared to writing regular css. As we are allowed to mix and match different base classes, we quickly find ourselves in situations where properties defined in classes with similar weight are fighting for dominance.

While css provides a mechanism to fix this (the last class in the css source wins), I consider this to be a necessary part of css error handling rather than good coding practice. If someone rearranges your css file, things are bound to break, which hints at the very poor structure of your css.

on back-end implementation

Probably worse is the strain oocss puts on back-end implementation. In certain cases (inhouse development of big sites) it may not be too bad, but for other sites it means that the html a cms spews out has a very weak link to logical components, rather it is linked to styles. If there is a difference in style between two components, this means the component needs a different html output. Where before this used to be a css problem only, we are now spreading responsibilities between back-end, html and css.

Not only that, simply skin updates also impact the html, meaning more possibilities for things to go wrong.

on oohtml

The reason why I didn't pay much attention to oocss at first is because I've been using similar concepts, only based on html patterns rather than css patterns. Define base classes for different (semantic) components, then extend them with additional classes to make variants. Only use semantically sound class names rather than names that hint at skins.

In the long run, this would allow us (and really, I'm talking foreseeable future here) to develop single component frameworks that takes care of all the back-end and html work. Building a site (using a whitelabel css for your framework) could take hours instead of days, the rest is just css work. As long as you make every element identifiable (which is not the same as adding a class name on each html element), there shouldn't be any problem.

But what about the css you say? Well, Nicolas has the following to say:

However, even with the help of a pre-processor, my preference is to use the multi-class pattern and add modifier classes in the HTML.

It's nice to have preferences, but I'm pretty interested to hear exactly why he prefers the oocss way. People who used less and sass before will recognize that oocss is little more than a html-intensive way of incorporating mixins. Mixins can do pretty much the same thing as oocss, only you don't need to bastardize your html code to get the desired result.

conclusion

Screw oocss, long live oohtml. Write your html code with semantic components and variants in mind, use mixins if you want to reuse css code. It benefits back-end implementation, keeps your html predicable and clean and maintains the separation between content and styling. It's nice to challenge existing ideas once in a while, but that doesn't mean that the result is worthwhile. For now, oocss might seem somewhat attractive (with mixins not being part of the official css spec), but in the long run it's another one of those faux best practices that will do more harm than good. Let's not fall into that trap again.

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Tue, 27 Mar 2012 13:21:12 +0200
<![CDATA[kuhio taisa/daihachi yoshida]]>http://www.onderhond.com/blog/personal/kuhio-taisa-review-daihachi-yoshida

Hong Kong was long the home turf of conman cinema, but now Japan finally has a certified hustler of its own. His name is Sergeant Kuhio, a jet pilot fighting for world peace, trying to do justice to his royal bloodline. Kuhio Taisa is another one of Yoshida's dark yet quirky comedies, throwing you off-guard and mixing awkward, strange and dramatic moments into an unusual mix that leaves you with a feeling of having witnessed something unique.

screen capture of Kuhio Taisa

Kuhio Taisa was the only Daihachi Yoshida (Permanent Nobara, Funuke, Show Me Some Love You Losers) film I still needed to see, now that I have I can say without any doubt that he's one of the best directors working in the current Japanese comedy scene. While his sense of humor can be cornered as typically Japanese, he brings some very unique elements to his films that distinguish him from other directors.

From the get-go it's obvious that something is not quite right with Sergeant Kuhio. While he acts dignified and serious, he is little more than a lowlife conman, cheating women out of their hard-earned money. When he claims to leave for secret missions in Iraq, he just goes on to the next woman and tries to woo her with similar stories of epic grandeur, adding lie upon lie to plunder the women's cash reserves.

Things go bad when Kuhio is found out by one of the girl's brothers. A hustler himself, he decides to milk Kuhio for money, starting an unstoppable spiral of deceit that will eventually lead to Kuhio's demise. Even though this all sounds quite serious and dramatic, trust Yoshida to turn it into a rather light-hearted and genuinely funny tale about a unique individual who just happens to be a deranged criminal.

screen capture of Kuhio Taisa

On a visual level Kuhio Taisa is pretty decent, but not overly impressive. There are a few shots that jump out (mostly near the end of the film), but while the camera work and framing is pleasant and proper it feels as if it doesn't completely fulfill its potential. Maybe it's because Yoshida feels more at ease in rural settings, as the scenes outside definitely outshine the ones inside.

The soundtrack is quite quirky and light-hearted, but also fail to truly impress. Actually, you might be forgiven to think there wasn't even a soundtrack present during most of the scenes. While the music is actually rather lively and fun, it is banished to the background and kept there mostly as filler. The most characteristic element of the entire audio track is Masato Sakai's voice and accent, which says all there is to say about the soundtrack really.

The acting is top notch though. Masato Sakai gives a great performance as Kuhio and carries the film with extravagant flair. His character is the center point of Kuhio Taisa and crucial in making the comedy work. Sakai makes sure his character remains likable and mysterious while he's ripping off innocent woman. And even though there's some kind of justification for his actions at the end of the film, Sakai doesn't really need it to make people feel for his character. The secondary roles are properly filled in too, though they are clearly just tagging along.

screen capture of Kuhio Taisa

Kuhio Taisa is another one of those films that balances comedy and drama in a rather odd and novel way. While the events in the film are clearly no laughing matter, there is a constant light-hearted tone that clashes heavily with what you see on screen, but still knows to seduce you into laughing. Yoshida is king of this peculiar comedy genre and deserves a couple of follow-up films to broaden his oeuvre.

While a tad long, Kuhio Taisa is a great film that has little or no trouble keeping your attention. Sakai does a great job portraying Kuhio as a weird, devious but ultimately likable character. While there are a few scenes that are quite dramatic, they are quickly followed by some darker and off-key comedy moments. It's not Yoshida's best film (you're better off watching Funuke first), but fans should take the time to seek out Kuhio Taisa. Success guaranteed.

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Mon, 26 Mar 2012 13:42:09 +0200
<![CDATA[jin-ro/hiroyuki okiura]]>http://www.onderhond.com/blog/personal/jin-ro-review-hiroyuki-okiura

The first time I tried to watch Jin-Ro I didn't even make it till the end credits. Years later I gave the film a second chance and through subsequent viewings my appreciation for this film grew bigger. Nowadays (I watched it maybe five or six times) it's one of my all-time favorite films and I feel like there is still room for further growth. A superb example of adult animation and a film that deserves all the praise it can get.

screen capture of Jin-Ro

When Okiura was asked to direct this film he took on a pretty difficult job. Jin-Ro is part of the Kerberos universe, initiated in 1986 by Mamoru Oshii and sporting offspring in several different media. Prior to this film there were already two live action adaptations, a manga series and even a radio drama involving the Kerberos police. Oshii also provided the script for Jin-Ro, but Okiura clearly had no intention to play director for hire. He brought his own vision to the film (which makes for an amazing DVD extra, where Oshii openly criticizes some of Okiura's decisions) and effectively made the film his own.

Take away the minor fanboyish vibes surrounding the Kerberos suits and what you have left is one of the most mature and serious animation films out there. There's no room for comedy, no quirky side characters or funny interludes. Jin-Ro is a serious tale about politics, counter espionage and human nature. This may be a bit dry for most people (especially those expecting a lot of action), but the well-written script and strong direction make it very bearable indeed.

Fuse is a young recruit working for the SE, a special militant group who is used against terrorists. One day he finds himself eye to eye with a young female bomber and fails to shoot. Fuse is sent back to training school, where his talents are re-evaluated by his superior. During that time he meets up with the bomber's sister and start a (platonic) relationship with her. Without realizing it, he becomes a prime target for people trying to overthrow the SE division.

screen capture of Jin-Ro

Okiura's style doesn't impress with visual grandeur, instead it's the incredible attention to detail that underlines the man's talent. Character can be a little static at times, but their movement is precise and controlled. The color scheme is quite desaturated, which helps to set the somewhat depressing atmosphere that runs through the film. No big camera swoops or crazy special effects, but the animation still manages to impress.

The soundtrack is definitely another strong point of the film. Hajime Mizoguchi provides a very delicate and beautiful set of tracks that evoke a very melancholic and subdued atmosphere. The best is saved for last though, the song that runs with the end credits (a returning Jin-Ro theme overlaid with ethereal vocals) is one of the most memorable and stunning musical pieces I've ever encountered in any film, animation or live action. As for the voice acting, there isn't that much to say besides that the Japanese voice actor don't have too much trouble with these kind of serious animation films. Top notch quality, so make sure you watch the Japanese dub.

screen capture of Jin-Ro

Jin-Ro's political undertones are quite elaborate (and result in long-winded, content-heavy conversations) while the execution of the drama is delicate and brooding. This leaves very little time for action, which comes in short bursts spread throughout the film. While I think this is actually one of the thing that makes Jin-Ro great, it's known to trick people's expectations of this film. Jin-Ro is a political thriller first and foremost, the Kerberos suits are just part of the setting rather than an excuse to create an action extravaganza.

Mixed with the story film is the original tale of Red Riding Hood, lending the film some extra depth. From the original story come quite a few poignant wolf analogies that define the philosophical elements within the film. Again, people expecting some cool action scenes might not be bothered, but the bottom line of Jin-Ro is definitely an interesting one and very well explained throughout the film.

Okiura's film is up there with the best Japanese animation has on offer. It's a very mature, accomplished and delicate film that may take a couple of viewings to grasp completely, but as there is plenty of beauty and wonder for people to return to this shouldn't be too much of a problem. It's a shame Okiura took so long to complete his next film (which is being released this year), but even if this new film bombs we'll always have this one.

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Fri, 23 Mar 2012 12:20:56 +0100
<![CDATA[partial drop shadows/some solutions]]>http://www.onderhond.com/blog/work/partial-drop-shadows-css3

Maybe you remember my article on the design axiom css will never catch up with visual design, this week I ran into another telling example of what I stated back then. The culprit this time: drop shadows. I haven't written too many large chunks of css lately, but a single day into a new project and I'm already running into issues I assumed would've been solved by now. I found some ways around them, but pretty it ain't.

drop shadows

As a front-end developer, I never liked drop-shadows. I didn't mind those single-color x-pixel-wide fake borders we used sometimes to create a faux drop shadow effect, but whenever alpha transparency and corner roundings were involved, things got messy real quick. Sometimes you needed up to 8 extra structural wrappers (four sides, four corners) to add a full transparent drop shadow to a flexible height/width box. Those were not happy times.

With the rise of css3 we were able to put those gripes behind us. A drop shadow syntax was introduced (box-shadow) to create drop shadows at will, and all was good for a (very short) while. To make things even more perfect, all browsers supporting the box-shadow syntax also supported the rgba() color syntax, so adding transparent drop shadows was incredibly easy. Soon though, simple drop shadows just weren't enough, extra 3D effects were added and the syntax just couldn't cope anymore. To be fair to the syntax, most of those effects were ugly as hell and couldn't have been foreseen by any sane person, but once again visual design had found a way to beat css.

The problem I'm currently facing is a little different though, as in my opinion this could have been foreseen and the current syntax just isn't flexible enough (unless I'm missing something of course). What I need to do is create a drop shadow that only appears top/bottom (or left/right), but not on the adjoining sides. Currently you can only control the "source of the light" though (positioned from top left), rather than the angle from each side of the box.

To see the different solution in actions, check out the partial drop shadow test page

using two structural elements

/* html */ <div class="outer"> <div class="inner"> content goes here </div> </div> /* css */ .outer {box-shadow:0 0 10px rgba(0,0,0,0.5); (+ -vendor)} .outer .inner {margin:0 -10px; background:#fff;}

The first technique is the most robust one, but it requires two structural elements. It's actually pretty easy, just set the drop shadow on the outer element (don't forget: vendor syntax + regular syntax) and pull the inner element out of the outer element using negative margins. Set a matching background color on the inner element and you're good to go.

This only works if you have a predictable background (pattern) on your context though, as the background color set on the inner element should match the background color of your context. Not ideal, especially when you need to depend on two different structural elements. But in some cases, this is all it takes. Browser support is good too, all browsers with support for drop shadows have equally good support for negative margins.

using :before and :after

/* html */ <div class="element> content goes here </div> /* css */ .element {box-shadow:0 0 10px rgba(0,0,0,0.5); (+ -vendor); position:relative;} .element:before, .element:after {position:absolute; width:10px; top:0; bottom:0; background:#fff; content:"";} .element:before {left:-10px;} .element:after{right:-10px;}

The :before and :after hack is used for everything except making coffee these days, so of course I tried it on this particular issue. The idea is pretty much the same, the limitations too. Just create two pseudo-elements and position them over the left and right parts of the drop shadow. Color them the same color as the background and you get the impression the drop shadow only runs top and bottom.

Sadly this still doesn't solve our problem when the background on the context has a non-predicable pattern. Browser support is once again a non-issue.

using overflow:hidden;

/* html */ <div class="outer"> <div class="inner"> content goes here </div> </div> /* css */ .outer {padding:10px 0; overflow:hidden; margin:-10px 0;} .inner {box-shadow:0 0 10px rgba(0, 0, 0, 0.75); + -vendor; padding:10px 1em; background:#fff;}

The third and final method makes use of the overflow:hidden property. Once again we need two structural elements. The outer element sets a overflow:hidden and reserves top and bottom space (for the drop shadow on the inner element), the inner element receives the drop shadow.

The problem here is that the corner roundings are completely cut off, resulting in a rather ugly effect. In some cases this might suffice, but it doesn't really look finished. The upside is that we don't need to duplicate the color and we can use more complex background patterns. Once again, browser support is not something you should worry about.

conclusion

Depending on what exactly you need to accomplish there are some hacks and troubled solutions, but I still haven't found a proper way to mimic this particular effect in css. Chances are I missed something, please link me in the comments if you know of better ways.

]]>Wed, 21 Mar 2012 13:11:56 +0100<![CDATA[this must be the place/paolo sorrentino]]>http://www.onderhond.com/blog/personal/this-must-be-the-place-review-paolo-sorrentino

For some people This Must Be The Place is going to be the new Sean Penn flick, for others it will be the new Paolo Sorrentino film. The difference may seem futile, but based on this simple distinction you might say that roughly one group is going to appreciate the film for what it is, while the other group will end up being bored to death. I'm in the believers group and thoroughly enjoyed Sorrentino's latest effort, but it's definitely not a film for everyone.

screen capture of This Must Be The Place

Ever since I discovered Sorrentino's Le Conseguenze dell'Amore I've been following the man with heightened enthusiasm. Il Divo was a small disappointment, but with This Must Be The Place Sorrentino proves that Le Conseguenze dell'Amore was more than just a lucky hit. For people worrying about Sorrentino moving to an American setting, they can rest assured. Sorrentino's move to American soil feels more connected to Wong Kar Wai's My Blueberry Nights than it does to Nicholas Refn's Drive.

Even though Penn claims his character is not based on Ozzy Osbourne, it's hard to dismiss the idea that they have an awful lot in common. Cheyenne (as his character is named) could very well be the undiscovered offspring of Ozzy Osbourne and Tim Burton (that is, if nature had permitted them to mate). Cheyenne is the personification of lost rock glory, represented by a character that has mush for brains and has the mental reaction speed of a retired snail. While not entirely unhappy, Cheyenne seems lost in a world that is clearly not his own.

When his father dies he travels back to America, where he learns that his dad spent the last 20 years of his life hunting a nazi officer that made a fool of him during the war. Talk about dedication to revenge. Cheyenne decides to finish his dad's quest, even though the two of them had failed to talk to each other ever since Cheyenne moved to Ireland. It's quite an absurd story, but within the film it never comes off as too far-fetched or overly weird.

screen capture of This Must Be The Place

If Le Conseguenze dell'Amore and Il Divo made one thing clear, it's that Sorrentino pays close attention to the visual side of things. This Must Be The Place is no different. Strong, inventive camera angles, controlled camera swoops and strong of color and light dominate the film. Every scene holds some or several visual details that set it apart from other films. It's a tad glossy at certain points, but overall a very pleasant film to look at.

While I wasn't terribly impressed with the choice of music for the This Must Be The Place, Sorrentino still manages to use it to great effect. I'm not a rock fan (in any form), so I didn't expect to be moved by the soundtrack, but many of the songs are used in such a way that they at least add some form of individuality to the scenes. I did however like the multiple use of Arvo Pärt's Spiegel Im Spiegel (from Gerry fame). While not a very original choice, Sorrentino handles it with exceptional class.

Even though I clearly put a lot of focus on Sorrentino's share in the film's success, Penn's performance isn't to be dismissed that easily. While he has a pretty one-dimensional character that thrives on mannerisms, he transform in Cheyenne with great conviction and really makes the character his own. A remarkable and memorable role and probably the best performance of Penn I have witnessed so far. The supporting cast is great too, with Francis McDormand and Harry Dean Stanton coming out as most memorable secondary characters. McDormand in particular shines as Cheyenne's wife early on in the film.

screen capture of This Must Be The Place

This Must Be The Place has many unique elements that set it apart from other films, still a sense of familiarity fell over me as the film progressed. After a lengthy introduction the film turns into a rather straight-forward road movie, where Cheyenne meets up with a series of weird, freaky and/or unique individuals. It's not unlike Jarmusch's Broken Flowers, even the bittersweet undercurrent with strong dark comedy touches refers back to Jarmusch's film. It's definitely not a one on one copy and it could just as well be a very personal link, but I believe both films could make for an interesting back to back program.

This Must Be The Place is a lovely mix of comedy, absurdity and human drama, featuring a strong lead and a memorable cast of secondary characters. The film is a tad long and might move along rather slowly if you're not used to Sorrentino's style of filming, but people who can appreciate a good arthouse flick should feel right at home. The film is genuinely funny, moving and refreshingly honest. A film that restored my faith in Sorrentino and one that makes me look forward to his next project.

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Tue, 20 Mar 2012 13:23:48 +0100
<![CDATA[lee's adventure/frant gwo and yang li]]>http://www.onderhond.com/blog/personal/lee-s-adventure-review

Talk about a pleasant surprise. I referenced the new and upcoming generation of Asian film makers a couple of times already (pk.com.cn, Honey PuPu), Lee's Adventure is allowed to join this illustrious duo as the film further underlines my belief that something is definitely brewing over there. If you cling to the laws of traditional cinema you can safely skip this film, but if you want a sneak peek at the future of film making, Lee's Adventure is a definite must see.

screen capture of Lee's Adenture

Lee's Adventure is a mixed media rework of the cult short film bearing the same name, originally released in 2009. The original was a 20 minute short sporting different kinds of animation styles, the 2011 adaptation throws in some live action scenes to further increase the sensory chaos. Incorporating animation in a more natural and intuitive way is rapidly becoming a trend though, contrasting the stark and almost stand-alone animation sequences that began to creep into more commercially-minded films a good 10 years ago (think Kill Bill, Revolver, Chocolate). An evolution I'm actually quite fond of.

The film follows the life of Li Xian Ji, a 20-something year old guy who suffers from TDD, a rather unique, remarkable (and non-existent) syndrome. The main symptom of the syndrome has Li experiencing serious time lapse episodes at irregular intervals (not quite unlike those seen in Cashback). Sometimes a mere second can last a half hour, sometimes a year passes by in just 30 minutes. The only one who understands Li 's condition is Wang Qian, a girl suffering from the exact same condition.

The two of them hook up, but promise each other that their relationship can only last until one of them gets better. What they didn't foresee was that Wang's condition clears up quickly after that. A small argument leads to a rather tragic accident and Li spends the remainder of the film trying to come up with a way to reunite himself with Wang. Since Li's TDD has messed up his understanding of time, he is convinced he can actually travel back in time to prevent the fatal accident, fixing things once an for all.

screen capture of Lee's Adenture

Visually the film is all over the place, still there is a consistent quality that runs through the film. The live action sequences are lushly photographed, every single frame looks impressive and detailed. There are quite a few memorable shots too, add to that the snappy and precise editing and you have a very attractive film. The animation sequences pop up whenever things get too weird to handle in live action. The quality of the animation is not entirely up to par, but the art style is cool and the animation sequences are integrated really well with the live action scenes. A true visual adventure.

The soundtrack too lacks coherence, which is not really a surprise considering the fact that the film as a whole shows very few restrictions. The soundtrack is used to good effect though. From the more dramatic sequences to the pretty cool chase sequence early on, the music adds to the atmosphere of the moment and gives the film some extra attitude. I wouldn't care to listen to any individual tracks outside the context of the film, but within the film it works wonders.

The acting is top notch too, with Jaycee Chan carrying most of the film. He's building up quite a reputation, appearing in more commercial projects (1911) to build a name for himself, while doing very cool, differentiating stuff on the side (pk.com.cn). He's definitely one of my favorite young and upcoming acting talents. Fiona Wang has considerably less to do here, but she does it gracefully and the two of them form a lovable couple worth caring for. The rest of the supporting cast is good too, but doesn't really appear outside a select few scenes.

screen capture of Lee's Adenture

Rating this film is not very hard, recommending it is a different story though. Lee's Adventure resides in a modern, cutting-edge segment of today's film business. It's literally all over the place, shifting tones, moods and artistic styles rapidly and indiscriminately. It truly carries the voice of a new generation. I find the result refreshing, entertaining and even inspirational, but people looking for a conform, well-written, singular story with thematic clarity will probably toss this film aside and mumble something about MTV-style editing. Their loss I guess.

Lee's adventure plays a little like an anthology film, only merged into one single full-length feature. It's only 90 minutes long, but it feels as if there are two or three films packed inside its running time. It's a string of memorable scenes, filled with amusing cultural and pop references (Mario-styled '?' blocks, Windows error boxes, Michael Jackson silhouette, to name just a few) and with more visual styles than you can shake a stick at. It's the kind of film I love to like, executed with lots of love and belief in it's own subject and structure. An exciting trip down a world that isn't quite our own, blending different genres and styles into one chaotic whole.

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Mon, 19 Mar 2012 13:30:01 +0100
<![CDATA[memories/morimoto, otomo and okamura]]>http://www.onderhond.com/blog/personal/memories-review-morimoto-otomo-okamura

For 10 long years Memories was Studio 4°C's best kept secret. It took the film almost a decade to appear in the West and by that time it just wasn't the technical bombshell it was supposed to be. When it appeared over here Memories was still able to competed with the best animes out there, but now the aging process is starting to take its toll on the film. That said, it's still one of the most superb anime anthology projects to date and one that begs to be seen.

screen capture of Memories

Studio 4°C is without a doubt Japan's most interesting animation studio. They've been producing mind-blowing animation projects (Genius Party, Genius Party Beyond, Tekon Kinkurito) ever since they were co-founded by Koji Morimoto, constantly pushing technical and artistic limits and giving directors carte blanche to bring their vision to the screen. Commercial work (ads and music videos) pay the bills while anthology projects offer the world a glimpse of the diversity of Japanese animation. Memories is one such anthology project and probably one of the most prestigious undertakings of Studio 4°C so far.

For a very long time, Magnetic Rose (the first short, directed by Koji Morimoto himself) was my absolute favorite short film. The short starts simple enough, with a crew of space garbage man receiving an sos call and moving in to investigate. Once they arrive at the wrecked ship they are in for quite a surprise and the further they go, the more mysterious the setting becomes. The build-up of Magnetic Rose is incredibly strong, detailing a mysterious journey in a very limited amount of time while making sure the audience remains engaged at every single turn. What else would you expect though, the story was written by Otomo himself and scripted by the late Satoshi Kon.

The soundtrack is striking too, as is usually the case in Morimoto's films (I guess that's one of the benefits of being a dj in your spare time). Yoko Kanno handled the music and provided a very fitting score, mixed with beautiful excerpts of the Madame Butterfly musical. Visually the short is starting to show some small cracks though. Character animation and background design are still superb, but the coloring and CG shots are starting to betray the film's age and can come off as subpar in places. The film also lacks a strongly unique style to counter this. That said, Magnetic Rose is still one hell of an emotional ride with plenty of beauty to uncover.

screen capture of Memories

The second film (Stink Bomb) is directed by Tensai Okamura, famous for directing Wolf's Rain (and doing the episode direction for Anno's immensely popular Evangelion series). Not really my kind of director and so it should come as no surprise that I would rank Okamura's short the least interesting of the anthology. That doesn't mean there isn't plenty of fun and joy to be found in Stink Bomb. It starts off a little slow, but once rockets start flying and tanks start crashing into each other Stink Bombs turns out to be a pretty fun roller coaster ride.

The very atypical jazzy soundtrack is the only thing that sets it really apart from other films. It sounds a little awkward at first, but multiple viewings reveal its fun and differentiating nature. Visually things are once again richly animated, but the 80s style visuals in a 90s anime feel weird and unfitting. When watching Stink Bomb I'm often reminded of Otomo's Roujin-Z, not really my idea of a appealing art style. Still, the short is a fun ride with some memorable scenes and a nice premise, perfectly suited to act as an entertaining bridge between Morimoto's and Otomo's shorts.

screen capture of Memories

The only short to really escape the aging process unscathed is Otomo's Cannon Fodder, mostly due to its completely unique art style. Bold strokes, rough coloring and distorted perspectives make for a visual feast. Not only that, the entire 30-minute short is edited to appear as one single shot (one-take), following a single day in the life of a young kid, inhabiting in a strange and single-minded world. The boy's hometown is wrapped in a perpetual war with a neighboring city and the whole town is forced to participate in this meaningless war. Both cities just fire huge bombs at each other, but the actual enemy is never seen and the enemy's attack are strangely abscent.

Otomo really flexes his muscles here. Everything from art style to animation, soundtrack and story are neatly integrated to form a stunning little short. There's even an interesting bottom line that says a lot about human conditioning. Cannon Fodder is clearly the short that comes out best after 15 years of fighting the competition. It's still as unique and fresh as when it first appeared, and while I preferred Magnetic Rose the first few times I watched Memories the tables seem to have turned in favor of Otomo's Cannon Fodder.

That leaves me just one thing, which is the awesome outro music. Not often do you hear true techno music as part of an original score (again, this must be Morimoto's influence), the outro track is a pretty excellent stand-alone techno track at that. It's the perfect closure for an impressive set of short films. Time is slowly taking away some of the impact of Memories, but there is still plenty of beauty here to keep you amazed for the entire running time.

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Wed, 14 Mar 2012 13:24:15 +0100
<![CDATA[white vengeance/daniel lee]]>http://www.onderhond.com/blog/personal/white-vengeance-review-daniel-lee

Daniel Lee (14 Blades) is clearly working his way up on the budget tables. After years of operating in (elevated) B territory, White Vengeance is Lee's first true big budget feature. Those of you expecting an overpowering action-fest should take notice though, White Vengeance might look like it's filled to the brim with epic battle scenes, but the reality is quite different. Then again, the choice to cut back on action is one of this film's true perks.

screen capture of White Vengeance

White Vengeance follows the same course that many other recent Chinese/Hong Kong historic war epics have been sailing. Sure enough there is massive warfare going on, with poor soldiers being clubbed, perforated and trashed to death. But battles are not decided by brute force and man power, instead wars are won by strategic decisions and elaborate plans to lure enemies into well-considered traps. Films like Battle of Wits, Red Cliff (John Woo) and Lee's own Three Kingdoms: Resurrection of the Dragon have been leading the way, White Vengeance is the first film to truly get it right.

The film follows the epic battle between Liu Bang and Xiang Yu. Two sworn brothers fighting the oppression of the Qin dynasty, but ultimately torn apart by the call of success. When Bang goes behind Yu's back to seize the capital (and the throne), Yu feels betrayed and plans for revenge. There are other parties to consider though (fact: Chinese warfare is never simple), so Yu organizes a banquet that will decide the outcome of their feud.

As I said before, not much actual warfare is required to bring the feud to its conclusion. Bang and Yu are both assisted by their respective counselors, two extremely respected figures who aim to beat each other by trying to predict the emotions of their adversaries and turning that into a tactical advantage. Where earlier films in the genre still depended on grand scale battles to bring everything to a conclusion though, White Vengeance keeps his focus rigidly on the metaphorical chess game.

screen capture of White Vengeance

On a visual level, Lee is definitely capable of handling his budget. This results in lush and richly detailed settings and elaborately planned camera work. Every frame is a marvel to behold, even the CG is handled with the proper care. The scene where a small army is escaping a valley, surrounded by enemy fractions closing in on them is without a doubt one of the greatest epic warfare scenes I've ever witnessed. Only the battle close-ups felt a bit lacking, luckily the nature of the film limits these occasions to three of four short scenes.

The soundtrack is considerably lesser in quality. A pretty generic soundtrack with many epic-sounding tracks, but quite emotionless, predictable and boring. As long as you don't pay attention to the music you probably won't be too bothered by it (since it seems constructed to be nothing more than background noise anyway), but if you take a minute to really listen to the songs it becomes increasingly clear that this is a missed opportunity. Films like these aren't known for their great scores, but Lee lands his' on the wrong side of standard.

Luckily the acting is top notch. Shao-feng Feng and Leon Lai are both great as sworn adversaries, but it's Hanyu Zhang and Anthony Wong that steal the show as counselors. Wong proves again just how versatile he really is, Hanyu Zhang (a href="http://www.onderhond.com/blog/onderhond/message-feng-sheng-review">The Message, Bodyguards and Assassins) is a very pleasant discovery and could turn into a very dependable actor for the future. Add good secondary roles of Yifei Liu and Jordan Chan and you have a very solid cast to get you through some of the slower; more thoughful scenes.

screen capture of White Vengeance

The first fifteen minutes are probably the most crucial of the film. Lee takes little time to properly introduce all his characters and because of that you really need to pay attention to understand the setting and the relationships between various people. I'm not sure if this story is a well-known part of Chinese history, but for Western people the first fifteen minutes can be quite confusing, especially if you're in "sit back, popcorn ready, big epic movie coming up" mode. Instead Lee chose to take his time to elaborate on the various little details that make up the tactical battle of the two counselors, but if you've missed out on the beginning chances are you're not going to catch up during the rest of the film.

That said, it's not exactly rocket science either and if you pay attention during the first fifteen minutes the story should be clear enough to enjoy the rest of the film. Personally, I really liked Lee's focus on the tactical side of things. I'm not a big fan of epic battles anyway, so to see things play out on more neutral territory was a lot of fun. The games of Go (Weiqi) in between made it all the more interesting. Not that I understand much of the finer points of the game, but I appreciate the air of epic seriousness with which it is played.

Sure there are a couple of action scenes, but not what you'd expect when entering a 140 minute war epic. If you're into bloody battles and grunting, sweaty men this film is probably not for you. Instead you get a slice of tactical warfare that, at least to me, is a lot more challenging and interesting to follow. The climax is both exciting and emotional, the ending is smart and a small punch in the gut. Lee proves very capable to handle this material and I'm hoping he'll keep at it for a while as this is clearly what he's truly good at.

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Mon, 12 Mar 2012 13:36:37 +0100
<![CDATA[innocence/mamoru oshii]]>http://www.onderhond.com/blog/personal/innocence-review-mamoru-oshii

Mamoru Oshii's (Tenshi no Tamago, Patlabor 2, Sky Crawlers, Tachiguishi Retsuden) Innocence is without a doubt one of the trickiest accomplishments of his already rich and challenging career. From the get go the film was doomed to fail, back then it simply seemed impossible for a sequel to live up to the standard of its predecessor (Kokaku Kidotai). But Oshii persevered and created what would become another benchmark in Japanese animation.

screen capture of Innocence

To me Innocence is the perfect sequel. It's everything a good sequel should be, while at the same time avoiding all the predictable traps so many other sequels fall victim to. It's a film that respectfully refers to its predecessor but stands well on its own. It shares the same perks as Kokaku Kidotai, but at the same time it offers a different set of challenges. Oshii perfectly balances the levels of homage and improvement, marking Innocence as the best sequel I've ever laid my eyes on.

Still, not everyone is bound to be happy with some of the changes Oshii made. While you often hear people complain that sequels copy too much from the original, every change made might take away from the experience fans are aiming to relive. Personally I believe that most changes in Innocence are actually improvements over the original, but that's a very personal statement and your mileage may vary. One thing is certain though: Innocence is a unique experience that deserves to be valued on its own merits (though it's impossible to not compare it to the original).

The first major change lies with the story and its main characters. Innocence completely abandons the adventures of Kusanagi (though she does appear in the film), instead Oshii puts the focus on Batou and Togusa. With Kusanagi lost in the wired, Batou is coupled with Togusa and they continue their work for section 9 together. The story for Innocence isn't truly original though, it's an re-imagined version of a chapter Oshii skipped when he made the first adaptation of the manga, cleverly rewritten to appear after the events that unfolded at the end of Kokaku Kidotai. Innocence is not really about the actual storyline though (it's little more than an expanded SAC episode - introduction of case/detective work/finale), but about the concepts Oshii links and refers to in between the dry plot points.

Where Kokaku Kidotai approached the human-machine debate from a human perspective, Innocence comes at it from the other way around. Innocence talks about dolls and other inanimate objects and ponders how far their souls might stretch. On top of that Oshii claims that Innocence is his most romantic film, focusing on human-machine, human-human and human-dog (it's an Oshii film, right) relationships. While his claim is factually true, it's probably fair to say you shouldn't expect anything traditionally romantic from Innocence.

screen capture of Innocence

When Kokaku Kidotai was first released it immediately became a visual benchmark for other anime films to compare themselves to. At the time it seemed impossible for Innocence to match the impact of the original, but it actually managed to go beyond. To date, Innocence is still a true (audio)visual masterpiece, both on a technical and aesthetic level. The amount of detail is simply stunning: background scenery and settings are incredibly rich in detail, the character animation is spot on, the camera work agile and innovative and the interaction between environment and characters often surprising. Oshii developed a perfect blend of CG and traditional animation (without the typical cell-shading look) that looks stunning on both accounts. Not all CG is perfect of course, but the imperfections limit themselves to single shots, the rest of the film remains gobsmackingly beautiful. Favorite scene: the helicopter ride right before they arrive at Locus Solus.

The soundtrack is another strong example of how to pay homage to the original while still delivering a new experience. While some tracks are clearly reworks or re-imaginings from the original score (Kenji Kawai is once again responsible for the music), the overall effect of the score is quite different. A difference that is dominated by two very unique jazz tracks. While these are far from safe choices, they do fit the atmosphere of Innocence and help a great deal in establishing the unique atmosphere. On a technical note, all audio effects sound incredibly crisp an clear, adding to the strength of an already powerful soundtrack.

As to why I use quotes from many famous philosophers the answer to that is that I want to prove how unimportant the dialogs are to a movie. In GIS 2 you don't really have to listen to any of the dialog, it's just part of the many details in the movie and you don't have to pay any attention to a lot of the dialog in order to understand and appreciate the movie.

Mamoru Oshii

The biggest challenge of Innocence are the many quotes and references to external sources. Many people will struggle a great deal trying to comprehend everything that's being said and referenced. Which is exactly why Oshii's quote above is so important. It's a first-hand testament off Oshii himself, stating his ideas behind the use of the quotes: they are essentially little more than sonic triggers for atmosphere. The extra meaning they carry with them is nice, but not essential. You can ignore the meaning, but not their influence on the soundscape of the film. It's difficult though, people are so accustomed to text as information that it takes one or two extra viewings to see what Oshii really means with his statement. What helps is the superb voice acting (do make sure you watch the original Japanese dub), but it remains challenging to ignore those little white sentences on the bottom of your screen.

screen capture of Innocence

Despite its impact, Kokaku Kidotai was a rather timid film, Innocence is anything but timid. It's flashy, in your face and self-conscious. It's also incredibly pretentious, but it knows to live up to its own pretenses. Everything about Innocence is grand, nothing is compromised. It's clearly Oshii's film and Oshii's film alone.

If you ask me which film is better, I'll definitely go for Innocence. While it enjoyed a similar impact as the first film, it clearly benefits from budgetary and technical advantages, making it a more immersive and impressive experience all-round. If melancholy is your thing then Innocence loses without even a chance of a fair fight, but beyond that I don't really see how anyone could prefer the original to this film. It's Oshii's magnum opus and one of those rare occasions where a visionary director gets a (relatively) big budget (nothing compared to Pixar films of course but very expensive for a Japanese animation) and carte blanche to bring his vision to the screen.

Innocence is a cinematic celebration. It's an audiovisual delight, it's thematically sound and rich and it invites you to watch and enjoy it time and time again. It may prove to be challenging when the first time around you're trying to ignore the spitfire of dialogues and quotes, but if you just enjoy them on an emotional level, letting them become a part of the scenery and letting them sink in on a more subconscious level, you'll come to realize how important they are to the overall atmosphere of the film. Innocence is without a doubt one of my all-time favorites and definitely recommended. Make sure you've seen Kokaku Kidotai first though as it is essential to get the most out of Innocence.

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Fri, 09 Mar 2012 12:45:12 +0100
<![CDATA[whispers of a responsive os/windows 8]]>http://www.onderhond.com/blog/work/windows-8-responsive-os-whispers

Last week Windows 8 finally hit the beta stage for consumers. Ever since it landed there have been reviews popping up left and right, and while I read many of them with respectful amusement I found most of them lacking. Not because they were badly written or were overly dramatic (though some of them clearly are), but because they missed long-term vision. Rather than write my own review though, let me explain how I believe Windows 8 should be judged.

Those first hours ...

Sure enough, expect to feel lost when you're first sitting down in front of Windows 8. Everybody has been talking about the new Metro interface and getting acquainted with all the changes will take some time. Since the Metro interface is where you start when you first enter the Windows 8 environment you'll be immediately drawn to it, which can be confusing at first. It's also a little exciting though, after 15 years of boring Win95 upgrades there's finally a new OS that feels worth exploring.

One thing that's immediately clear is how smooth Windows 8 is running. Both Metro and classic interfaces run much faster than before, even on my old machine I'm getting a much better performance (for the record: I upgraded from Vista, I run Windows 7 at work). From all the clean Windows installs I've witnessed so far (and that goes all the way back to Windows 95), Windows 8 is truly the smoothest experience yet. Of course, only time well tell how quickly this will deteriorate (it always does).

Anyway, many reviewers apparently didn't get beyond this stage in the process before they started writing their reviews, because once you actually start using Windows 8 (meaning you're not looking for hidden features and new apps), you'll quickly fall back to the classic interface. While the classic interface too received a decent upgrade, is pretty provides the same experience as Windows 7 (except that the start button is missing) and waves of familiarity will wash over you.

So after only a couple of days of using Windows 8, I'm only working in Metro 5% of the time. If at all. I actually switched to back Metro this morning to see if it was still there. Depending on your MS dependencies though (do you use Outlook or Thunderbird, IE or FireFox,..) you might need to switch back and forth a bit more often than me. So does this mean that Metro a failure? Well, not quite.

Metro: a newborn

Even though Microsoft is heavily promoting their Metro interface, I'm sure they realize that it's too premature to be a true, fully functional OS interface. Sure it works perfectly well on heavily handicapped devices like phones and tablets, but on a desktop it just doesn't suffice. Metro only supports full-screen applications and while this may be an acceptable drawback on mobile devices, it's unthinkable on a desktop.

But Metro is there though, and it can still be useful in certain situations (apart from using it to configure your OS). Some apps do work fine in full-screen mode and over time I'm sure Microsoft expects people to slowly switch to Metro in favor of the classic interface. Even when there is a 5% Metro - 95% classic imbalance now, this will slowly change over time in favor of Metro.

I'm well aware that this is not a certainty, Microsoft will need to work very hard to improve the Metro interface. Finding a way to integrate multiple window support is probably the most obvious challenge, but there are other quirks that need ironing out before Metro can transform into a true OS interface. This is no reason to bash the current Metro interface though, just as you don't bash newborn babies because they aren't able to run, spell or drive cars yet. Nurturing a baby into an independent and dependable adult takes time and dedication, hopefully Microsoft will rise to this challenge.

why Metro?

That leaves us with one important question: do we actually need Metro if the classic interface still suits us best? Well, this is clearly speculation, but I do believe that Microsoft is right when they're betting on the single OS running on multiple devices strategy. To accomplish that, you need a single interface that works on all devices, which is what Metro should become if Microsoft handles it right (this is also another reason why I think most Windows 8 reviews are still way too preliminary, as the OS is only supposed to show its true strength once the Microsoft lock-in is truly in place - meaning Windows 8 phones and tablets).

Then allow me to take a peek at an even more distant future (= more speculation). I myself am not a tablet owner, hell, I don't even own a smartphone (I do have an iPad at work , but I only use it for testing purposes and displaying live GA stats). These devices are clearly growing in popularity, but while many people these days are throwing away their money on devices that more or less accomplishing the same thing, I cannot image that in three or four years time (when the hype has worn off) those same people will still find the time and patience to keep all these separate devices up to date and in sync.

Currently technology is definitely not there yet (still a long way to go), but apart from limiting processing specs I see no show-stopping reasons why in the future we shouldn't just buy one single processing device and have that as our only "computer", then extend that unit with modular expansions to change our context. If processing power would allow it, why have a separate OS on you tablet? Just hook up/insert your phone and you're good to go. Attach your tablet to a keyboard/standard and you have a notebook. Hook up your phone to a 27" screen and you have a desktop experience. If needed, these modular expansions could hold their own processing upgrades to provide better and faster experiences.

I just can't image a future where people are willing to manage several different devices just because of screen size. I pray for a future where there will be one single processing device and a lot of modular "add-ons" allowing for different contexts. To turn such a future into a reality though, you need an OS that can run on different screen sizes, an OS that can adapt to its context. A responsive OS, just as we are building responsive websites today. And Apple's half-arsed attempt to try and match different OS to each other clearly isn't getting us there. Metro, in whatever form, will.

Clearly I'm over-simplifying things, but people are known to overcome difficult issues in order to turn visions into reality and I really don't see any big issues that can't be tackled or fixed if needed.

conclusion

It's hard to predict if Metro is going to succeed. While I applaud Microsoft's longterm vision, there are still many hurdles to take and many instances where Metro might fail. One thing is certain though, people need to think about how to make an OS responsive, because nobody likes to manage multiple OSes and the way things are going computing devices will only grow more and more important in our everyday lives.

So is Metro a finished product? Hell no. In its current form it's little more than a glossy layer that hides the smaller print of the classic Windows interface. But that's okay really, because Metro represents a vision and lays out a solid base to bring that vision to fruition. Now it only needs time and careful nurturing from its parents, which will decide its ultimate victory or failure.

Which is why all those reviews of wannabe user experience gurus and self-conscious OS experts detailing the integration of the Metro and classic interfaces are clearly missing the point.

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Wed, 07 Mar 2012 13:52:52 +0100
<![CDATA[the woman knight of mirror lake/herman yau]]>http://www.onderhond.com/blog/personal/woman-knight-of-mirror-lake-review-herman-yau

Whatever you do, don't discard The Woman Knight of Mirror Lake as just another martial arts epic. Herman Yau's latest film may be firmly grounded in the martial arts genre, but there is definitely more than meets the eye here. Yau really outdid himself with this film (I'll just refer to it as Woman Knight from here on) and finally delivers a film that's on par with his potential. That alone should be reason enough to give this film the benefit of the doubt.

screen capture of The Woman Knight Of Mirror Lake

Yau is a remarkable director. He's been at it for 20 years now and he used that time to build up a commendable selection of memorable films (Ebola Syndrome, Rebellion, The Untold Story), but somehow he never really managed to deliver a properly polished product. While most of his films are definitely worth watching, they either lacks differentiating characteristics or that crucial extra layer of polish to make them truly recommendable. In the end, there was always something that held me back from truly appreciating his work.

With Woman Knight Yau finally reaches his true potential. He obviously benefited from directing the Yip Man (Ip Man, ip Man 2) prequel, using that experience to create a more immersive historical universe and more entertaining fight sequences. But the real perk of Woman Knight is the hero of Yau's film. While female martial artists aren't exactly novel (think The Heroic Trio), this is the first time I've actually watched a film about Chinese feminism. Coupled with some impressive martial arts follies, it turns Qiu Jin into a real strong and powerful character.

Woman Knight follows the life of Qiu Jin (a real historical figure), who finds herself pondering about her life when she is accused and trialled as a revolutionary. Lengthy flashbacks give a summarized overview of Qui Jin's upbringing (educated to write and defend herself) and the events that led to her inevitable demise. Not so much a political activist as a front-runner for equal rights of women, she is deemed a political threat by the Qing empire and she's dealt with in a fitting manner.

screen capture of The Woman Knight Of Mirror Lake

Visually Woman Knight is definitely a step up from Yau's earlier films. The film can't compete with excessive big budget affairs (like Ip Man, Ye Yan or Bodyguards And Assassins) but holds its own pretty well amongst other martial arts epics. Lush sets, strong camera work (especially during the fight sequences) and proper lighting give the film a very polished feel.

Most of the tracks on the soundtrack are rather generic in nature, but there are a few musical pieces that transcend the genre clichés and give the film a more unique and compelling atmosphere. Not enough to praise the soundtrack as something truly special, but definitely worth mentioning as films like these are often very (very!) traditional in their choice and use of music. At least Herman Yau sets a good example for other directors.

Yi Huang is quite the revelation in Woman Knight. She picks up the role of Qiu Jin with deceptive ease and manages to give her a very natural and believable flair, even though the film is clearly a romantization of Qui Jin's real life. Huang enjoys good support from the secondary characters, Anthony Wong (a Yau regular) in particular plays a strong part in Jin's court defense. Lam Suet (another Yau regular) is also perfect as Huang's adversary.

screen capture of The Woman Knight Of Mirror Lake

In the end Herman Yau's versatility really benefits Woman Knight. His experience in exploitation cinema increases the effect of certain scenes without making them appear out of place, the fight sequences are actually some of the better ones I've seen in a while and on a dramatic level the film impresses just as much. In the process Yau lost some of his raw power, but he makes up for that with a very compelling and well-balanced film.

While this film could be perfect for Yau's international career, Woman Knight seems to be slipping by international audiences without the proper buzz. A real shame because Yau is clearly still developing himself as a director (and still getting better at it). The result is a film that neatly balances drama and martial arts entertainment and talks about something that usually deserves very little attention in Chinese/Hong Kong (action) films. Fans of Yau should expect a cleaner and less gritty adoption of his trademark style, other people should be aware that Woman Knight can be a bit more direct than other, more typical martial arts epics. Recommended.

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Mon, 05 Mar 2012 13:23:13 +0100
<![CDATA[964 pinocchio/shozin fukui]]>http://www.onderhond.com/blog/personal/964-pinocchio-review-shozin-fukui

Shozin Fukui is one of Japan's hidden cyberpunk talents. After a period of experimentation that resulted in three short films, he burst onto the scene with his first full-length feature film: 964 Pinocchio. It's not what you call a very accessible film, probably one of the most relentless films I know, but cyberpunk fans really owe it to themselves to check it out as it takes the whole punk atmosphere to a new level.

screen capture of 964 Pinocchio

When people are talking about Japanese cyberpunk (not your everyday conversation topic, but still) the conversation inevitably centers around Shinya Tsukamto (Tetsuo, Vital, Tetsuo: Bullet Man, Nightmare Detective 2 and Sogo Ishii (Dead End Run, Kyoshin, Electric Dragon 80000V, August In The Water). Dig any deeper and you're likely to encounter Fukui's name as he firmly holds the third spot in this obscure niche. Not because his films are worse than Tsukamoto's or Ishii's, but because they require that much more patience to sit through.

You better be aware that Fukui isn't going to make it easy on you. 964 Pinocchio is meticulously tailored to weigh on its audience. Even though the film doesn't quite pass the 100 minutes mark, you're sure to be completely exhausted when the end credits finally grace the screen. Not so much because Fukui craves visual intensity and/or insanity (though there is that too), but because the constant presence of screaming, yelling, grunting and whining bears its own unique sense of torture.

Story-wise there isn't that much to tell really. 964 Pinocchio is a defunct sexbot model who's thrown on the street by a dissatisfied customer. He is picked up by a young homeless woman who takes him to her den and tries to educate him. In the meantime 964's creators are trying to locate their bot as their service is supposed to be shrouded in secrecy and they can't have one of their bots running around in the wild. Things go bad when 964 and the lady spend a wild night together, what happens afterwards is a slice of hard to explain cyberpunk insanity that is better left seen than explained.

screen capture of 964 Pinocchio

Visually 964 Pinocchio isn't as polished as Tsukamoto's or Ishii's punk films. This is clearly low-budget territory and as a result the first half of the film (most scenes shot in the open air) can be quite ugly. Once inside Fukui has an easier time controlling the lighting. Add some smoke and suddenly it all becomes much easier to stomach. The finale is once again filmed outside, but by then Fukui is so caught up in his editing frenzy that you probably won't even notice the quality of the images anymore. It's definitely a good thing he is quite capable as an editor.

But it's the soundtrack that makes this film into one of the most uncompromising cyberpunk films I've ever seen. The final 45 minutes is one single fucked up mix of industrial-minded audio tracks blended with the continuous grunting and screaming coming from the actors. Rather than the manic visuals, it's the soundtrack that will wear you out and becomes hard to bear, especially when the film is nearing its end. Many people will hate the film for this, for me it's without the doubt 964 Pinocchio's biggest selling point.

The acting is ... expressive. There is no room for subtlety or smaller emotions. Everything is grand, from simple gestures to facial expressions. It fits the film and helps to increase the overall madness, then again if you can't get into the film it will only add to the overall frustration. There's also a certain manga-like quality to the characters (964's creator in particular) that might make it harder for Western audiences to get a grip on this film.

screen capture of 964 Pinocchio

964 Pinocchio is somewhat of an endurance test. Many people don't seek that in a film and if you are one of them it's best to stay clear from this one altogether, because there won't be anything here to enjoy. On the other hand, it's one of the few films that manages to have a physical effect on its audiences, something I can truly appreciate. To endure is to overcome, and once the film is finished you do feel somehow reborn.

964 Pinocchio may have found its way out of the underground through the rather impressive feat that it holds the longest vomit scene ever recorder on film (yay for that!), but the film has a lot more to offer. Fact is that only a very small audience will appreciate the perks of this film. If you're not sure whether this film will appeal to you it's probably better to check out films like Tetsuo or Electric Dragon 80000V first, if you're a seasoned cyberpunk fan and you haven't seen this though it's a 100% recommendation. Just know what you're getting yourself into.

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Fri, 02 Mar 2012 12:59:01 +0100
<![CDATA[rethinking carousels/a new approach]]>http://www.onderhond.com/blog/work/carousel-2012-update

Back in 2010 I wrote two articles related to the front-end setup of carousels. The first article tried to define the proper carousel markup, the second article pondered on what javascript degrades to use. Carousels are still around but times have changed, so it's time to revise some of the old concepts and throw in some new best practices in order to bring our code up to current standards. So here you go, the revised carousel mark-up, anno 2012.

concept

Before we dig into the actual code though, it's important to understand that ever since I wrote those two articles two year ago, I started seeing carousels in a different light. This newfound knowledge has a great impact on the resulting front-end code and setup of the carousel, so it's absolutely crucial to get this cleared up first.

Instead of regarding a carousel as a unique/separate content pattern, I came to understand that a carousel is nothing more than a display mode of other, already existing content patterns. In other words, a carousel doesn't need a separate html structure or base class, rather it should be defined as an option on existing content patterns (the same line of thought works for tabs, accordions and other similar patterns). The carousel becomes a true behavioral pattern, where I used to think of it as a simple content pattern.

As long as there is a list of repeating content patterns (preferably of the same type, though it's equally possible to mix different content patterns) it can be displayed as a carousel. These patterns can be anything from banners and images to more complex content patterns like focus blocks, products, events and whatnot. The bottom line: our approach should be way more generic than before as we can't depend on tailored html code anymore. Luckily html5 provides us with exactly the right tools.

the html

<section class="(...)" data-displayMode="carousel" ... > <header>...</header> <div class="main">...</div> </section>

Carousels are typically javascript-powered patterns, so it's only natural to use a data- attribute to initiate the carousel behavior. The data-displayMode attribute can also be used for other display modes (tabs, accordions), other data- attributes can be set to configure the carousel (animation options, timing, ...). An additional benefit of this technique is that clients who don't support javascript will see the list of content patterns as is, only javascript-enabled clients will go the extra length of creating a carousel (go progressive enhancement!).

<section class="(...) carousel" data-displayMode="carousel" ... > <header>...</header> <div class="main">...</div> </section>

Since we're dealing with a list of content patterns it's useful to implement a typical header-main-footer structure. In the case of a carousel, the header can be used to harbor additional control elements (prev/next links and or paging). If there is no need for a header in the basic html structure, you can just add it with javascript, the only thing that needs to be present is the div.main element. For styling purposes, it's probably a good idea to add a base class that restates the display mode. This way we can easily differentiate between the regular list (no javascript) and the carousel (javascript-enabled).

carousel controls

<header> <div class="anchors controls"> <div class="prev"><a href="#">...</a></div> <ul>...</ul> <div class="next"><a href="#">...</a></div> </div> </header>

Whether you include the anchor navigation in the basic html structure is entirely up to you (it depends on context and personal beliefs), but the prev/next links have no use in the non-javascript version of a content pattern list, so they'll need to be added with javascript. The extra class .controls could be dropped (because you already have the .carousel base class for extra styling) but I like how it illustrates the changed semantics of the element.

the future

Of course this isn't the final solution, things might be quite different when I write another follow-up article two years from now. But it is a major update, mostly in the way I think we should approach behavioral patterns like carousels. If you want to have a peek at a (possible) future, check out the Web Components proposal (still a very preliminary draft), there's some absolute crazy (yet very interesting) ideas in there.

For now though, let's try to separate behavior from semantics. The best way to do that is to rely on data- attributes that function as markers for behavior. Other examples of this are welcomed!

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Wed, 29 Feb 2012 13:03:25 +0100
<![CDATA[parade/isao yukisada]]>http://www.onderhond.com/blog/personal/parade-review-isao-yukisada

At first glance Parade may look like any other Japanese drama, and to some extent it is exactly that. But with each progressing segment something more unique develops. Something that could be called Yukisada's trademark magic, an almost translucent quality that differentiates him from other Japanese directors. It takes Parade a while to become truly engrossing, but by the end of the film it should prove enough to leave you with a satisfied feeling.

screen capture of Parade

While Isao Yukisada (Women Play Twice) never really got his international career off the ground (things did look up when he released Go, but nothing much happened after that), he kept his directing career active in Japan. One has to know where to look to get a hold of his films (as they lack any decent form of advertising in the West), but most of the time it is worth the trouble of seeking out his recent work. Yukisada often manages to sneak interesting themes and perspectives into his films, wrapping them into slightly challenging yet still easy to digest formats.

It isn't until late into the film that the true extent of the dramatic stretches reveal themselves to the audience, giving an interesting dimension to the previous events without actually relying on a big, explosive twist. Parade follows a group of five young individuals who share a flat together. The film is constructed out of five separate segments, each segment focusing on one specific character and his relation to the group. While this does fragment the film in different chapters, there is enough interaction with other characters to keep Parade from becoming a mere selection of related short films.

While the different characters are still quite normal by themselves and can't be described as true outcast material, this group of youngsters is obviously a selection of people living on the fringes of society, a little lost and without any clear goals in life. They aren't true rebels, they just try to get on by in a society they care very little about. Their flat is their recluse, away from the world outside, surrounded by like-minded (though in some cases very different) people.

screen capture of Parade

Visually Parade is a decent film, but visual appeal is definitely not the main attraction here. There are some nice shots from time to time and the lighting is above average (especially during the night scenes), but the overall look can become a bit drab when Yukisada focuses too much on pure storytelling. The art direction is pretty slick and professional, but clearly constructed as to not distract from the characters and the bottom line Yukisada is trying to communicate.

The soundtrack follows this same line of thought. Sure enough it's a decent selection of music tracks, but it does absolutely nothing more than simply supporting the existing atmosphere of different scenes. The music is never leading or memorable, chances are you won't even remember any individual musical cues or songs the moment the credits start to fade from the screen. It's a decent score, but at the same time it's nothing more than fitting background noise.

With so much riding on the characters, it's reassuring to see that the acting is top notch. Even Tatsuya Fujiwara (not a big fan here) puts in a commendable performance. The acting is overall strong, with Karina and Kento Hayashi shining brightest, while the other three are definitely not far behind. The five of them really bring their characters to life and also manage to nail the entity of the group, making sure the effect of the dramatic climax of the film is maximized. As for supporting roles, there aren't many worth mentioning for the simple reason that Parade keeps a very clear focus on its main characters.

screen capture of Parade

Yukisada does very little to hide the message of his film, in the final segment there is a conversation between Hayashi and Fujiwara that explains the crux of Parade. The scenes after that go on to illustrate this conversation. It may be a bit direct for some people, on the other hand these final scenes are incredibly strong and poignant so it didn't really bother me. It's an incredible ending, somehow lifting everything that came before to a higher level, even warranting a second viewing.

Parade is quite a lengthy film and the first hour you might be excused for wondering what all the fuzz is about. But the second hour is strong and the length of the film is used to expand the relationship between the main characters. It may not be an audiovisual masterpiece but it's professionally crafted, well acted and sporting a refreshingly unique ending that gives the film the extra flair lacking in the first hour. It's a shame Yukisada slipped away from the international scene because his films do deserve a larger audience.

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Mon, 27 Feb 2012 14:25:55 +0100
<![CDATA[monday/hiroyuki tanaka]]>http://www.onderhond.com/blog/personal/monday-review-hiroyuki-tanaka

Hiroyuki Tanaka (Kanikosen) is a very big favorite of mine. Largely unknown in the West (unless you're part of a privileged fest crowd that is), Tanaka is a director with plenty of commercial appeal who failed to ride the (somewhat random) wave of popularity that many other Asian films enjoyed in the early years of the new millennium. If you want a taste of what he is capable of, Monday is probably your best and most entertaining entry point.

screen capture of Monday

There are still plenty of films out there that lack a proper English-friendly release (take Kyoshin, Tenshi no Tamago, Symbol) but in those cases I can at least sympathize with the financial risk of releasing such films over here. Even though Monday isn't without its share of absurdity and typical Japanese content, the film as a whole isn't that hard to stomach for people not completely immersed in Japanese culture.

Monday is the perfect showcase of Tanaka's usual traits. A grand mix of strong storytelling, refreshing comedy, perfect timing, upbeat music and a touch of the absurd. The film consists of only 8 or 9 scenes in total, each of them somehow locked in their own little universe (some could even work as stand-alone short films), tied together by the memories of Takagi. The film begins when the unfortunate man wakes up in an unfamiliar hotel room. Half asleep and still startled by his surroundings he searches his pockets for clues.

He finds a small packet that slowly refreshes his memory and little by little we find out what happened to Takagi. The first half of the film follows Takagi when he pastes together his journey of how he got to the hotel room, the second half of the film sees Takagi trying to escape from the mess he got himself into. Things get quite absurd near the end, but by that time you should be swallowing just about everything Tanaka throws at you.

screen capture of Monday

Visually Tanaka differentiates himself with stylish camera work and very sharp editing skills. The editing in particular is crucial to some of the funnier moments in the film. The scenery can be a bit bland at times and the colors a bit unsexy, but seen as a whole Monday is still a rather attractive film to look at, with Tanaka clearly in control of the visual direction.

Even though the soundtrack is filled with tracks that normally don't really enjoy my appreciation, the way Tanaka applies them is nothing less than sublime. It's hard to keep yourself from tapping along to some of the tunes, the dance scene in particular is a perfect blend of superb sound editing and comedy. The music lends the film a very enjoyable, upbeat atmosphere that actually dictates the flow of several scenes. Just the way I like my soundtracks and another splendid example that you don't necessarily have to like the actual music to appreciate a film's soundtrack.

The acting too is pleasantly strong. Tanaka makes good use of Shin'ichi Tsutsumi's (a Tanaka regular) comedic talent, whose facial expressions and body language are neigh perfect in just about every scene. Tsutsumi is aided by an impressive list of supporting roles too. Nao Omori, Ren Osugi and Susumu Terajima are the most notable additions, the last one in particular is always eager to showcase his strength as a supporting actor. It's a shame Terajima doesn't get more screen time here, then again Tanaka would redeem himself by giving Terajima the lead role in Blessing Bell.

screen capture of Monday

Timing. Monday is all about timing. The jokes themselves may not be all that original or even funny, the timing and editing make it into something truly special (the apple juice joke is a perfect example - also my personal favorite - even though I know it by heart it still gets me every time I watch the film). Monday is without a doubt my number one comedy (that is, excluding the completely absurd - Visitor Q and the juvenile - Dead Leaves for a minute) and a film that doesn't bore even after repeating viewings. On the contrary, it only seems to grow with each consecutive screening.

Monday is entertainment in the purest sense of the word. It exists within a field of perfect feel-good and pleasantly upbeat atmospheres, even the darker ending can't do nothing to take away from that overarching joyous feeling. The film consists of nothing but memorable scenes, contains some genuinely laugh out loud funny moments and slaps on a stylish finish to make the package complete. It's not my favorite Tanaka film (Blessing Bell is), but it's definitely one of Tanaka's brightest gems that deserves a much (much!) broader audience. If you ever get the chance to see this film with English subtitles, don't miss that opportunity as Monday is sure to deliver.

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Fri, 24 Feb 2012 13:51:24 +0100
<![CDATA[tekon kinkurito/michael arias]]>http://www.onderhond.com/blog/personal/tekon-kinkurito-review-michael-arias

Tekon Kinkurito is without a doubt one of the most unlikely Japanese animation projects ever realized. Based on an obscure manga, helmed by an American director, conceived in the bowels of Studio 4° offices, there seemed to be no commercial motivators to get this film off the ground. And yet the result is one of the most sprawling, innovative and impressive animes out there, a definite must see for everyone with a soft spot for animation (and not just the Japanese kind).

screen capture of Tekon Kinkreet

Director Michael Arias (Heaven's Door) fought long and hard to get this film made. He started out by directing a short pilot (as part of a Studio 4° anthology project) that won him a couple of prizes, but the pilot still failed to land him the needed funds to get his full-length feature film made. It would take Arias another 6 years to finish his dream project, in the meantime earning him the (somewhat prestigious) title of first non-Japanese director to ever direct a high-profile anime feature.

Tekon Kinkurito has two different stories to tell. First there is the almost sacred bond between Kuro (Black) and Shiro (White), two young orphans that dwell the streets of Pleasure Town. Then there is the battle for control over Pleasure Town, a profitable part of the city that sees the police, the yakuza and even a mysterious theme park project investor fight for dominance over the area. Pleasure Town is Kuro and Shiro's home turf though, and they don't plan on giving up their territory without a little fight.

While the relationship between Kuro and Shiro forms the emotional core of Tekon Kinkurito, the battle for dominance of Pleasure Town is just as fascinating (if not more) to behold. All parties involved are adequately developed and they all get their moment to shine, really bringing the fight alive. There are few animation films (or, for that matter, films in general) that manage to create such an all-encompassing feel of their fantasy world, but Tekon Kinkurito succeeds wonderfully well.

screen capture of Tekon Kinkreet

Visually Tekon Kinkurito is just drop dead gorgeous. The level of detail that fills frame after frame is almost impossible to take in in one single viewing, each shot is filled to the brim with the strange yet intriguing architecture of the city. The character designs are quite unique too, though they might be more prone to divide audiences (anime adepts can expect character designs that resemble those of Windy Tales). The animation itself is smooth and impressive, the CG well concealed and integrated remarkably well. Add the superb finale and you can only conclude that Studio 4° really is one of the grandest animation houses out there, flaunting a level of originality that no other production house can match.

The soundtrack is pretty cool too. I'm not a big Plaid fan when it comes to their regular albums, but they made a pretty compelling soundtrack that aptly fleshes out the atmosphere of Tekon Kinkurito. This results in a nice, moderately electronic score that goes beyond simple background music and knows to woo when necessary. The voice acting is equally solid, there's none of that high-pitched anime yelling so prevalent in mainstream series, but adequate voice acting that bears plenty of identity.

screen capture of Tekon Kinkreet

Arias thinks big and he is not shy of a few gambles, but every single risk he takes turns out beneficial for the film as a whole. It's really amazing how Arias managed to produce such a complex, accomplished and intricate film, especially if you consider that Tekon Kinkurito is his first directorial effort. Sure enough he had a wonderful team of talents backing him up, but Arias still made it all happen. It's the ultimate testament that dedication (and talent of course) will bring you to the place you deserve to be.

Tekon Kinkurito is a film with a very authentic (Japanese) anime feel, yet it still benefits greatly from Arias' outside influences. It's superbly animated, sports a terrific score and tells a truly intriguing story. There aren't many films out there that feels as "whole" as Tekon Kinkurito does. I really hope Arias will return once more to the world of animation, but for now I'm just very grateful that he persevered so vehemently to get this film made. Tekon Kinkurito is easily one of my favorite animes and deserves all the attention it can get.

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Thu, 16 Feb 2012 14:04:24 +0100
<![CDATA[internet environmentalism/a tribute to the web]]>http://www.onderhond.com/blog/work/internet-environmentalism

Read blogs, twitter like mad, keep up with the latest specs and immerse yourself completely in the weekly front-end soap opera. Before long you'll be completely brainwashed by bleeding edge css specs, revolutionary javascript apis and the ever returning front-end apocalypse. You'll see the web spiraling as it passes you by, sinking deeper and deeper in the distorted belief that this is what web design is all about. Now, take a step back and breathe. Slow down and regain your perspective.

the digital world

Our internet is unique. It's a man-made, cooperative attempt to build an entirely new world, from scratch. Over the years the web has evolved into a vast and almost endless collection of data that can be accessed from nearly everywhere, all day round. This digital world was conceived to be open and accessible by everyone, it was conceived to be robust and reliable. It's a once in a lifetime opportunity that should be cherished with the proper understanding and respect for the task at hand.

If you want to draw an analogy to the real world, the materials and textures of the web are core data. The language to describe this (raw or collected) data is html. The tool to sculpt them is called css and if these materials need complex functionality, we take our javascript machine out. These elements make up the factual reality of the web, but this is not always the way we perceive it. For that we need browsers (our virtual set of eyes), which come with some very peculiar distortions.

The important thing to understand is that a browser is just a single way of looking at the digital reality in front of us. Sure enough it sucks to get a distorted view of reality once in a while, but it's way worse to distort reality in order to counter a browser's visual distortions. Imagine becoming really fat just so you want to look normal in a thin mirror. Silly, right? Just as human eyes distort the real world reality, browsers come with their own unique set of defects. It's crucial to realize that the fault lies with those who perceive, not with what really lies in front of us. Reality is sturdy and consistent, as it should be.

Our digital reality (ie data and html) is the core of the internet and should deserve our utmost attention. In the grand scheme of things, the rest is just visual blah blah blah, semi-intellectualized so-called wisdom that, more often than not, fails on personal taste and preferences. Not to say that there isn't room for great design and ease of use, I'm just warning to get your priorities straight.

the digital world: monetized

When companies found their way onto the web they quickly carried over their real life role. I'm not much of a real world environmentalist and I'm not too naive to understand the value of money when it comes to progress and evolution, but at the same time I'm not blind for the price we pay for this luxury, ruining nature (and even ourselves) in the process. Not to spark a discussion on real world environmentalism, but it's important to understand that companies are influencing the course of the web in a very similar way.

Companies are only out to sell you their goods and services. It's all about image and perception, everything is allowed to convince you to buy their crap. Companies don't care about the web and its ideals, they care about making money. Even big companies like Apple, Google and Microsoft only promote the "open web" and "standards" to maximize their own profits (or in some cases sabotage the profits from the competition). Sadly the web made it even easier for them to cheat the consumer. In the real world a person can judge the quality of a product based on different properties (smell, sound, feel, looks, taste), on the web there is only looks. In the real world you can distinguish a gold-plated watch and a real gold watch based on weight and sturdiness (scratch a gold-plated watch and it loses almost all of its value), on the web one can't make such distinctions.

The same goes for websites. Companies don't care about semantic, flexible and future-proof html, they care about looks and image. It's why we keep asking standard bodies for new css3 properties, futuristic javascript apis and webgl support. Not because it makes the web a better place, but because these things give us a competitive advantage over other, less capable developers. They help us to promote the companies we work for as bleeding edge front-runners while leaving others in the dust. It's why issues like last week's vendor-prefix debacle keep turning up.

And that's fine really, as long as we can maintain a certain balance. I'm no idiot either. I know these companies pay our salaries. They provide my luxuries and hopefully they will (indirectly) provide me with a good pension. Their support even helped the web a great deal forward, no doubt preparing it for an unfathomable future of epic grandness. But at the same times these companies are destroying the web. Rather than cultivating a digital world with quality data, they are in the business of churning out quickly degenerating garbage, hidden behind a sparkling coat of hipster paint.

Which is why we need some internet environmentalists. People in the industry warning others for blatant hypes and blind adoptions of standards no consumer really needs. People who watch the web to make sure our core data remains untainted and sturdy. People who call out the garbage others put on the web, be it for semantic, accessibility or any other valuable reason. People who make sure the digital reality maintains a certain level or real.

conclusion

It would be nice if more people in our business realized that we don't really need 3d transforms, local storage or webgl to create a superior web. Except for a small percentage of people (mostly in-crowd too), people surfing the web don't care for superficial crap like that. They don't go online to be entertained by smart designs and nifty UX frivolities, rather they seek unique functionality and quick access to data. If you provide them with that, don't worry whether you're able to serve them rounded corners instead of regular ones, they'll keep coming back regardless.

Selling sound html code to our clients is difficult as there aren't too many direct advantages for the companies involved, but as web ideologists it's our job to make sure the work we do maintains a standard level of quality, even when the flashy surface is removed.If we can't do that, we'll just repeat the same mistakes over and over again.

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Wed, 15 Feb 2012 13:51:06 +0100
<![CDATA[eternal moment/yibai zhang]]>http://www.onderhond.com/blog/personal/eternal-moment-review-yibai-zhang

Even though Yibai Zhang (Spring Subway, Lost Indulgence) is somewhat of a critics favorite, his films clearly fail to find their way outside the confines of the Chinese borders. Some lukewarm film fest successes and fringe critical acclaim are not enough for a talent like Zhang, especially when you consider he is perfectly capable of making commercially-minded gems. Eternal Moment is Zhang's latest and even though it's a film firmly grounded in Chinese television history, it should be able to amuse an international audience.

screen capture of Eternal Moment

Eternal Moment sees Zhang return to one of his early TV successes, Cherish Our Love Forever (a popular Chinese soap opera). He reunites his former cast and turns the popular TV series into a flashy, deceptively simple sequel that will speak to both arthouse and commercial audiences. The film offers three alternative visions of Wen Hui and Yang Zheng's future, though it must be said none are as romantic as the title/genre might suggest. While still firmly grounded in the roots of commercial cinema, Eternal Moment offers a more mature look on love and relationships, staying clear from fluff and sentimentality.

This structure of the film is probably the only thing that might confuse Western audiences. Eternal Moment basically consists of three different shorts, featuring the same two main characters but clearly following different realities. If you go into the film without prior knowledge of this setup you might be confused when the first short suddenly ends and you might end up looking for clues in the second and third short film to link everything together. The fact that the main characters are always played by the same actors doesn't make it any easier. But once you get the gist of what is happening it's all pretty straight-forward.

screen capture of Eternal Moment

The first short is definitely the most flashy and energetic of the three. Lots of stylized CG animations, fast cutting, visual trickery and hysterical use of color. If you don't feel comfortable around this type of hyper-modern cinema, know that the first short is the shortest of the three and that the other two are more classical in their presentation. The first is easily my favorite short though, a lovely example of how misguided pride can create a schism between two lifetime partners, presented in a very modern and visually pleasing way. This first short is also the most feel-good of the three, mostly due to its uplifting ending.

The second short sees Wen and Yang reunited on a school happening. Wen is divorced, Yang is in de middle of his own divorce. The two, under slight pressure of their former classmates, try to get together again but somehow, something always comes in between them. While this short features a more comical undertone, the bottom line is still quite sad and not exactly what you might expect. The presentation of this second short may not be as flashy as the first, but it's still very stylish and visually enchanting.

screen capture of Eternal Moment

The third and final short finds our couple in France. Wen is married to a big shot (the pleasantly deranged Chapman To), Yang is an old-time friend visiting. What Yang doesn't know is that Wen also invited the mistress of her husband in order to find out more about their affair. Things heat up between the two women and Yang sees his chance to steal Wen away. Again a very stylish short that shines some interesting light on the complexities of love. Not just some mushy romance between two old lovers, but actually a more mature tale of romance.

All in all the three shorts each have something valuable to contribute to the romantic premise of the film. Stylishly visualized, strongly acted and pleasantly diverse, Eternal Moment is another great film in Yibai Zhang's oeuvre. So far Zhang hasn't made a single miss and I hope he can keep up his winning streak. Yibai Zhang is definitely one of the best hidden gems of Chinese cinema, if you can stomach romances you should definitely give his film the benefit of the doubt.

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Tue, 14 Feb 2012 14:13:16 +0100
<![CDATA[the trap of vendor prefixes/webkit, meet ie6]]>http://www.onderhond.com/blog/work/trap-of-vendor-prefixes-webkit-ie6

This week a conversation surfaced that I consider to be one of the most interesting, front-end related pieces I've read in a long, long time. Several browser representatives came together on the csswg list to discuss the implementation of vendor prefixes. The conversation is surprisingly direct and to the point, shedding some light on the internal workings of how the people behind the specs go about their business. That and the actual content of the meeting were enough to spawn a fleshed-out reaction.

microsoft and mozilla

The meeting spanned several different issues, but the most interesting part is where they start talking about vendor prefixes, more in particular the demand of Microsoft and Mozilla to implement support for a selection of -webkit prefixes into their own rendering engines. While this might sound like a crazy suggestion at first, there's actually some pretty solid ground for such demands.

I found on the rough analysis of top 1000 websites, several percent use webkit prefixes without a fallback for others. : Regardless of how we ended up here, if we don't support webkit prefixes, we are locking ourselves out of parts of the mobile web.

Florian

So there we are. Due to its current reign on mobile devices, some authors haven't bothered to support anything else but webkit, breaking support for current IE, Opera and Mozilla mobile initiatives (and all future non-webkit browser to come). Even when similar (or equal) functionalities are available in the non-webkit browsers, these sites will still provide sub-par experiences or even fail to work altogether. A serious problem for Mozilla and Microsoft who are trying to break into the mobile market. For them, simply mapping -webkit properties to their own (or by then standardized) properties sounds logical enough.

Of course this would be setting a horrible example, putting the gates wide open for others to do the same and making the whole vendor-specific properties discussion even messier than it already is. Chances are slim that Microsoft and Mozilla will be allowed to pursue their plan, though you might wonder who'll stop them if they're really losing out on market share this way.

A rather tricky problem that will no doubt spawn many more discussions, but there is more.

... and then it hit me

There's enough legacy content that there are some properties that we can't drop the prefixes.

Tab

Oh my.

You know how everyone these days is quite unanimous in claiming ie6 is a shit browser? A good 5 or 6 years of evangelism lead to the notion that ie6 is simply evil, a morbid plan to break evolution and cripple the web. Of course it's a natural (human) phenomenon, if you want to reach a large audience you need to simplify your message. It led to the slow but sure demise of ie6, but now we're finally being confronted with the backlash of this anti-ie6 war.

People who actually remember the release of ie6 might realize that ie6 was not a bad browser at all. Compared to modern browsers it's a heap of junk, but in its day ie6 was quite the flashy browser. What made ie6 bad was our own industry. We developed web sites that worked only on ie6 and failed (horribly) on other browsers, actively stifling innovation as people (companies) were not willing to upgrade. We made it that ie6 is still alive and we should carry the weight of that responsibility. But rather than face this reality, we just told people ie6 sucked and cleaned ourselves from any guilt.

Web standards activists are teaching people to use -webkit-. People like Lea Verou. Their demos are filled with -webkit-. You will see presentations from all the web standards advocates advocating people to use -webkit- prefixes.

Tantek

And so, 10 years later we find ourselves in a similar situation. Webkit rules the mobile market, so people who develop for mobile use vendor-specific properties and completely ignore emerging standards (sounds familiar by now?). Sites look bad or break in other browsers, but since that's just a minority (or simply a problem invisible for now) they don't care one single bit. Mobile development is bleeding edge, so no time for best practices, right?

Demos are spread with webkit-only properties, evangelists are eagerly and willingly falling in the same traps, having learned little to nothing from past mistakes. Sure we can hide behind the fact that people should not just mindlessly copy demos from the web, but that's just another way of failing to face reality. Our industry, safe all our efforts to change things, still consists mostly of "code-grabbers", who pick demos from the web and go to Experts Exchange if things don't seem to work like they assumed they would. If we feed them the wrong information, we are the ones to blame.

conclusion

Maybe vendor prefixes shouldn't have been allowed in production versions of browsers, maybe vendor prefixes themselves were a dumb idea to begin with, but it's pointless to blame anyone else but ourselves, the web development community. We are the ones creating a situation where browsers can't evolve because they might break the current web if they do. We are the ones writing browser-specific code, effectively halting the future of the web.

What can be done? Very little, except educate wisely and make sure that you build sites with progressive enhancement in mind. Make sure your site works well on basic browsers, innovate for more modern browsers and safely predict future implementations and standards as to make sure others will profit when the time is there. If webkit turns out to be the new ie6, we have only ourselves to thank for it.

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Thu, 09 Feb 2012 12:31:02 +0100
<![CDATA[kikujiro no natsu/takeshi kitano]]>http://www.onderhond.com/blog/personal/kikujiro-no-natsu-review-takeshi-kitano

So far I've been ignoring the work of Takeshi Kitano (Achilles To Kame, Kantoku Banzai), but as I'm slowly revisiting my all-time favorite films there really is no way around Kitano's impressive body of work. So let us start with what is probably Kitano's most accessible film to date, Kikujiro no Natsu. A perfect cure for winter blues and the perfect entry film for people not acquainted with the signature style of Kitano.

screen capture of Kikujiro no Natsu

Kikujiro no Natsu follows all the praise Kitano received for Hana-bi, a film that won him the Golden Lion in Venice (helped by the support of Tsukamoto) and immediately launched his international career. Even though Kitano dabbled in different genres prior to releasing Hana-bi (A Scene At The Sea, Getting Any), to the West he was the director of gritty Yakuza films sporting an off-beat sense of humor. In return, Kitano (never shy to challenge a few misconceptions about his persona) decided to direct Kikujirno no Natsu, a warm and comical road-movie with some smart touches of drama.

The film follows a young boy, Masao, who sets out to find his mom. The boy lives together with his grandmother while his mom is providing for her family elsewhere in Japan. With all his friends leaving town for summer vacation, Masao is left alone and decides he needs a mission to brighten up his holidays. Right before he skips town though, he is spotted by two former neighbors. Unable to let Masao leave by himself on such a long trip, Kikujiro (Kitano) is sent to guide the boy in his quest to find his mom.

Kikujiro is somewhat of a scoundrel though, so the first few days they mostly hang out at the race track, trying to make some money. Slowly the two grow fond of each other and after some false starts they set out to complete Masao's mission. Once the two are finally on their way, the film truly blossoms and Kikujiro no Natsu becomes a relaxing and comical journey through the Japanese countryside.

screen capture of Kikujiro no Natsu

Through the years Kitano has been quite faithful to his visual style. Even though Kikujiro contains more bright colors compared to his earlier work (still miles away from the color explosions in Dolls but those are almost impossible to match), Kitano's style is mostly defined by the peculiar and sharp editing. Kitano loves cause and effect shots and draws much of his humor from them. Don't expect many smooth transitions between scenes, but harsh cuts that create a very interesting way of storytelling.

But Kikujiro no Natsu is not really defined by its visuals, rather by the sublime theme song Joe Hisaishi wrote for this film (Summer). You don't need anything more than the first two notes of the track to recognize the Kikujiro theme and it will instantly bring back all the beautiful memories related to this film. The rest of the soundtrack is great too, but still totally eclipsed by this wonderful returning theme. A true testament to the power and importance of a great soundtrack.

Even though this film follows Masao's trip, it's really Kitano's (Kikujiro's) film. Yusuke Sekiguchi is a cute-looking boy and plays his part well, but he is completely overshadowed by Kikujiro. Kitano is absolutely perfect in his role and plays one of the most enjoyable bay guys that ever graced the cinema screens (though he's not really a bad guy of course). Kikujiro is a forceful brute with his heart in the right place, add to that the characteristic face and walk of Kitano and you have pure chemistry. The rest of the supporting cast is great too, but they're really just there to make Kitano shine even brighter.

screen capture of Kikujiro no Natsu

Even though Kikujiro no Natsu is a beautiful and accomplished film, the first half hour starts off a little slow. Once the two are on their way, traversing the Japanese countryside, things get a lot better and after that the magic never settles. And even though the dramatic climax lies well before the film ends, the final half hour is easily my favorite part of the film, playing like an extended cut of the sea-side scenes in Sonatine. With little story left to tell, Kitano can focus completely on the laid-back atmosphere while his characters are camping out and thinking up silly games. The feel-good factor rises through the roof during these final 30 minutes.

Kitano's humor is simple, somewhat childish and often improvised, but thanks to the typical editing and his superb comical body language it works wonders. The dramatic climax is beautiful, the overarching atmosphere relaxing. And what truly lifts the entire film above itself is Hisaishi's superb soundtrack. Kikujiro no Natsu is a lovely little road movie that I can recommend wholeheartedly to everyone willing to have a try. It's not my favorite Kitano, but that's just because he's made so many good films to choose from.

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Wed, 08 Feb 2012 12:28:35 +0100
<![CDATA[a css3 image gallery/ode to the transform]]>http://www.onderhond.com/blog/work/css3-image-gallery-ode-to-transform

Last week css3 3d-transform finally landed in the latest version of Firefox, almost simultaneously Microsoft announced similar support for IE10. Add existing webkit support and that's about all the cues I needed for some quick css3 3d-transform experimentation. The results were surprisingly positive, and so I whipped up a small demo to illustrate the ease of building a rather over-animated image gallery.

the basics

The idea is to create a ring of thumbnails with an open area in the middle. Click on one thumbnail and the image will expand to the middle of the ring, popping up in full size and leaving a hole where the original thumbnail was. To get a better of idea what I'm talking about:

Is it css3 only? Nopes, we'll be using a little javascript to make up for some bugs (or is it intended behavior after all?) in webkit. Sadly webkit does not register :focus on links. You can counter this by adding a tabindex to the links, but even then none of the animations are initiated. So instead of going the css3-only way, we'll be using a tiny javascript to register the clicks and set/remove a single class where appropriate.

the html

<section class="gallery"> <ul> <li><a href="#"><img src="..." /></a></li> ... </ul> </section>

Nothing fancy going on here, just a simple unordered list, wrapped in a section. Note that I did already add the anchor tags for future support, for now they're pretty much useless. You could add :focus support for FF, but that would make the javascript a bit more complex.

css

.gallery {height:600px; width:800px; position:relative;} .gallery a {height:75px; width:75px; overflow:hidden; position:absolute; display:block} .gallery a.flip {height:322px; width:572px; left:112px !important; top:140px !important;}

The toughest part of the whole concept is positioning the thumbnails. There are a few ways to do this (nth-of-type selector or separate classes for each image), for this little demo I chose to just add the css inline. This has one big drawback though, since we need to override these style I need !important declarations in my css. I definitely wouldn't recommend doing this in a live project, but for demo purposes it's (kinda) okay.

The rest is pretty straight-forward. We give the gallery wrapper a fixed dimension and use absolute positioning to put the thumbnails where they belong. When a thumbnail is clicked we add the .flip class and position the image in the center of the gallery.

the javascript

$(".gallery ul li a").click(function () { $(".gallery ul li a").removeClass("flip"); $(this).toggleClass("flip"); return false; });

A very simple piece of jQuery code adding and removing the flip class when needed. I guess not much additional explanation is needed here.

the magic

.gallery ul li a {perspective:500px; transform-style:preserve-3d; transition:all 0.75s linear;} .gallery ul li a.flip {transform: rotateY(180deg);}

Both perspective and transform-style properties are not necessary if you don't want the 3d-transforms, I've added a 3d-rotation just for fun (and testing purposes). The real magic happens with the transition property though. The transition property will animate all properties when an element changes states (in other words, when the .flip class is added). All the computing from original state to end state is done by css, there is nothing more to worry about, no javascript needed to calculate positions.

The rotateY transform is just a little test and can be removed, but it does show the relative smoothness of the animation, even when more complex content is inside an element (it tested it with video running inside and the animation was still pretty smooth).

Two important things to remember: add vendor prefixes where necessary. So far all browsers need vendor prefixes for this to work, so go crazy with all your -moz and -webkit and -ms prefixes. Secondly, use animation sparingly. Don't just use it because "you can" and you think "it's cool", you'll just come off as tacky (just look at this demo, as a user I'd never want to see this on an actual site).

keyboard access and degradation

With the anchors around the images you're also assured of keyboard access, though you'll need an extra activation (enter) to actually initiate the image switch. If we'd have used the :focus selector we could've just tabbed through the different images, seeing them pop up one by one. Something for the future, I guess, when webkit is getting its shit together.

Browsers that don't support the css3 transforms get a similar experience, only without the animation. Functional support goes all the way back to ie6, so that's pretty cool.

demo conclusion

Whipping up the code for this demo took me about 10 minutes. It's not a very practical example (I wouldn't use this on my own site), but it does illustrate how easy it is to implement certain animations using css3 (and the transform:all property in particular). The future is looking a bit brighter all of a sudden.

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Tue, 07 Feb 2012 13:01:33 +0100
<![CDATA[one day/chi-jan hou]]>http://www.onderhond.com/blog/personal/one-day-review-chi-jan-hou

One Day is continuing my lucky streak of picking quality Taiwanese films (Honey PuPu, Blowfish, Starry, Starry Night and Make Up), making me wonder why so many people are still ignoring (or missing) the obvious (artistic) growth of the Taiwanese cinema industry these past couple of years. One Day is everything a good romantic film should be, with some spicy fantastical overtones thrown in for good measure.

screen capture of One Day

If you've been paying attention to my reviews the name Chi-jan Hou's might ring a little bell. Chi-jan Hou was responsible for the Juliet's Choice segment in Juliets, which I must admit did raise expectations considerably. Though I still prefer his short segment in Juliets Hou definitely delivers with One Day, marking him as one of the current talents of Taiwanese cinema and hopefully one to look out for in the future.

One Day takes a while to settle in. Hou liberally switches between different time lines and jumps rather drastically between scenes, leaving his audience in the dark for the larger part of the first half hour. No need to panic though, as the film goes on all the mysteries will be cleared up. By the time the end credits roll across the screen you'll have a coherent storyline that, even though not quite realistic, is easy enough to understand. The mysterious elements Hou introduces do work in favor of the romance though, granting the film fairytale-like qualities (though with a darker rim than usual).

One Day follows the life of Singing, a young girl working on a local ferry service, earning her some extra money. On one of her trips she bumps into Tsung, a young army boy who seems to know Singing from somewhere. That same night the ferry breaks down and all the passengers on the ferry are suddenly missing, nowhere to be found. Only Tsung, Singing and a recluse Indian man remain on the ship, unaware of their remarkable fate.

screen capture of One Day

Stylistically you should know what to expect by now. Visually speaking One Day is a truly beautiful film, filled to the brim with exceptional camera work and delicate, well-orchestrated shots. A perfect, well-balanced mix of Japanese minimalism and Chinese grandeur. A lovely visual tone of voice that makes romances like these all the more agreeable and keeps them from turning into sentimental monstrosities.

The same goes for the soundtrack. Sure you know what a piano-tune soundtrack sounds like by now, but as long as it's quietly doing its thing in the background, slyly setting out the boundaries for a warm, enveloping atmosphere, there's nothing inherently wrong with it. You might not even notice the soundtrack while watching One Day, but you can be sure it's working its magic in the background.

The romance of One Day is firmly positioned on the shoulders of Bryan Chang and Nikki Hsieh. The supporting cast is decent enough, but their roles are so minimal that they are hardly worth mentioning. Chang and Hsieh make for a great on-screen couple and really pull the focus of the film towards them. Not to spoil too much, but the chemistry between the both of them is essential to the film's finale. Between the both of them, Hsieh (Make Up, Honey PuPu) is clearly the biggest talent though and is practically assured of a great future in acting.

screen capture of One Day

Little by little the mysteries clear up and slowly the inevitable ending reveals itself. It's a worthy finale, excellently executed and highly effective. Seasoned film fans won't be too surprised by it, but as is often the case, execution trumps originality. Even though Hou pretty much unveils all the mysterious threads of One Day, there's still a certain cloak of mystery hanging over the film when the film ends. It keeps the reigning atmosphere of the film alive while still providing a neatly tied up ending.

One Day is above all a stylish romance, with some supernatural touches thrown in for good measure. It's a beautiful film, wonderfully executed and growing more engrossing with each passing minute. The film knows little to no weak point, and if you feel lost during the first half hour just reassure yourself that everything will be made clear by the end. Probably not the best entry film for people interested in the current wave of modern Taiwanese cinema, but a great recommendation for existing fans.

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Mon, 06 Feb 2012 13:08:30 +0100
<![CDATA[visitor q/takashi miike]]>http://www.onderhond.com/blog/personal/visitor-q-review-takashi-miike

Last week I reviewed Takashi Miike (Sun Scarred, Crows Zero, Crows Zero II, Zebraman 2)'s most impressive arthouse venture 46 Okunen no Koi, this week I'll be tackling Miike's biggest anti-arthouse middle finger: Visitor Q. Visitor Q is without a doubt Miike's most infamous film. It's a sick and depraved piece of cinema, but it manages to be pretty hilarious in the process. If you ever wondered where Miike got his reputation from, look no further.

screen capture of Visitor Q

Visitor Q is not just any piece of shock shlock though. Some people consider Visitor Q to be a continuation of Pasolini's Teorema (and while I haven't seen Teorema yet, based on the premise alone it sounds more like the antithesis of that film), others think of it as an Ozu parody (which sounds more likely to me). Whatever the case, Visitor Q conforms to a pretty strong concept where the ties between alienated family members are once again strengthened by the introduction of an outsider.

This is not just any ordinary family though. The father is a failed reporter who sleeps with his own daughter, the son physically abuses his mother and mom prostitutes herself to afford her drug habit. When the son is bullied and the family's home is torn up by fireworks, nobody even reacts, apart from the father who thinks it's prime material for a new reality show. And that's just the first 30 minutes of the film, things are bound to get worse from there.

The introduction of the visitor changes things. Q works his way into the family (though that sounds more sophisticated than the actual plot of the film - in reality he bashes the father's head in with a stone and joins him for dinner afterwards) and slowly starts to affect the people around him. While he does bring the different members of the family back together again, it's somewhat disturbing to call his influence positive. I won't spoil the actual outcome, but it's safe to say Miike even out-freaked his own work here.

screen capture of Visitor Q

By all standards, Visitor Q is an incredibly ugly film. Shot in a mere three days, you can even spot a couple of sound microphones in two or three different shots. Miike went all digital and handy-cam with Visitor Q and although it does fit the film, bringing you closer to all the freak than you'd prefer to be, there's just no denying it all looks pretty rushed. Normally I'd never rate such a film with the highest score, but Visitor Q is just too hilarious for me to care about the visuals.

Can't say much about the soundtrack, as it is largely absent for the larger part of the film. Most scenes just contain the sounds recorded while shooting. There is one single song at the end of the film though, which at the same time is also the most stylized scene of the entire film.

While watching Visitor Q you can't help but wonder how the actors must've experienced this film. Some scenes are so disturbing (and straight to the point) that they either felt incredibly ashamed, or they just had the time of their lives while shooting. All actors put in great performances, but it's Kenichi Endo that really goes all out. His interpretation of the father is beyond awesome and it's hard to fathom a crazier, more disturbed character in any film out there. His continuously excited state during the final 30 minutes is no doubt the best comedic performance I've ever witnessed.

screen capture of Visitor Q

Beware though. I speak from experience when I say there are many people out there that don't quite recognize the comedy in this film. While the first hour could be considered just plain disturbing, the final 30 minutes go way beyond and it's impossible to think of it as anything but a slice of extremely dark comedy. If you're one to be (easily) offended by films, it's safe to say that you better stay clear from this film. Unless you really want to agitate yourself of course.

Visitor Q is a crazy film. It contains some truly disturbing and shocking scenes, but the light tone and underlying concept betray a smarter film. It's not just shock cinema made to repulse. You do have to be open to Miike's disturbed sense of humor, but once that is covered Visitor Q is one of the most hilariously funny films out there. If not, at least the film will leave you with certain scenes and imagery that will stay with you for the rest of your life. It's not a film that I'll actively recommend, I'll just let the film recommend itself.

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Fri, 03 Feb 2012 12:49:41 +0100
<![CDATA[irresponsibly responsive/tower of babel]]>http://www.onderhond.com/blog/work/irresponsibly-responsive

2011 was an exciting year for the web development community. We saw the rise of mobile, coined concepts like mobile-first and responsive and braced ourselves for a future where anything could be seen by anyone, anywhere, on any device. It was a great year for experimentation and mucking about, but now it's time to get serious. The question is, can we still control the beasts that responsive and mobile-first have become?

why no responsive?

Last month I cleaned up the css and html of this site, but as you can see I stayed away from responsive for the time being. Partly because I had enough work with reworking the html and css as it was (I made static html5 templates for all pages, redesigned all components and reworked the entire css to less), but mostly because I'm still not quite sure how (and if) to approach responsive and mobile-first design.

It's not that I don't like the ideals behind responsive and mobile-first (on the contrary, I love them), but after reading one year's worth of blog articles and online discussions I'm still not convinced we're technically ready for the things we are preaching so vehemently. Every solution, every methodology and every best practice just raises more and more questions, making me doubt if we're actually on the right track. To me, it often sounds like we're a one-legged man trying to win the Iron Man competition.

mobile-first, responsive (, progressive enhancement)

Three buzzwords, all somewhat connected but all meaning something different. From what I noticed, most people in the web development industry hardly know the difference between these three concepts. Responsive is quickly becoming the new html5. Still, a select group of people in the know are preaching these concepts to a larger group of professionals who just run with it and produce something that might come back to haunt us three or four years from now (think ie6-tailored websites).

The core of this miscommunication lies in the way these concepts are advertised. Mobile-first and responsive are solutions that don't fix the core problems we are trying to solve in the first place. For now we don't seem to have any better solutions at hand so people just roll with it, but these solutions are nothing more than cheap hacks that sound logical, but fail at their well-meant intents.

The downside of their current popularity may be that when people find out all this extra effort isn't really solving much (or in some cases, actually becomes counterproductive), they might abandon mobile-first and responsive altogether, throwing out the good with the bad.

mobile-first

Mobile-first is nothing more than a practical implementation of an ideal we've been preaching for years now: "focus on your core message and build the rest of your site around it". The reason why this is linked to mobile is because for now (and even that nothing is quickly becoming outdated), mobile equals smaller screen estate. In reality though, the smaller screen estate is just another boundary that forces us to focus on the core content, meaning that there is actually no direct link with mobile at all. We're just dealing with a temporary consequence of "mobile".

Current mobile-first best practices are very much focused on mobile constraints though, which might narrow people's vision. Mobile-first has become the equivalent of designing for screen constraints instead of designing with a focus on the core content. Even though both ideals overlap, they are clearly not the same and screen estate is just one of the many factors influencing core message design.

responsive

While the mobile-first ideal is still workable and useful, responsive design is clearly flawed at its very core. Responsive design is meant to anticipate a certain context people find themselves in, in order to serve a version of the site or app that tries to match this context. Even in an ideal world this would require quite a few assumptions coming from the information architect and designer (but hey, that's their job), but let's face it, we're hardly dealing with an ideal situation here.

Currently a user's context is reduced to device/browser estate. Based on this information me make assumptions on what functionalities can be dropped, what priorities the user might have and what information might be obsolete. Really, it's like trying to predict someone's taste in food based on the size and position of his left ear. There is no way to track someone's connection speed, no way to track device specific functionalities.

What's worse though, we're trying to predict someone's context purely on technical requirements alone. I understand that people surfing the web on phones might require simplified GUIs to quickly accomplish core tasks on a website, but sometimes people are just wasting time on their phones (train rides, waiting rooms, ...) and don't mind a little extra hassle in exchange for extra functionalities. There is a whole range of variables that influence a person's context and thus his needs from your site, but responsive just gives you one: screen estate.

conclusion

Design based on context with focus on your core message is a splendid ideal and should be pursued as much as possible. But mobile-first and responsive design are flawed solutions to overcome this difficult challenge, definitely in their current state. While I believe it's necessary to keep experimenting with these techniques, I fear they'll turn out to be counter-productive in the long run, placing a burden on our jobs a couple of years from now.

So for now you won't be seeing a responsive version of my site. There's pinch-zoom for the visually inclined, there's rss for those who care about readability and the site works perfectly fine on tablets. It will be interesting to see how the responsive and mobile-first concepts will develop themselves in 2012, hopefully they will just prove to be intermediate solutions resulting in more robust methodologies that will truly benefit our core goals.

For now, keep in mind what you're actually trying to accomplish and educate the people around you on what "responsive" and "mobile-first" really mean, rather than selling them a dream that might leave them disappointed and depressed two or three years from now.

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Thu, 02 Feb 2012 12:15:02 +0100
<![CDATA[make up /yi-chi lien]]>http://www.onderhond.com/blog/personal/make-up-review-yi-chi-lien

2011 was a prime year for Taiwanese cinema, with films like Honey PuPu, Blowfish and Starry, Starry Night topping my end of year list, so when I sat down to watch Yi-Chi Lien's first-time effort Make Up my expectations were up. Luckily Lien delivers, though not in the same amounts as his predecessors. Still, Make Up should prove to be a great film for all of you exploring the modern realm of Taiwanese cinema.

screen capture of Make Up

Make Up could've been a regular drama. It has all the elements necessary to serve up 90 minutes of soft-voiced emotional struggles bathing in beautiful filters and aided by a simple yet effective piano score. And it would've been fine like that. But Lien adds an extra storyline that introduces a few thriller elements to flesh things out a little. While it does give the film a more unique feel the mix of both genres isn't quite perfect, making you wonder how the film would've turned out if Lien had just focused on just one of the two genres.

Somewhat unaware of what this film was about, I just assumed the title referred to a broken relationship that was to be mended during the course of the film. You soon find out it's more of a cosmetics thing though, referring to the make up artists who prepare dead people before they are presented to their families. A somewhat morbid profession, but an interesting angle for a film like this. Min-Hsiu is such an expert, who one day finds one of her old teachers (Chen) lying in front of her.

Min-Hsiu is quite shocked to hear Chen committed suicide, but things get really weird when she is approached by a private detective who believes Chen was actually murdered. Unable to let it go, Min-Hsiu uncovers little bits of information that seem to suggest the detective might be correct in his assumptions. Meanwhile Chen's former husband is approaching Min-Hsiu, looking for comfort and some missing pieces of Chen's past in order to understand what drove her to suicide.

screen capture of Make Up

Taiwanese films have a tendency to look beautiful and Make Up is definitely no exception. From start to finish, every frame looks lush, rich and detailed. The use of lighting in particular is spectacular, but the camera angles and use of color too is impeccable. The drama and thriller parts each have their own color palette but Lien switches seamlessly between the two visual style. It makes for a stunning film that carries you through on visuals alone.

As expected, the soundtrack is a bit tamer. Lien opts for a safe set of music tracks, mostly soft piano music that fares quite well in the background. A decent score that does the job, but lacks identity. Props for the discotheque scene though, directors are starting to use some decent dance tracks instead of those awful "movie disco scenes" songs they've been using for the last 10 years (though it must be said, I've noticed it mostly in big budget flicks).

The acting is solid, with Nikki Hsieh and Sonia Sui successfully carrying most of the film. Bryant Chang's performance is noteworthy too as the private detective, he has a nice presence that may land him some international succes. The only weak link is Chen's husband, turning in a somewhat subpar performance compared to the rest of the cast. It doesn't ruin the movie as such, but I'm pretty sure the thriller aspect of the film would've worked a lot better with a different actor.

screen capture of Make Up

The key to unlocking the mystery of Make Up lies in Chen's past, which is revealed slowly through flashbacks of Min-Hsiu. The relationship between Chen and Min-Hsiu is slowly uncovered and causes an interesting shift in connections about halfway through the film. It's not an earth-shattering twist, but if suffices to keep the attention of the audience with the film as they'll go back to reinterpret some of the earlier scenes between Chen and Min-Hsiu.

The ending could've been better and lacks impact though. While not bad or disappointing, it somehow lacks the strength to bring the separate parts of the film to an appropriate conclusion. At the same time, the choice to mix both genres makes the film a tad too long as it needs to take its time to properly explore both sides of the story. Luckily the stunning visuals coupled with the rich atmosphere help out where the story falls short, making sure the film as a whole is still very much worth your time. I'm eagerly looking forward to Lien's next film as there is definitely some potential to grow, which will no doubt lead to even better films. For his first effort though, there is plenty to enjoy, so don't miss out.

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Mon, 30 Jan 2012 12:41:05 +0100
<![CDATA[rogue river/jourdan mcclure]]>http://www.onderhond.com/blog/personal/rogue-river-review-jourdan-mcclure

Jourdan McClure's Rogue River may not be the world's most original, genre-bending or exciting film, but for a simple genre film it has all the perks it needs to make for a convincing 80 minutes of horror entertainment. The film popped up out of nowhere and chances are it will go by completely unnoticed for most of you people, but if you find yourself in a spot where you can get a chance to watch it, make sure you don't miss out on this one.

screen capture of Rogue River

Rogue River ties in with other genre films like Mum And Dad where an unsuspecting stranger is held hostage by a seemingly normal family. Of course things aren't as they appear to be and before you know it you're dealing with a bunch of degenerate weirdos who lost all sense of acceptable social behavior. As with all pure genre films though, it's not so much about the concept or story as it is about the execution. And that's exactly where Rogue River shines.

It's hard to still shock people these days, so McClure tries a more subtle approach here. The events themselves aren't quite as appalling as may be seen in other notable horror films, but the atmosphere of Rogue River is a lot less pushy and more down-to-earth, which increases the impact of certain scenes considerably. There is for example one scene that links back directly to Srpski Film (a popular twist these days) which works a lot better here even if the actual scene is not half as shocking (objectively speaking).

screen capture of Rogue River

Visually McClure holds a tight grip on Rogue River. He shoots with a respectable level of grit and with a great eye for lighting. It gives the film a somewhat barren and cold feel while still allowing for a pleasantly finished look. Add some interesting camera angles and take into account the strong use of color and you have a film that's quite enjoyable to look at, without becoming overly stylistic.

The score is rather typical (indie) horror fare, which soft piano melodies, lingering ambient soundscapes and some unnerving build-ups to increase the tension. It's hardly memorable and it does little beyond what it is intended for: creating a good and tense atmopshere that lays a strong foundation for the rest of the film. But for a film like Rogue River this actually suffices.

The acting is quite alright too, Michelle Page does a commendable job as lead actress and carries her role with ease, but it's Bill Moseley and Lucinda Jenney that really add some shine to their performances. They form an awesome couple and succeed marvelously in portraying their seemingly sweet but ill-minded characters. Part of why the films works so well is because of their effort.

screen capture of Rogue River

Rogue River will offer you very little surprises, the obligatory twists here are practically genre cliché and are handled as such. But the scenes where the sick and twisted mind of the old couple surface really pull this film to another level, harboring some lovingly creepy and genuinely cringe-worthy moments. There are quite a few painful moments worth checking out for the fans and in the end that's what these film are all about. It's not high entertainment but still it manages some impressive emotional responses from its audience.

It's difficult to whole-heartedly recommend this film. As with most pure genre films, the devil is in the details and as far as appreciation goes this is all very personal. If you don't dig the subtle build-ups and the gritty yet believable atmosphere just doesn't quite work for you then this is without a doubt a very tedious, derivative and sub-par experience. Still, Rogue River is definitely worth checking out if you have a taste for the moderately sick and twisted, because all the potential is here.

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Thu, 26 Jan 2012 13:18:09 +0100
<![CDATA[46-okunen no koi/takashi miike]]>http://www.onderhond.com/blog/personal/46-okunen-no-koi-review-takashi-miike

Takashi Miike (Sun Scarred, Crows Zero, Crows Zero II, Zebraman 2) still stands as one of my all-time favorite directors, even though the quality of his recent output has somewhat diminished. It isn't easy to pick one film from his vast oeuvre that stands out as his absolute best, but after some thorough soul-searching 46-Okunen no Koi is the film that survived all scrutiny. It's and arthouse flick, it has dancing, gay prison inmates and space rockets: vintage Miike in other words.

screen capture of 46-Okunen no Koi

Miike never really made a true "classic" arthouse flick, but between this film and Izo there are enough elements that suggest Miike was aiming for a little more than mere entertainment with these films. While at its very core 46-Okunen no Koi is just a simple whodunnit, there is enough artistic value (and artistic weirdness) here, pulling this film purposely away from mere genre film making and creating a hybrid of two incompatible worlds that may be greater than the sum of its parts.

When the first images of 46-Okunen no Koi surfaced some people assumed Miike was stepping into the footsteps of Lars Von Trier's Dogville. And while some sets indeed resembled the idea behind Dogville's minimalism (prison cages marked by lines drawn on the floor), Miike is not one to abide by a strict set of rules. So yeah, there's a bit of Dogville in here, but the resulting film is completely different from anything Von Trier would and could ever direct.

After a short introduction featuring a modern interpretation of an old tribal ritual, we warp to an unnamed prison in an unnamed time, witnessing the murder of Shiro by one of his fellow cell mates, Jun. Jun is quick to confess his crime, but apparently there is more than meets the eye. The film then warps back to the moment Shiro and Jun were admitted to the prison, following their tale of repressed friendship within the prison walls through several flashbacks and changes of perspective, ultimately revealing the true motives behind the murder.

screen capture of 46-Okunen No Koi

Visually speaking 46-Okunen no Koi is a pretty unique film. It may not be as minimal as Dogville but it's definitely way more abstract than most other films out there, removing all unneeded objects and obsolete visual impulses from the settings. The camera work is classy, the use of color very defining for the film's atmosphere (46-Okunen no Koi is very much a yellow film). Some of the CG is still too intruding for my taste, but at least it's functional and it serves a good purpose.

The score may go by somewhat unnoticed at first (it may even come off as a little generic), but upon closer inspection (and multiple viewings) it does prove its value. There is some memorable background music here that sets the right mood and allows you to be pulled in much faster then often the case. While watching this film I'm usually too transfixed by the on-screen events to notice, but the soundtrack is definitely an essential part of the experience here.

As for the acting, Miike was able to assemble a tremendous cast. Masanobu Ando and Ryuhei Matsuda are both excellent as Shiro and Jun (and I wouldn't be surprised if both characters were actually scripted with these two actors in mind), secondary roles are equally impressive with Ryo Ishibashi and Ken'Ichi Endo as most notable examples. Between these four actors you have plenty of talent used to portraying such a set of strange characters while keeping performances straight-faced and believable.

screen capture of 46-Okunen No Koi

Miike has never shied away from some playful experimentation left and right, but he does take it to the next level in 46-Okunen no Koi. He mixes different narratives and time lapses, at times fading characters away from particular scenes or simply adding dialogues without the actual characters present. The result is a world that remains mysterious and exciting, as it does not even seem to conform to any internal rules or limitations. Miike plays with the expectations of his audience (the scene where Endo suddenly steps through a window) and keeps you guessing until the very end.

I must admit that even though I love the poetic nature of this film, I never really made an effort to uncover any hidden layers or tried to explain the symbolism in 46-Okunen no Koi. Others may have their fun figuring out what motivated Miike to make this film the way it is, and I'm sure you could come up with some amazing theories for this film, but that's just not my cup of tea. I keep coming back for the atmosphere and the poetic trip Miike has on offer, which suits me plenty.

If you want to see a more experimental and serious side of Miike, this film is definitely recommended. Sure enough the film has its fair share of weird moments, but all the weirdness does seem to serve a higher, more artistic goal here. So far Miike hasn't been able to match 46-Okunen no Koi and as he slowly shifted towards more commercial cinema I wonder if he will ever be able to top it, but whatever the future brings, Miike clearly demonstrated that he has skills that transcend the realm of obscure genre film making.

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Wed, 25 Jan 2012 12:56:35 +0100
<![CDATA[lover's discourse/kwok cheung tsang, chi-man wan]]>http://www.onderhond.com/blog/personal/lovers-discourse-review-tsang-wan

As if materializing out of thin air, one day I just bumped into Tsang and Wan's first-time, self-directed semi-omnibus film Lover's Discourse. Motivated only by the beautiful poster art and a somewhat vague screenshot, I sat down to ready to be surprised. And surprised I was, as the film turned out to be a charming yet effectively honest tale of romance that transcends the genre's endearing and feel-good image and puts up a worthwhile fight with its final segment.

screen capture of Lover's Discourse

I say semi-omnibus because even though the film is clearly divided into four separate shorts, they do connect to form one overarching storyline. Only the second short seems disconnect from the other three, but I probably just missed a simple connection somewhere. At first I was somewhat disappointed to find out that the film was cut up like this, as it was quite difficult to let go of the characters of the first short, but Tsang and Wan justify their choice with their fourth and final short and afterwards I wouldn't have wanted it any other way.

Lover's Discourse takes a flying start with Hidden Love, where two childhood friends meet up after work for a friendly drink. Both are in a relationship, but not too happy about how things are working out. Karena Lam and Eason Chen have a lot of chemistry going on between them, the tepid pace of the short and the small yet charming details that betray their feelings towards each other are a joy to behold. One thing that's immediately clear is Tsang and Wan's exquisite feel for the visuals, the soundtrack is nice enough though somewhat poppy in places. And even though the short doesn't feature a true happy ending, it does leave you with a warm and contented feeling.

screen capture of Lover's Discourse

Secret Crush is the second short, also the most light-hearted one of the bunch. It follows Gigi, a young girl working at a laundry shop who's rapidly developing a crush for one of her daily customers. She hardly dares to look him in the eye, but rigorously searches his clothes for clues about the boys character. With the little information she has she construct several elaborate, far-out and genuinely funny fantasies. Interesting detail here is that the boy in her fantasies is always portrayed by a puppet, which is somewhat made clear during the final scene as Gigi is clearly more in love with the idea of romance instead of the boy himself.

With One-sided Love the omnibus takes a more dramatic turn. One-sided Love superficially ties in with the fourth short (at that time still unclear) and plays like a memory of Paul's childhood days. When Paul encounters Sam by chance he recalls falling in love with Sam's mother as a young boy. At that time Paul found out that Sam's father was cheating on his mom and Paul saw his opportunity clear to try and separate the two of them. But Paul is clearly unaware of the commitment and love between two people who've been together for almost a lifetime. One-sided Love may be quite bitter and dramatic, it still shows us one or two essential things about love.

screen capture of Lover's Discourse

The final short (Bitter Love) proves to be the key to unlocking the film's true brilliance. One day Paul gets a message from an unknown women (Kay), claiming Paul's girlfriend is cheating him with Kay's boyfriend. Somewhat reluctant Paul decides to find out if there's any truth to this claim. Careful viewers will probably see it coming, but it's not so much the twist that stuns but the way Tsang and Wan allow the viewer to see one event from two different sides without judging any of the parties involved. By detaching both stories from each other the viewer is allowed to feel for both sides, resulting in a much more powerful (and admittedly somewhat confusing) experience. It does leave you a little down, so those of you expecting a feel-good ending should be warned, but the finale really becomes all the more powerful because of it.

Visually Lover's Discourse is a stunning film, the soundtrack is solid but not too spectacular and the acting is all-round impressive. In the end though it's the overarching vision of this film that makes it stand out from its peers, turning it into a beautiful yet somewhat painful romantic story. Unless you're dead set against watching any romantic films, consider this a clear and strong recommendation.

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Mon, 23 Jan 2012 12:23:07 +0100
<![CDATA[kokaku kidotai/mamoru oshii]]>http://www.onderhond.com/blog/personal/kokaku-kidotai-review-mamoru-oshii

Mamoru Oshii (Tachiguishi Retsuden, Sky Crawlers, Ghost In The Shell 2.0, Patlabor 2, Tenshi no Tamago) is without a doubt my favorite director out there, so there's really no way I could ever pass up on reviewing his ultimate classic: the 1995 adaptation of Masamune Shirow's much-lauded Ghost In The Shell manga. Almost 17 years after its original release, the film still houses a truly captivating and mesmerizing power.

screen capture of Kokaku Kidotai

If Eraserhead and Tetsuo are the films that made me become serious about film as a hobby, Oshii's Kokaku Kidotai is the film that actually introduced me to the world of cinema. Sure enough I watched and liked films before this one, but only in a more simple and straight-forward entertainment-based manner. Before this film it was all jokes and gore that made me want to see a film, Kokaku Kidotai was the first film I watched that focused on atmosphere and feeling rather than just wanting to tell its story.

Kokaku Kidotai is also the film I have watched the most. At least once every two years I sit down for another fix of this film's magic. I don't really get why, but somehow it never gets stale or boring, it only takes a minute or five before I'm completely lost in the film's atmosphere, only to resurface a good hour later just as impressed with it as if I watched it for the first time. Sure there is some melancholia involved here, but beyond that I feel that time has been incredibly kind to Oshii's masterpiece.

If you want to know all there is to know about the background story it's probably best to pick up the manga first. Even though Oshii samples directly from Shirow's work, the film is a nifty reconstruction that ignores many side stories and focuses on the themes Oshii wishes to explore. The core story line is still there of course, but some events or scenes might feel a little lost if you're not well aware of the full picture. Then again, these scenes aren't exactly vital to understanding the film.

screen capture of Kokaku Kidotai

Visually Kokaku Kidotai still stands its ground. The coloring and the somewhat basic CG are the only clear giveaways that we're dealing with an older film here, the animation itself remains detailed and abundant. Shirow's character designs were toned down a little (which helps the serious character of the film) but the intricacies of his detailed settings were ported with remarkable respect and clarity. It's still a gorgeous film, even today.

But it's really Kenji Kawai's amazing score that still lends this film its captivating powers. From the unique opening music to the more ambient-inspired tunes and the sublime track featured underneath the battle with the tank (Floating Museum), the Kokaku Kidotai score is a monument amongst film scores in general, one that even managed to reach beyond the boundaries of the film world. It's an essential part of the atmosphere and one of the most impressive collaborations between director and musician I've ever encountered.

As for the voice acting, I really want to stress that the original dub is way better than the English dub, even though I practically grew up with that one. The English dub dumbs things down a bit and adds a level of cheese a film like this does not deserve. These days I even need to watch out which subtitle stream I use, as a direct transcription of the old English dub still brings back memories of the original voices (I really watched it that many times back then). If you want to know witch translation you're watching, check for a scene at the very beginning where Motoko is talking to Batou about static on the line. If Motoko is referring to a lose wire you're watching the old translation, if she refers to having her period you're watching the updated (and more correct) translation.

screen capture of Kokaku Kidotai

The centerpiece scene of Kokaku Kidotai is also right in the middle of the film. Oshii simply stops the story for a good five minutes, he picks one of Kawai's most beautiful tracks and takes the audience on a little trip through the city, slyly hinting at Motoko's identity crisis as she runs into different people "wearing" an identical body. It's something I missed the first few times I watched this film as I was too transfixed by the atmosphere, but it's a very nifty example of combining emotional cinema with storytelling. Apart from the deeper meaning though, it's also just a tremendously impressive scene in its own right.

Not only is Kokaku Kidotai an essential film in the canon of Japanese animation, together with Kubrick's 2001 and Tarkovsky's Solyaris it completes a trio of book adaptations that transcend the popularity of their originals and gave a new meaning to an already popular brand. So much that most people these days will think of Oshii's film first, only a select few will still consider Shirow's manga as the true source of the Kokaku Kidotai universe.

It's not as if Kokaku Kidotai didn't age at all or wasn't surpassed by other films (I actually liked the sequel even better), but Oshii's film remains a monument of film making that still knows to impress and entrance. It's a superb sci-fi film, boasting tons of highly atmospheric scenes and a good story to boot, even though it might require several viewings (or some background checking in the manga) to get a grip on the entire picture. It's a film that's aging gracefully and one I still whole-heartedly recommend to people who haven't seen it yet. It's not my favorite Oshii, but I'm sure it's the one he'll be remembered by.

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Thu, 19 Jan 2012 11:29:52 +0100
<![CDATA[saya-zamurai/hitoshi matsumoto]]>http://www.onderhond.com/blog/personal/saya-zamurai-review-hitoshi-matsumoto

Hitoshi Matsumoto (Symbol, Dai-Nipponjin) is back! The man made only two films prior to Saya-Zamurai, but he gained instant access to my list of favorite Japanese directors thanks to his excessively dry humor and quirky direction. Matsumoto remained behind the camera for his latest film and toned down the weirdness level a little, but if you are comfortable with his sense of humor there's still heaps and heaps to enjoy here.

screen capture of Saya-Zamurai

There's little to none of the weirdness you might have come to expect from Matsumoto's previous films, so people looking for a direct continuation of his earlier work might be somewhat disappointed with this film. Saya-Zamurai draws comparisons to the funnier moments in Kitano's Zatoichi though, while Matsumoto's deadpan humor clearly sets itself apart from Kitano's more juicy approach to comedy.

The film starts off in traditional samurai fashion. A lonely man approaches a bridge, a figure looms on the other side. Slowly they walk towards each other, only to attack once they've passed each other right in the middle of the bridge. But then something weird happens. The samurai who's struck down runs off bleeding and screaming. This is clearly not going to be a typical samurai film after all. The samurai's daughter follows him from a small distance, not hiding the disdain and disappointment she feels about her father's behavior.

Kanjuro is a runaway samurai, after his wife died of the flue so did his vigor and spirit to live. When he is captured for forsaking his duties as a samurai, Kanuro is sentenced to perform a rather peculiar task. He has 30 days to make a young kid laugh, if not he has to perform seppuku. This is easier said than done as the boy seems completely cut off from the world, the fact that Kanjuro isn't feeling too good about himself isn't really helping either. Lucky for him he gets some pointers from his daughter and the two men that guard him.

screen capture of Saya-Zamurai

Since the story of Saya-Zamurai is more down to earth there isn't as much room for crazy CG and random visual weirdness. Matsumoto is an inventive guy though and the beginning has some rather modern visual twists. The remainder of the film is more traditional but stylish and warm. Strong shots and beautiful camera work all over. And there are of course the awesome wooden structures that appear later in the film, also adding a lot to the visual richness of Saya-Zamurai.

The score is pretty traditional, though it does feature some very nice, light and warm touches that lift it above the more generic soundtracks out there. At times it even feels as if Joe Hisaishi had his hand in some of the music, but the credits seem to contradict this. It's a pretty interesting detail though, all the more when you know that Matsumoto and Kitano are two of the most popular comedians in Japan and some kind of rivalry definitely exists between the both of them.

The acting in Saya-Zamurai is top notch. Secondary roles are strong, especially the supporting role of Kanjuro's daughter, but in the end it's Takaaki Nomi in his first ever movie role that impresses the most. He has almost no lines and features only one or two facial expressions, but he does it with so much passion and dedication that his character really grows on you. On top of that, he has the perfect face for taking Matsumoto's deadpan humor to the next level. A remarkable man, though he might suffer the consequences when he tries on a different character, as Takaaki Nomi really becomes Kanjuro in this film.

screen capture of Saya-Zamurai

After a short intro the film quickly settles itself in a very cyclic structure. Kanjuro has 30 days to make the boy smile, so we get 30 sequences of him doing just that. Sometimes there is a short break where the guards and the daughter are coming up with new ideas, but most of the time we see Kanjuro performing a series of very silly tricks and dances. As the film progresses, Kanjuro's performances do become more elaborate and spectacular, but the basics remain the same. Though none of the jokes are very funny by themselves, when put in this dead serious context they manage to become pretty hilarious.

The ending takes a more serious and dramatic twist, though the film as a whole does not lose its light-hearted atmosphere. It's a very fitting and beautiful finale though, one that brings a bit of laughter and comedy to an otherwise sad ending. Not as spectacular as the ending of Symbol, or as zany as the finale of Dai-Nipponjin, but more in line with the rest of Saya-Zamurai.

Matsumoto's new film is a little gem, a film that does not impress in spades but focuses on smaller details. One thing remained though, Matsumoto's deadpan humor is still the star of the film, this time embodied by Takaaki Nomi. The film may be overshadowed by Matsumoto's earlier efforts, but as a stand-alone work it's a highly amusing, entertaining and endearing film that deserves a bit more praise than it has been getting so far.

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Tue, 17 Jan 2012 13:23:25 +0100
<![CDATA[pi/darren aronofsky]]>http://www.onderhond.com/blog/personal/pi-review-darren-aronofsky

Darren Aronofsky's Pi was a film that seemed specifically tailored to my preferences. A rather typical film coming from a first-time director, somewhat experimental in nature, sporting a kick-ass electronic soundtrack and a subject that spoke to me on multiple levels. A film Aronofsky himself would never be able to surpass and still stands as his best work to date, although opinions on this differ. Still, an absolute must-see if you like your films a little different.

screen capture of Pi

Aronofsky hasn't made a bad film (yet), though I fear what will happen when he finally gets a go on one of his solicited superhero flicks. So far none of these rumors have materialized into something real though, so I guess we're still safe to see a couple more Requiem For A Dreams and Black Swans in the future. Aronofsky might even return to his more experimental roots one day, but I wouldn't put my hopes up, after finishing Pi little by little Aronofsky has been edging towards more easy to stomach films.

While Pi rambles on about math, computers and stock markets, the film is not as nerdy or geeky as many claim it to be. You don't need to understand much about math, you didn't even need to like math in school to appreciate this film. Pi is really a film about passion turning into obsession, dragging a man down a dangerous spiral that leads to a rather limited tunnel vision and plenty of mental strain. Fans will no doubt recognize this as a very common theme in Aronofsky's films.

Max is a mathematician, a man looking for patterns in nature, trying to represent these patterns with what he knows best: numbers. As Max considers the stock market to be somewhat of a natural organism, he tries to predict the stock prices using an algorithm he has thought up. This of course is of particular interest to a financial group, but when Max comes into contact with a fraction of religious Jews things start to get really interesting.

screen capture of Pi

Pi hides its low-budget roots behind a cloak of grainy, high-contract black and white images and some very smart editing, though I must say that time is slowly catching up with Pi's visuals. The editing in particular felt a little off at times, then there are some specific shots than just can't hide the plain settings Aronofsky used for his film (for example the hallway of Max' apartment). All in all the film itself still looks great, but not as impressive as I remembered it to be.

But Pi is not so much about the visuals as it is about the music. To my knowledge, this is still the only film out there with a serious, more underground-oriented electronic soundtrack (not counting stuff like Umfeld). With artists like Aphex Twin, Banco de Gaia and Autechre making up a large part of the soundtrack, this is definitely right up my ally. The theme music is written by Clint Mansell and fits in perfectly, sporting some lovely drum 'n bass sounds (Mansell too would never be able to match the work he did for Pi). At times the dialogs might even seem part of the music, while listening to the soundtrack is like reliving the film itself. This is what soundtracks/scores should be like, sadly no other films have tried to follow in Pi's footsteps.

As for the acting, much of the film's dramatic weight lands on the shoulders of Gullette, who does a pretty great job as Max. It's funny though how I usually remember Gullette by his voice rather than by his appearance, I guess this is just more proof of how awesome the music direction is in this film. Mark Margolis play an intriguing secondary role as Max' mentor, the rest of the secondary cast is not as great but suffices.

screen capture of Pi

As Max nears his goal he gets more and more paranoid. Followed by a mad corporation and crazy religious folk, Max is slowly collapsing under the pressure of finding the key unlock the secrets of our universe. The finale is raw yet poetic and strangely fitting, even though very little is actually explained. It's a template for Aronofsky's typical cool-down that is featured in just about all of his other films.

Pi is a nifty little trip down the path of obsession. Some affinity with math in general is a definite plus (if you want to enjoy the poetic beauty of how certain things are connected) but not at all required to get what this film is about. Visually Pi is starting to show its age, but the soundtrack more than makes up for that. Fifteen years down the road this is still an excellent film that should appeal to anyone with a taste for the different.

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Fri, 13 Jan 2012 12:10:26 +0100
<![CDATA[content layout headaches/on headings and images]]>http://www.onderhond.com/blog/work/content-layout-issues-headings-images

So yeah, we've now reached the point where we are worrying about efficiently implementing things like 3d-transforms in css, how cool is that? Exciting times no doubt, but one would assume this means that all the basics of visual layouting would be covered by now. Well ... no, not in the slightest. So let's take a peek at one of the most basic issues that still exists in modern day web development and try and look for some ways to work around it.

who is your king?

Content is king, what lovely a cliché. Even though this is something we preach to everyone entering the wonderful world of web design/web development, the way our profession is evolving is hardly conform with this cornerstone of our believes. When it comes to the core content of a site, we're still letting clients fiddle with rich text editors until every notion of semantic validity and separation of content and style is shred to pieces. It's funny how CMSes have pretty tight control over everything not related to the core content of a page, but fail when it comes to what matters the most.

Not only that, css is still quite under-equipped to deal with very common cases of layouting our core content, at least, if you care about structural validity in html. Most designs are doable if you start playing around with the logical order of elements until you can match the design, but looking at the resulting source code there is often very little left to be proud of. And one of the most irritation-inducing design hurdles plays between the heading and the image of a content unit. Let me explain.

heading-first htmling

To make the core content a bit more attractive we often introduce several, semi-decorative images into our text units. Sure these image are somewhat related to the content, but they also serve a clear decorative function. Some images are floated left, others are floated to the right to create a more exciting layout dynamic. This is all good until we throw some headings into the mix, expecting our headings to flow along with the text.

It might be just me of course, but as a html guy I believe that whatever blurb of content you begin, you always start with the heading. The function of a heading is to introduce the content that follows the heading, so naturally it should be placed first in the content. This is a major problem for the css, because in order to make use of floats as they were intended, the floated element should appear first in the source. Say we want a floated image with the heading and text appearing beside it, we have to put the image first in the source. Ugh.

One other popular example (mostly related to content types - check out the product blocks on amazon.com) is to visually put the image above the heading. Luckily this poses less of a problem as these instances of images are (almost) always equal height, so some position absolute magic does the trick here. Clearly amazon.com does not really care about logical order though, they don't even seem to care about semantics as there isn't even a header in sight.

so what can be done?

.wrapper {position:relative; padding-left:Xpx;} .wrapper.noImg {padding-left:0;} .wrapper img {position:absolute; left:0; top:0; }

If the text does not need to flow around an image and you can safely estimate the max-height of each separate block, the position absolute trick is your best bet. It's not very flexible and you haven't lived as a csser if such an implementation didn't come back at least once with the remark "but what if there is no image". Back-end developers probably hate me for it, but when there is no image this solution requires an extra class on the wrapper. Clearly not an ideal solution, but it does the trick in some cases.

.wrapper h1 {margin-left:Xpx;} .wrapper img {float:left; margin-top:-Xpx}

Now, assuming you've put your image between the heading and the text, there is another semi-workable solution. Just provide a margin on the heading, float the image and pull the image up with a negative margin. This will blow up in your face if the width of the image changes or when the heading breaks to a second line, but in some cases it's definitely worth the gamble.

And that's about as far as I got, at least if you opt to place your heading first. Most people don't really care about that of course and they will just put the image first, float it and see the design adapt as it was prescribed, but there's an interesting little problem with that way of working, especially when dealing with rich text editors.

structure I tell you!

When I write html code I always provide a wrapper around a heading + p + img + ul + whatever other elements comprising a logical unit of text. When there are nested text units, I make sure they are structurally nested as a single unit in the parent text container. There is no good way to do this with rich text editors as far as I know (unless you're using a wysiwym editor) and technically this could be considered overkill. After all, a logical unit of text could be described as hX ~ hX (all the elements between two headings of the same level.

If you want your heading to appear next to a floated image though, you need to place your image in front of the heading. Considering the rule above, this means the image will be seen as part of the previous text unit, not the actual text unit it belongs too. Clearly a structural error that cannot be detected as it is entirely dependent on the context and the styling of the image. Visually it may look okay, but structurally you're constructing one big mess.

conclusion

Long story short? There is no good way to make an image appear next to a heading + text. And that's a pretty sad observation, this being 2012 and all. There are some less than preferable ways to work around the problem, but none look very appealing to me. If I missed something here, please let me know.

So can we really say that content is king when we have such little control over the core content of our sites? Maybe this should be fixed before we're going to put all our content in 3D spaces.

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Wed, 11 Jan 2012 11:51:40 +0100
<![CDATA[wheat/ping he]]>http://www.onderhond.com/blog/personal/wheat-review-ping-he

In recent years there has been no shortage of Chinese war epics. Every year several prominent directors stick their names to one or other excessive big-budget affair where no expenses are spared to recreate the largest battles in China's rich and sprawling history of warfare. Ping He's Wheat may look like it fits this mold, but actually it doesn't (at all). It's a remarkably small and humble film, which is exactly where its true strength lies.

screen capture of Wheat

Rather than focus on the actual warfare, He directs his camera at a village full of left-behind women. Year after year they have to survive on their own while the man are waging war in nearby cities and villages. Uncertain of their men's fate, the women go about their everyday lives, relying on their shaman for information from the outside world. The setup of Wheat reminded me a little of Hu Guan's Cow (also a 2009 film), which offers a similar secluded view of warfare, focusing on a small village tucked away amidst the mountains.

Out little village is greatly disturbed when two men are found in a nearby riverbed. Identified as their own soldiers through wounds inflicted by the adversary's weapons, these two men turn about to be deserters of the adversary's army, left for deadafter they jumped into the river. Looking at the somewhat troublesome start of the film, it's a shame He gives away this piece of information early on as it could and would've spiced things up a bit during the first half of the film.

But He doesn't keep his audience in the dark and focuses on how these two men integrate with the rest of the villagers. With one of the two men acting as a complete idiot though, I don't feel He made the right decision there. The first half is centered around many dialogs and features little to no action sequences, which makes the constant over-acting of the dimwitted fellow a little hard to bear, especially as he is quite prominently featured.

screen capture of Wheat

Visually He has everything under control. Standards are pretty high for Chinese war epics, but He lives up to them pretty well. He does differentiate himself with a handful of shots from directly above which do make for some very nice views of the corn fields. The lighting is particularly strong and the interior settings are lush and impressive. If you're a fan of the wealthy and traditional Chinese styling, you're gonna feel right at home.

The music is equally traditional, a combination of beautiful strings and typical Chinese instruments. I've come to expect little more from a film like this and I do like the music itself quite a bit, but I wouldn't mind seeing a bit more variation in the scores used for films like these, as they become a bit interchangeable after a while. It can be a little dire if you can dream a soundtrack before even seeing a trailer of a certain film.

As for the acting, Jue Huang does a good job as fierceless warrior. It's Fan Bing Bing who's allowed to shine the most though, as the strong, fearless mistress of the village who takes her job and responsibility very seriously. The supporting cast is equally solid, the only bad apple is Jiayi Du who takes his role a bit too far and becomes annoying rather quickly, playing the village idiot. Part of the annoyance comes from the character itself, but He should've downplayed him a little to make his presence less visible.

screen capture of Wheat

Wheat knows a rather rough start. He gives away a bit too much at the start of the film and the role of the village idiot gets too much attention. Gradually things get better though and when halfway through the film the village is attacked by bandits, raising some serious suspicion around the story of our two men, Wheat turns into a very amusing and remarkable little film, even gaining enough momentum to warrant the beautiful yet somewhat sentimental ending.

Wheat is different from other Chinese war epics in the sense that it keeps itself away from the actual battlefield and warfare, focusing more on the people left behind. There are some mild yet impressive action sequences in the second half, but they are definitely not the main selling point here. If you're a fan of Cow then Wheat this is a sure sell, but everyone looking for a more toned-down, stylish yet amusing war film should have a go at it. Remember that the first half our is a bit rough around the edges, things will get only better after that.

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Tue, 10 Jan 2012 13:08:31 +0100
<![CDATA[permanent nobara/daihachi yoshida]]>http://www.onderhond.com/blog/personal/permanent-nobara-review-daihachi-yoshida

With Permanent Nobara director Yoshida confirms his signature style, removing all doubt that his previous films were some kind of lucky hits. Pay no attention to the poster and trailer I listed here, Yoshida's latest is a lot edgier that its own advertisement would have you believe. It's a cheeky little comedy with more sting than your average film, leaving you behind pretty amused yet somewhat bewildered.

screen capture of Permanent Nobara

Yoshida's first film (Funuke, Show Some Love You Losers) is one of my all-time favorite films. It dominates a list of off-key Japanese comedies that gained popularity in the late '00, combining rather wry drama with light-hearted comedy. A weird and awkward combination that won't appeal to everyone and no doubt requires a somewhat warped sense of humor to appreciate. It's difficult to compare to other comedy sub genres, but if you're into Todd Solondz (Life During Wartime) it's definitely worth a shot.

At first glance Permanent Nobara reminded me a little of Naoko Ogigami's Yoshino's Barber Shop. It features a similar town and similar hair dresser salon (one-style only haircuts - perms in this case), even the laid-back atmosphere is somewhat reminiscent. That is, until people start to talk to each other. The dialogs are strangely honest and direct, contradicting the appearance of the characters in front of us. Jolly looking grandmas are talking about scoring dates and screwing men, kids are talking about abortions and women are rather unbothered about the unfaithfulness of their husbands. Something is definitely off here.

Central to the story lies the tale of Naoko, a young mother who returns to her home village after divorcing her husband. Together with her young daughter Naoko moves in with her mother, using her spare time to help out in the local hair salon. Naoko tries to pick up the pieces of her life and starts dating her old classroom teacher, but much like the other men in the village he doesn't appear to be too reliable.

screen capture of Permanent Nobara

Visually Yoshida remains true to the conventions of the genre. Rural Japanese dramas usually result in bright green colors and idyllic landscapes, emitting a tranquil and soothing atmosphere. Add a couple of beautiful beach scenes and some scenic shots of the sky and you pretty much know what to expect from this film. Yoshida paints a pretty picture, though not overly stylized or in-your-face.

The soundtrack is quite simply a logical extension of the visuals. Soft piano music and agreeable strings combine to create a sweet, enjoyable atmosphere. It's not the kind of music you'll remember after watching the film, but it does serve its purpose rather well. I could see it working as some kind of de-stressing therapy, but I don't think that was Yoshida's aim here. Again, the film remains true to genre conventions.

Main character Naoko is played by Miho Kanno, an actress I first discovered watching Kitano's Dolls where she portrayed one of the saddest characters I've ever seen on film. Her talent for drama is a real asset to Permanent Nobara, as she can easily switch between heart-felt drama and the lighter, more deceptive dramatic scenes Yoshida forces onto his audience. The supporting cast is pretty great too, providing comedy and additional portions of sorrow to make the picture complete.

screen capture of Permanent Nobara

Permanent Nobara draws its humor from the light-hearted way it approaches its overly dramatic story. Through the eyes of any other director, there would've been a lot of pain and sorrow in this little village, but Yoshida turns it around and creates a happy, joyous and up-beat community of people that deal with their problems as it they were just little bumps in the road. Safe a few clear comedic interludes, Yoshida isn't too direct about his methods though. Most conversations are just passing moments that would go completely unnoticed if you weren't paying attentions to the subtitles. Everything in this film is made to make it feel as if you were watching a regular, run-of-the-mill (though quality) Japanese drama, but when you think you see some old ladies talking about the weather, they're really discussing penis lengths.

Like I said before, you need to be susceptible to this kind of humor to appreciate Yoshida's films. The end of Permanent Nobara is more straight-forward drama (that works remarkably well by the way, all credit goes to the superb acting of Kanno), but the first hour or so, even though the film is drenched in dramatic events, is straight-up comedy. This will no doubt lead to mixed reactions, but if you think you can handle it, this film is absolutely worth your time.

I'm actively seeking out Yoshida's final film, if it proves to be as good as Funuke and Permanent Nobara he's making my select list of directors to watch. If it doesn't, Yoshida is still responsible for two lovely comedies. Permanent Nobara isn't as edgy or out there as Funuke, but it's a great follow-up that knows to charm and amuse in equal measures. Recommended if you think you're up to the challenge.

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Fri, 06 Jan 2012 12:23:22 +0100
<![CDATA[starry starry night/tom lin shu-yu]]>http://www.onderhond.com/blog/personal/starry-starry-night-review-tom-lin-shu-yu

Tom Lin's latest endeavor may be his definite ticket to international recognition, if Starry Starry Night makes it out of Taiwan (always somewhat of a gamble). It's a film with enough potential to appeal to a wide audience while at the same time maintaining its artistic integrity and firm traces of Lin's own personal voice. One thing is certain though, the result is one of the sweetest and most endearing films of 2011, warmly recommended to brighten up one of the upcoming winter evenings.

screen capture of Starry Starry Night

Lin has made some first-grade career choices these past few years. After brushing up his skills as first assistant director for a couple of quality productions (Spider Lilies, The Wayward Cloud, Do Over) and helming his very own first feature film (Winds of September), he now tackles the adaptation of a popular illustrated novel by Jimmy Liao. A smart move that landed him some extra budget to play around with, obviously well-spent.

Starry Starry Night is the slightly fantastical tale of Mei, a 13-years old girl trying to deal with growing up, while still escaping to her own fantasy world when real-life problems prove to be too daunting to face. Mei finds a companion in Lee, an introverted young boy who just transferred from another school into Mei's class. When Mei's parents decide on a divorce, Mei runs off with Lee in search of a moment of untainted happiness and maybe even some romance.

The film is told completely from the perspective of Mei. Lin could've grabbed this opportunity to lose himself in overly detailed fantastical dreamworlds, instead he keeps the feel of Starry Starry Nights much more down to earth, limiting most fantastical elements to background details or small touch-ups left and right. It gives the film a more mature atmosphere while still respecting the world of the main characters and their somewhat immature behavior.

screen capture of Starry Starry Night

Lin impresses royally with the film's visual style. Moody, warm and colorful, but also with a more serious and grim edge during the first, more reality-based half of the film. The CG is remarkably well accomplished, being both technically and aesthetically pleasing. One scene in particular, near the end of the film (the dream with the jigsaw puzzles) turns out to be a real stunner. Starry Starry Night is yet another film keeping the aesthetically honor of Taiwanese cinema high.

The soundtrack is a bit more on the safe side (as is usually the case with this kind of film). Starry Starry Night features a quality score with quite a few agreeable and atmopsheric tracks, but it does little more than support the scenes Lin had in mind. I prefer my soundtracks to be a bit more defining and out there, but I must say that the music here does add a layer of sugar-coated softness and glow that benefits the overall atmosphere.

As for the acting, Jiao Xu carries most of the film on her shoulders. Discovered in Stephen Chow's CJ7 she is now clearly expanding her reach into more complex and demanding roles. Lin gives her plenty of room to sparkle and Xu clearly grabbed that chance with both hands. Her performance is outstanding and gives a lot of extra shine to the Mei character. Eric Lin supports her pretty well, the rest of the secondary cast is solid but clearly not the main focus of Starry Starry Night.

screen capture of Starry Starry Night

If the poster art looks somewhat familiar, it may be because Woody Allen used the same Van Gogh painting to promote his latest film, Midnight In Paris (or because you've seen the Van Gogh painting before of course). The painting is more relevant for Starry Starry Night though, as it is actively featured during one of the key scenes and it is used to flesh out the key morale of the film. The whole art angle within Lin's film might feel a bit forced at first, but it does pay off rather well as the films progresses and it finds a perfect conclusion in the final scene.

While the epilogue is quite mushy and even sentimental, Lin shows his true mastership by making you believe this was the only ending possible. You can very well call it a feel-good Hollywood finale (and there is little to contradict that), but it's executed with so much class and warmth that any other conclusion would've felt wrong and out of place. The final shot is of stunning, unprecedented beauty and will leave you with a warm, contented feeling that carries on well beyond the last credits have disappeared from the screen.

Tom Lin paints one of the dearest, warmest and most charming films of the year. Starry Starry Night is a beautiful and imaginative trip into the mind of a 13-year old girl, exploring her world and dealing with her problems. The film has its fair share of memorable scenes and a truly magnificent ending that will keep you comfortably warm during these cold, rainy winter days. I'm already looking out for Lin's next film as I'm sure there's still a lot of unexplored potential left in him. For now though, I'll just recommend Starry Starry Nights and hope that it will reach a big, loving audience that cherishes it accordingly.

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Wed, 04 Jan 2012 12:16:44 +0100
<![CDATA[google and microdata/stealing your content]]>http://www.onderhond.com/blog/work/google-microdata-stealing-content

Not too long ago I wrote about the real-life use of html5 microdata and how it takes us one step closer to the ideal of a semantic web. While I'm still pretty excited to see the web expand in this direction, there is at least one serious bump in the road worth mentioning. Bottom line: the easier it is for crawlers and other pieces of software to read our data, the easier it becomes for them to steal our data for their own gain. And currently we have no way to protect ourselves.

like thieves in the night

This is not a new problem of course, there is plenty of software our there today that crawls specific sites and pages in order to harvest data. As long as websites do not provide an API to access their data, this is the only way feasible to accomplish certain tasks. For example, a site like icheckmovies.com provides a service where users can import their IMDb votes, but IMDb does not offer other sites a way to access this particular data. So icheckmovies asks you for the page url containing your votes and crawls the page looking for the data it needs. As long as the html source does not change, this is a pretty reliable way to extract data online. When IMDb does change the source html (like they did a couple of weeks ago), the service breaks and has to be adapted to match the new html structure.

I'm not sure about the specifics, but legally speaking this is somewhat of a gray area. When the data is public it can be used by others. On the other hand, you can't just copy a whole database of information from another site. That's why big sites like IMDb (or any other database-fueled data site) introduce known errors into their data (Google Maps has a couple of non-existing towns for example). If these errors make it onto other sites, they know they've been robbed of their hard work.

the new google

Search engines like Google Search also crawl your site for data. This is not really a problem because if all goes well they will direct people to your site based on the search criteria they entered. It uses your data simply to produce a search result snippet so users can make some kind of initial decision before they click through to your site. Google generates traffic for our websites, so nobody minds.

But what if Google was going to use the data on your site for other things beside generating links to your site? According to an article published on HBR Google is aiming to produce immediate answers for direct answers, effectively bypassing the sites where it got its information. It's nothing more than an extension on what they are doing with exchange rate calculation and simple math problems, but because Google has access to an almost unlimited amount of data, it can actually start aggregating and analyzing that data to predict the answer to more complex questions. In the end, it's not even stealing your data, but simply using it to predict the correct answer.

google and microdata

Semantics (more specifically microdata) are crucial in this process. It allows machines to understand data that would otherwise be captured in language-dependent full sentences. Google isn't guessing anymore, it knows. And because it knows, it will answer you directly rather than point to a source that might hold the answer to your question. For users of Google, this is superb as this saves a few clicks and they still get the information they were looking for. Other services too will have a much easier time figuring out your data. A site author can change the html all he wants, as long as the microdata implementation remains the same (which in theory it should), services that crawl your pages don't need to be rewritten every time you change something in the source.

As content authors though, we could feel a bit cheated by this. External services are using our carefully marked up data for their own benefits. Google does provide extra links to its sources, but only in a collapsed view which is likely to be ignored by people just looking for the answer. What this means is that we are doing all the hard work while Google is taking all the credit.

Blogs like mine might (at least for some time) escape the first few blows because we offer opinions and contextual articles, not so much single answers to direct questions. Then again, I believe it's probably just a matter of time before we're going to feel the consequences of this. Google could just as well roll out a list of film reviews (with some source links in the footer that nobody is going to click anyway), reliably harvesting its information from sites that use the movie and review microdata formats. That way it shows our reviews without giving us the proper credit for writing them.

conclusion

What bothers me the most is that content authors gain very little by going the extra step to mark up our data with microdata, we may even lose a part of our audience that way. Sure the people we lose are probably just looking for a simple answer and may not be particularly interested in the rest of our site, but branding works in mysterious ways. Currently there is no way to protect ourselves from this and we are at the mercy of Google and other search engines to provide visible source links and quotes so we are at least given the proper credit for our work.

If search engine developers play this right both engines and content authors could benefit from the semantic web, but if they're going to claim all the credit for the data we are providing, many people are going to be discouraged to keep writing for the web. Not only that, it could hurt the success of the semantic web itself, setting us back several steps in the process to make more sense out of this enormous cluster of information we call the internet.

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Wed, 04 Jan 2012 11:36:54 +0100
<![CDATA[tokyo.sora/hiroshi ishikawa]]>http://www.onderhond.com/blog/personal/tokyo-sora-review-hiroshi-ishikawa

If you ask me about the pinnacle of Japanese drama cinema there is only one name that withstands all criticism: Hiroshi Ishikawa. Sadly his work is terribly under-appreciated (or just plain unknown), even amongst fans of Japanese cinema. What better reason to review his first film and unmistakable stronghold of my personal top 10 list. A film that threw me off-balance the first time I watched it and still holds that same power almost 10 years later.

screen capture of Tokyo.sora

Ishikawa is a director with a background in shooting commercials, which is pretty funny considering the fact that his films are amongst the most subtle, stilted and tender dramas you could ever imagine. There is no flash, no hype, no trickery, just staggeringly convincing characters in a very realistic slice of life setup. If anything, the man's film teach you a thing or two about reigning preconceptions of a director's background, especially when said director comes from a more commercially-oriented industry.

I still find it somewhat awkward to explain to people that Tokyo.sora is the one film that probably has the biggest emotional impact on me. After all, Ishikawa's film is about six women living in modern-day Tokyo, hardly something I can actively relate to as a 30-year old guy living in Belgium. But underneath the surface of Tokyo.sora lie more universal themes, exploring social contact, solitude and just about everything that lies in between.

Tokyo.sora's women are fragile yet sturdy characters who are all on the verge of a blossoming relationship (some romances, some friendships). Making contact or truly opening up to other people isn't quite that easy for them though, so they all struggle along, each of them dealing with the hurdles that are thrown at them in their own, personal way. There is no real story and there are no real dramatic events propelling this film forward (except maybe one, and even that is handled in a very down-played manner), just the intimate stories of these six women.

screen capture of Tokyo.sora

Even though Tokyo.sora is pretty sober, it's still a very attractive and beautiful film to behold. Ishikawa chose his color palette very carefully, with many blues and grays dominating the screen. The framing is delicate and precise, the camera work accurate and observing. Ishikawa often refrains from looking at his subjects directly, instead he picks mirror reflections or positions his camera out of view from the characters. This really heightens the feeling you're looking in on the lives of the characters rather than watching scripted scenes, even though there is always a clear level of styling present.

The music is handled by Yoko Kanno (anime scoring legend) and while I'm not a big fan of her anime work, she provides a wonderful, touching and emotional score here. Maybe not the most original of scores (think piano tunes and soft-voiced vocal tracks) but definitely a valuable asset that enhances the soft and drifting atmosphere of the film, easing you into a warm state of trance.

The acting too is simply superb. None of the actresses are particularly popular or well-known, but they all possess a natural flair that makes it that much easier to feel along with their characters. This being a Japanese drama you have to be able to cope with the typically stilted and introverted way of acting, though for me this only makes things better (and it's actually quite in line with the themes of Tokyo.sora).

screen capture of Tokyo.sora

Don't expect too much in the way of story or dramatic climaxes. Everything about this film is minimal, from cinematography to scoring to character development. Sure the women change throughout the course of the film, just not in any major, life-altering ways but in a more natural, realistic way. Small events, meetings or simple gestures are the highlights of this film, slowly influencing the lives these women are leading. This being a film about six women whose lives aren't necessarily linked together in any way, the structure can be seemingly random and uneven. At the same time, by jumping between the different stories even within scenes you get some very nice contradictions and a worthwhile mix of emotions. While I've seen some people critique this way of mixing the different stories, I actually believe it helps the realistic character of the film.

Ultimately this is a film about the friction between social contact and solitude. Sometimes contact with others is what you crave and loneliness can be a painful sore. At other times loneliness is liberating and social contact can be a real drag. Both elements fulfill an important function in our lives, even though there are moments when they are difficult to cope with. So even though I'm not female and I don't live in Tokyo, these themes are still pretty relevant to me, pulling me in like no other film can.

If you're interested in Japanese drama Tokyo.sora might not be the best entry level film. The pacing is incredibly slow, the acting particularly introverted and the film itself remarkably uneventful. And yet, seeing these women go through their lives, often incapable to make seemingly easy decisions but always finding the strength to pick up their lives and move on, this film emits such strong, powerful and delicate emotions that it easily surpasses its peers. As far as realistic drama goes, this is as close to perfection as I've ever seen. If you're into Japanese dramas and you haven't seen this yet, there is no better film I could recommend.

Check the trailer, no subs needed.

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Mon, 02 Jan 2012 13:39:15 +0100
<![CDATA[movies 2011/brightest discoveries]]>http://www.onderhond.com/blog/personal/movies-2011-discoveries

I'm not really a man of melancholy and traditions, unless they are just plain and unmistakably useful. So here we go again (do check the 2008, 2009 and 2010 editions for more valuable recommendations), my rundown of the 10 best movies I've discovered in 2011. A list of films you simply need to see, if not you risk the chance of missing out big time. No new content, but a solid reminder should you have missed some of my film reviews this year.

10. Balade Triste De Trompeta

If you're looking for some prime Spanish amusement then look no further than De La Iglesia's latest film. A truly amazing mix of action, drama, comedy and exploitation-like elements, featuring everything from clowns to machine guns and even some old-fashioned warfare. It may take a little time to get used to the many genre shifts, but once you're hooked this film won't let you go until the credits start rolling.

09. Juliets

Juliets is a warm and cozy anthology project that limits itself remarkably well to the boundaries of its initial concept. The film features three expanded short films, each transporting Juliet to a different time frame and exploring the classic Juliet character in each of its settings. The three directors involved clearly grabbed this chance to put their skills on display, turning this project into a pretty effective recap of the strengths of Taiwanese drama cinema.

08. Revenge: A Love Story

Still high on the success of Dream Home, Josie Ho's 852 Films released Revenge: A Love Story. And while operating in a completely different genre altogether, the marks of its origin are clear enough. This film is one mean, cold-hearted son of a bitch, presenting a stone-cold revenge story with the proper grit and nastiness, leaving you quite perplexed but strangely satisfied. A great return to form for Cat III films, only a lot more stylish compared to its predecessors.

07. The Fourth Portrait

Definitely a film for those who can stomach 90 minutes of subdued and stilted arthouse drama. There isn't much in the way of a coherent storyline, most scenes are detached snippets torn from a young boy's life and there is no real conclusion to this film. The execution is absolutely lush though, sporting stunning visuals, a beautiful soundtrack and an overall warm and calming atmosphere. The Fourth Portrait may be a rather demanding film, but when you engage yourself it does deliver in spades.

06. Sodium Babies

Some films are made with so much love that they start to tear at the seams. Sodium Babies is not a perfect film and could use some cleaning up left and right, but the Decaillon brothers put in so much passion and energy that it's pretty easy to forgive the film's faults. Especially when many of the scenes do manage to impress, resulting in moments of sprawling and dazzling cinema throughout this little gem. It's a pretty unique film, freed from genre conventions and obvious clichés, hurling its way to a great finale.

05. Blowfish

Slowly but surely some modern influences are creeping into traditional Taiwanese drama cinema. Even though Blowfish is quite traditional at its core, the film is more direct and a bit more daring, though without actively effecting the typical atmosphere of these type of films hold. The result is a warm, loving drama with some modern touches left and right. Lee paints visual poetry with only a few passing dialogues and two actors who give their all.

04. Confessions

Forget Nakashima's colorful and uplifting films, with Confessions he taps right into a darker part of his soul. The result is a wry and gritty revenge tale that circles out of control as things progress. At least, the story itself does because Nakashima holds a tight grip on the direction and leaves absolutely nothing to chance. A stunning film boasting an effective punch in the gut, leaving you behind somewhat dazzled and bewildered.

03. Cannibal

2011 was not a particularly good year for Belgian cinema, lucky for us Benjamin Vir&eactue; provided us with some hope for the future. Even though Cannibal sounds like simple genre fare, it couldn't be farther from the truth. This film is a dark, brooding and surprisingly atmospheric little horror film with completely turns itself around in the final 30 minutes and manages to linger long after the end credits faded from the screen.

02. Redline

Redline is one of those rare films that managed to materialize itself against all odds. It's not a realistic project, catering only to a very limited audience but sparing no expense whatsoever to be the biggest and boldest piece of animation extravaganza ever produced. If you are part of its limited target audience though, it's without a doubt one of the best things to have come along in years, sporting two hours of over-animated fun and weirdness where no frames were spared to blow you off your chair.

01. Honey PuPu

Honey PuPu is easily the biggest surprise of the year for me. A film that isn't just about young people, but is actually constructed using the language and living patterns of youngsters today. A film that breathes the internet generation, finding meaning and beauty in aggregation of ideas and content rather than finding it in purity and depth. It's a lush mix of beautiful visuals, great music and modern poetry. Definitely not for everyone, but if you're interested in the generations that will at one time take over from us, a must see. Definitely my boldest and brightest recommendation of the year.

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Fri, 30 Dec 2011 09:06:58 +0100
<![CDATA[recap 2011/a kiss goodbye]]>http://www.onderhond.com/blog/work/recap-2011-best-onderhond-articles

With only a couple more days to go until the new year, it's once again time (check the 2008 and 2010 editions) to look back at the various web-related things I wrote during past year, selecting the articles I think were the most important, most relevant or most interesting. As always you won't find anything new here, but if you're still looking for some worthy web-related new year resolutions, there should be plenty that suits your needs.

2011 was a year of progress, but also a year of many hypes and community setbacks. A year where the web progressed at a faster pace then I witnessed ever since I started in this business, but also a year where many of the best practices we fought so hard to establish were tossed aside in exchange for quick gains and tacky show-offs. I guess this is aptly reflected in the articles I selected, which probably contain more rants and defensive writing than in all the other years combined. But with good reason of course.

10. writing about front-end

I should probably repost this article once a year, if only to remind myself how important it is to provide the proper context when writing about web development. When writing for the web we often forget our target audience, kidding ourselves that we're writing for professionals only. The reality is a bit different and in order to make sure people don't walk away with the wrong ideas after reading our articles, it's good to keep providing the proper warnings and to keep explaining best practices and why they matter, even when they seems trivial to ourselves.

09. ux design: the u-deception

At first I didn't feel too comfortable writing about ux design as it's not really my usual territory, but as a regular web user I believed I could still add something valuable to the discussion. The bottom line of this rant is don't overdo it. Don't make me feel like you're trying to engage me. Don't think you're smart with your analogies and witty humor. Just get me to the information or service I was looking for as quickly as possible. Then I'll think about engaging myself with your site.

08. html-man

This year I've been concentrating a lot on writing html. I haven't done too much css work this past year and I don't feel to bad about that. Tying in with my article on the death of the one-man-show web developer, this article explores the depth and range of what it means to write html and how this could very well turn into a full-blown job description. Complexity brings specialization and we're definitely heading in that direction.

07. graceful degradation pitfalls

As web developers we're always working with the latest tech. Graceful degradation is a valuable concept but providing others with a down-graded experience while we're getting the entire package certainly leads to a couple of interesting pitfalls. It's easy to ditch functionality and graphical detail if you yourself don't need to look at it all day, which is why it might be better to start adopting the progressive enhancement paradigm, ensuring the base experience is strong enough and working your way up from there.

06. form mark-up

Ah yes, what html to use for an entire form and how to tie it to data sheet mark-up. With more time to think about how to write quality html code, this is one of the crazy things that came out of it. Semantics, structure and consistency all wrapped together to create the mothercode of all forms. A bit verbose of course (that's html flexibility for you), but I'm quite happy with the resulting html structures. Worth a read if you're like me and you like to ponder on semantics, structure and reusable html code.

05. the adverse effects of social

Social is big, but the bigger it gets, the hollower the experiences it provides. Social these days is all about simple interactions, not so much about communication, and because of that we lost a very valuable function of the web. Discussion is moving away from the web once again, which is a real shame as what remains is random numbers of likes, shares and +1s that try to make up a binary web profile of our offline personas. Not a rosy future if you ask me.

04. html5 articles for content types

Choosing between the article and section element may be one of the most fuzzy areas of html5, so I took the time to figure out why the spec made a separation between these two element. I also came up with a better analogy, instead of matching the article tag to syndicated content (resulting in an ongoing discussion of what content could be syndicated and what not), it's a lot easier if you match the article element to what most CMSs call "content types".

03. in defense of semantic value

One of the articles that spawned the most front-related discussion this year was a rant on the (minimal) value of html semantics. My article was a direct reaction to that, coming from someone who just spent a year specializing in html and semantics. Needless to say I didn't quite agree with the original statement and needed to vent a little. The result is a pretty strong vote in defense of html semantics.

02. the design axiom

While html does a pretty good job of keeping up with the needs for the modern web, css has a lot more issues to deal with. My design axiom states that whenever css catches up with design, design moves away from css again, simply to stand out from the rest. We know that a lot of work is spent on bringing css up to par to current web design standards, but the very ideology of this is flawed at its core. And it's just something we'll have to live with.

01. dry htmling

My personal favorite of the year is an article on what I've been doing the most: dry htmling. I don't know too many other who (can) do this and it's quite a challenge at first, but it really does teach you a thing or two about html. The idea is to write html for a set of wireframes that is given to you without any hints of design or design input. Just write html for what you see on the wireframes and worry about the css later. If you do it right, you'll notice that your html should be strong enough to incorporate most design decisions (unless they are structural of course). A very neat challenge.

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Thu, 29 Dec 2011 11:16:27 +0100
<![CDATA[dead end run/sogo ishii]]>http://www.onderhond.com/blog/personal/dead-end-run-review-sogo-ishii

By now you probably should've realized Sogo Ishii (August In The Water, Electric Dragon 80.000V, Kyoshin) is set firmly on my shortlist of favorite directors. I appreciate his punk approach to cinema, but he also has a softer side he's not afraid of showing. Dead End Run combines both aspects of Ishii's work and blends them into an explosive rush of beauty and style. The result is a 60 minute anthology film featuring three phenomenal shorts.

screen capture of Dead End Run

Dead End Run is Ishii's "gone-digital film". Like many others he started experimenting with digital film in the early 2000's. While the image quality may be a bit grainy at times, it's clear that mobility and editing benefit a lot from the digital approach. Bluntly said, Dead End Run is Ishii's way of experimenting with his new toys, lucky for us the result is a bit more than just some technical wizardry. While the anthology itself is not really high on concept (three people on the run are trapped by a dead end), the shorts themselves are still pretty exceptional in their own way.

Last Song (the first short) features a beautiful dance macabre. While Ishii is known for tightly incorporating music into his films, this is probably his first full-fletched musical, and it's not even set to anything remotely resembling punk. When Yusuke Iseya is trapped in an alley he kills a passing girl by accident. The girl seems rather pleased with her faith though and decides to recite one last musical number with Yusuke. In only fifteen minutes time Ishii builds up a very cute and endearing romance that left me quite perplexed when it suddenly ended.

While the music itself is very poppy, the cinematography, dance choreography and sound effects make for a very intriguing effect. And while the setup might be quite absurd, Ishii has little trouble to make this short come to life, transforming it into a quirky yet very believable romance. A very strong opener to this anthology film and my favorite of the three films shown here. 4.5*/5.0*

screen capture of Dead End Run

The second short (Shadows) features Masatoshi Nagase, no doubt one of Japan's coolest actors in the business. The ideal man for the job too, as this short is basically a 15-minute Mexican stand-off between Nagase and himself, intertwined with a similar stand-off from the past. Ishii goes western here, as he focuses rigidly on faces and glides his camera between the two opposing forces, catching every angle before bringing the showdown to a surprising yet fitting ending.

I'm not big on westerns and I usually find these kind of shoot-outs pretty boring, but it's clear that a different setting and more inspired camera work can do a lot for a scene like this. It's a great exercise in getting the most out of one single moment in time, as long as you manage to keep it varied and interesting. A great little short that is low on substance, but high on style. 4.5*/5.0*

screen capture of Dead End Run

The third and final short (Fly) is a bit different in feel from the first two. It doesn't play at night and Ishii puts more focus on mobility, energy and action, making this short a bit more lively and nervous. The film features Tadanobu Asano on the run for the police. When he flees on a rooftop he runs into a girl which he takes hostage, quite unaware of the suicidal tendencies of this young woman.

The short becomes a bit more fantastical near the end of the film, which pretty much saved this short for me. While the first half isn't too bad, it's nowhere near as special or spectacular as the first two shorts. Asano is cool as ever, but the camera work was a bit too nervous to my liking and the build-up towards the ending a bit too random. Still, counting the second half of the short, it's still a beautiful little piece of film making. 4.0*/5.0*

Overall Dead End Run is a fun, varied and classy anthology film where Sogo Ishii allows himself to show his more experimental side while leaving room for some softer touches. There are some very nice parallels between the different shorts, there is plenty of audiovisual trickery and the short running time makes sure you won't get bored. If you like your films a little different this is a definite recommendation. 4.5*/5.0*

Don't miss the trailer, no subs but you won't need 'em anyway.

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Wed, 28 Dec 2011 10:19:22 +0100
<![CDATA[tenshi no tamago/mamoru oshii]]>http://www.onderhond.com/blog/personal/tenshi-no-tamago-review-mamoru-oshii

Tenshi no Tamago is the film where it all started for Mamoru Oshii (Tachiguishi Retsuden, Sky Crawlers, Patlabor 2). For the first time he was freed from any limitations, finally at liberty to make whatever kind of movie he wanted to make. The result is one of the most important milestones in Japanese animation history, a film that shattered any remaining notions that animation was merely kid's fare.

screen capture of Tenshi No Tamago

When people say Japanese animation is more mature than its Western counterpart they actually mean it appeals more to the inner geek. Even "mature" films like Ghost in the Shell or Jin-Roh are still littered with geeky elements and details (cyborgs, guns, random nudity). Of course these film also tackle more serious themes and ideas, but not without their fair share of fanservice, often alienating a more arthouse-oriented and/or depth-seeking audience.

Tenshi no Tamago has none of that. Apart from its fantastical setting this is a film that links itself to the likes of Tarkovsky, handling themes with a level of restraint and seriousness not often found in other animation films. There lies little to no fanservice in the fantastical elements, only symbolism and hidden meaning. Oshii declared that this film was a cinematic translation of his emotional state, hinting to the fact that even he could not explain every single thing explored or touched in this film.

The story is quite limited and focuses on a little girl traveling all alone through a desolate landscape. The girl carries an egg with her which she vowed to protect from the outside world. She meets up with a soldier who shows considerable interest in the egg she is carrying around, wondering what could be inside. And that's as much story as you're going to get from this film. Safe to say, if you can't handle slow and though-provoking cinema, you better stay away from this one.

screen capture of Tenshi No Tamago

Tenshi no Tamago isn't just Oshii's project though, the artwork of the film was directed by famed artist Yoshitaka Amano (known for his work on the early Final Fantasy games and recognized talent in the art world). While his art style isn't the easiest to translate to animation he did a truly wonderful job with Tenshi no Tamago. The film looks stunning, the animation is meticulously detailed and even though the 80s vibe is recognizable in some smaller elements (like the coloring of the skies), the film's visual style exists outside the realm of time.

The film's score is just as beautiful. Some sequences seem prolonged just to show off the awesome soundtrack (like the campfire scene), but that's hardly an issue considering the trance-inducing effect of the music. The sound effect are equally haunting, creating a very desolate and ethereal atmosphere that helps to even out the slow pacing. The voice acting is limited with only two characters and a noticeable absence of dialogue, but both characters are voiced with the proper understanding of their function. So even if you don't care about the meaning behind the film, it still works perfectly well as an audiovisual experience.

screen capture of Tenshi No Tamago

Believe it or not, but Tenshi no Tamago never found its way to the West (at least not through official channels). The first time I watched this was on a laptop (DVD player couldn't read Region 1 DVDs) with a printed script next to me just to follow the dialogues. I have the Japanese DVD at home now, but that's just for show. Whenever I want to see this film I have to rely on fansubs (or the HK bootleg, though I don't own that one). While I understand a film like this has a limited audience, the lack of an English-subtitled release is still one of the biggest injustices in cinematic history.

If you want the get the most out of Tenshi no Tamago it's best to read up a little on Oshii's struggles with religion at the time he was making this film. Viewed from that angle the story of the girl protecting the egg makes quite a lot of sense (though other elements, like the shadow fish are still a blank). The duality of the problem the characters are facing (you have to break the egg to find out what and if something is inside) is interesting enough and also retains its merit outside any religious context. For those who like to think and puzzle, Tenshi no Tamago is a pretty meaty film that fits in with the most serious of live action arthouse films out there.

In 1985 there was no animated film that even remotely resembled the likes of Tenshi no Tamago. Over the years more and more animated films began to incorporate mature themes, but I would argue that none of them could surpass the dedication and depth of this one. It's a strong, personal film that earned its place amongst the best work of Mamoru Oshii (and animation in general) and is the perfect example of mature animation. It's a real shame the popularity and appreciation of this film is hampered by lack of proper distribution in the West. Still, if you can find a way to watch this, do not miss the chance or you might regret it. 5.0*/5.0*

Check the trailer, no subs needed.

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Thu, 22 Dec 2011 12:51:13 +0100
<![CDATA[honey pupu/hung-i chen]]>http://www.onderhond.com/blog/personal/honey-pupu-review-hung-i-chen

Without a single doubt, without any form of competition, this is the best film of 2011. And while Honey PuPu can't claim absolute originality (pk.com.cn precedes it), it's still the most beautiful, unique and skillfully executed film I've seen in its genre. So take a minute to find out why you definitely need to watch this, more so than anything else produced in 2011. I can't guarantee you'll like it, but in this case the experience is actually more important.

screen capture of Honey PuPu

Within the heart of Honey PuPu echoes the voice of a new generation. Not a new generation of film makers mind, but a generation of people who grew up in a different world than we did. Most reviewers do seem to realize this, but not everyone seems to understand that it runs deeper than what you can see on-screen. Sure there's websites, headphones and mobile phones dictating the world of the main characters, but there are more profound and important differences with traditional film making.

The key difference can be found in the way we are brought up to process information as individuals. When I was young and I wanted to read up on a particular subject I reached for an encyclopedia. This gave me a bunch of facts and interpretations concerning a particular subject. Nowadays people turn to google, and sure enough a wiki page will pop up telling them pretty much the same things I was told. But the wiki page is just one simple search result amongst a range of hundreds and thousands of other impressions. Searching for information doesn't just lead to processing dry facts anymore, it opens up a full window of different media and different impressions that make up a more thorough and complex web of information.

This is where Honey PuPu differs from what we have come to know as cinema. Traditional cinema builds up a concept to illustrate the message or intentions of a writer or director. Depth and meaning are assumed by focusing on and expanding a single view, or in some cases the interaction between separate (often conflicting) views. It's the encyclopedia way of film making where we have one single access point and one voice teaching us about the central theme. Honey PuPu is nothing like that. It's a collage of opinions, views and interpretations that are connected by a single central theme, but stand firmly by themselves. "Truth" and "meaning" are found in this intricate web of information instead of trying to find it in one single statement. There is only a central theme and the director's personal selection of impressions related to this theme. The result is an experience much richer and impressive than any traditional film could ever produce.

screen capture of Honey PuPu

All the above is nice of course, but you still need some solid talent to make it work as a film. With Hung-i Chen in the director's chair, there is nothing to worry about though. Visually this film is absolute stunning from start to finish. It's awesome to see Chen blend visual styles and atmospheres in a very natural and organic way. There are for example no specific, stand-alone animation sequences, but some scenes do make use of partial animation which is perfectly integrated with the live action imagerey. Chen's box of tricks is rich and beautiful, supplying each segment with the proper atmosphere and leaving behind a truly stunning visual impression.

The soundtrack illustrates a similar understanding of how to blend different musical styles and atmospheres. While essentially a poppy soundtrack, there are firm traces of hip-hop and electronic music which continuously weave themselves together in order to make an all-round impressive score. Chen has a background in directing music videos which clearly shows in the way he handles the music here. In short: the combination of visuals and score alone should make this film worth your time.

Most of the cast consists of youngsters, who I assume felt quite at home within the boundaries this film set out. The acting is pure and natural, while still keeping a very young and modern edge. Po-sheng Lin is the biggest discovery if you ask me, but the rest of the cast is not far behind in terms of fleshing out their characters. Impressive performances throughout that effectively lift the film to even higher grounds and hopefully mean the start of a bright career for the main cast.

screen capture of Honey PuPu

The central theme of Honey PuPu is "missing", around this theme several stories are wrapped and explored. These stories are tied together by a website where missing people can be reported and traced, but all of that is just a hook to allow for more impressions and takes on what it means to miss or disappear. From boyfriends that left without a word of warning to lost bee populations, from nostalgia to lack of logic, it all flows in and out of view. Some ideas and issues are resolved, others are merely introduced and left to linger.

The result is a rather dreamy, poetic and refreshingly modern collage around one central theme. There is no single consensus or message, but that does not result in a lack of depth, on the contrary. The key to the "missing" theme can be found somewhere amidst all these different impressions and views, the feeling the film leaves behind is that of a broader understanding of the central theme rather than a heavily constructed and explored message forced down your throat. The voice of the director isn't lost in all this, but can be found in the actual choice of information rather than the single message most films carry with them.

And that is why this is a film by and for a new generation of people. Not because you see people interacting through websites and mobile phones in this film, but because Honey PuPu presents its theme in a radically different manner. Everything is a mash-up, a mix and collage of ideas and views, some personal, some found elsewhere. Watching this executed by a talented director is a unique experience that will hopefully develop into a full-fletched branch of cinema. I'm convinced it's still to early for this to actually happen (most films critics aren't going to be ready for a film like this), but films like Honey PuPu and pk.com.cn are definitely the beginning of something fresh and new. If you see only one film in 2011, make it this one. 5.0*/5.0*

Check the trailer , it's worth it.

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Wed, 21 Dec 2011 10:58:48 +0100
<![CDATA[html5 microdata/use it today]]>http://www.onderhond.com/blog/work/html5-microdata-now

Sometimes people can be so focused on theory that they completely miss the fact that real life has already caught up with theory. Last week I discovered that html5 microdata can finally be used in the wild, so I jumped on it for some cosy semantic experimentations. I voiced my concerns on html5 microdata in the past, but I wouldn't miss the change to see the semantic web in action, especially not when Google is on board and ready for some semantic magic.

microdata reservations

The way I see it, there are three main problems with the current microdata spec. First of all the syntax is just too verbose. You need at least three new properties (itemscope, itemtype and itemprop) to get anything useful out of your marked-up elements, two of them requiring custom attribute values (itemtype and itemprop). That's a lot of extra data for something microformats fixed with just a few (extra) classes.

The second thing that worries me is the obvious correlation between microdata and class names. I know they are two different things with different goals and purposes, but there's an undeniable link between the two of them. Different semantic elements require different styling (if not now, then maybe in the future so if you're into future-proof coding this is a fact rather than a possibility). When using microdata you're pretty much doing the same work twice: naming elements with semantics in mind and naming elements with styling in mind. Not very efficient if you ask me.

And finally, getting your hard work implemented will prove to be an additional challenge. It's hard enough to get the CMS to throw up the classes and tags you requested, if you're going to bother back-end developers with a stack of semantic hocus pocus things might end up a true battlefield. While this sounds like the least important issue we're dealing with (as it is not ideological in nature), it's actually the one that has the biggest impact on the success rate of the whole operation.

here and now

So why bother with microdata? Well, because Google bothers. If you implement known microdata vocabulary in your site today Google can and will pick it up (to test it, you can use the Google's Rich Snippets Testing Tool. While this data is currently not used for page ranking purposes, it can be used to enhance your search result snippets (I think the most visible example today is when Google ads review ratings to the search results).

If you want known vocabularies (which is way more interesting than inventing your own and ending up with microdata definitions no machine can read) you can check sites like schema.org which give you a proper overview of the most common vocabularies out there. It takes some time to get used to the site and to find what you're looking for (some extra examples would've come in handy) but once you get a feel for it (and you see some results in the Google testing tool) I assure you things will go smoothly from there on.

basic usage

<article itemscope="itemscope" itemtype="http://schema.org/Person"> <h1 itemprop="name">(person name)</h1> </article>

The example above illustrates the most basic use of microdata. Each base tag of an object is marked with the itemscope attribute (I'm using the xml serialization syntax here), the nature of the object is given through the itemtype property (which is a working url to the page containing the vocabulary syntax). The attributes of the object are defined through the itemprop property which can be set on all nested elements.

The entire microdata syntax is a bit more versatile, allowing you to add not-nested data to an object, uniquely identify objects and to define multiple properties for one single value, but I'll just direct you to the w3 microdata page as they explain it in much more detail than I ever could.

conclusion

Safe its over-verbose syntax and repetitive nature, html5 microdata is cool because it works today. Add it to your pages and watch how Google picks it up, using it to enrich its search results. Hopefully it will at one time influence page ranking (as Google can now properly interpret your data), but I assume that for the time being they're not allowing it in an attempt to counter blackhat seo tactics (in other words, microdata abuse to increase page ranking).

So if you feel any affinity with semantics, now is the time to get really started. Check the microdata syntax, bookmark the vocabularies and you're good to go. Exciting times indeed!

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Tue, 20 Dec 2011 12:41:39 +0100
<![CDATA[attack the block/joe cornish]]>http://www.onderhond.com/blog/personal/attack-the-block-review-joe-cornish

British genre films are doing quite well for themselves. After a series of successful horror flicks British genre cinema is now broadening its range to other nerd-friendly territories. Enter Attack The Block, a mix of comedy, horror and sci-fi, opposing a group of grimy London kids with an invasion of blood-thirsty aliens. The concept is quite flawless (in a fun-guaranteed way) and Cornish is skilled enough to make it work.

screen capture of Attack The Block

While Attack The Block promotes itself as a film made by the producers of Shaun Of The Dead, the film is actually much closer related to recent French action/horror flick La Horde. Take a band of (semi-)criminals, lock them up in an apartment block and have them assaulted by a blood-lusting non-human species. Sure we're talking aliens instead of zombies here, but the difference isn't all that important really. Just another day at the office for the effect guys.

When everything is said and done Attack The Block is mostly defined by its setting. A young group of British slang-spewing Londoners living in the projects is what lifts this film above the rest of its peers. I admit to having a serious soft spot for the grimy slang of these youngsters so I was more than a little biased when watching this film, but it's just a lot more fun seeing this group of boys fight off evil in a storm of bloods, bruvs, fams and allows rather than being faced with the next group of ever-boozing and whoring American fodder.

The film starts when our little gang is disturbed by a nearby meteorite crash. An alien jumps out from the crashed meteorite and proves quite effective in disturbing one of their petty hold-ups. The gang is pissed and they decide to change the creature, eventually managing to corner it and kill it. What they didn't suspect is that they just killed one of the race's infants. When the parents arrive a little later they seem perfectly capable of tracking down the kids and have them pay for what they did.

screen capture of Attack The Block

Visually Cornish has everything under control. While not very extreme or meticulously stylized, the film looks attractive throughout. Cornish also deserves extra credit for the styling of the aliens. Even in full view they look cool, mysterious and convincing. It's the perfect example of smart and effective styling to keep the CG cost down and to maximize the intended effect, something that helps the film a great deal forward.

The soundtrack is a bit more generic and predictable, though the lack of high-energy grime tracks was actually a bit surprising considering the film's setting. A little disappointing too as I felt it could've added a bit more bang to the key moments of the film. The current score isn't bad, but it does feel somewhat underused and a tad too clean for its own good. Something Cornish should definitely work on in future projects.

The acting is all-around strong. The kids play their roles perfectly, forming a gang of annoying yet likable little pests. As for the secondary roles, Nick Frost has a pretty funny part that levels the action and sci-fi elements with a dose of enjoyable British humor. No-one is going to win any acting prizes with this film, but there's definitely some future talent amongst the young kids which will hopefully surface somewhere down the road.

screen capture of Attack The Block

Cornish is quite smart in the way he handles his film. Attack The Block combines some popular themes and genres, places them in a relatively new setting and makes sure that each part is adequately developed. The aliens look smart, the comedy elements are fun enough and the setting plays an appropriate part in establishing the film's own identity. It's an almost perfect genre mash-up that only lacks some balls and wits in order to become truly great.

As it stands though, Attack The Block is a highly enjoyable film that blasts by in no time. It's a quality production that will hopefully secure a follow-up project for Joe Cornish. If you're up for a blend of Critters and La Horde with a touch of Dizzee Rascal, you can't go wrong with this one. Recommended. 4.0*/5.0*

Check the trailer , it's worth it.

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Mon, 19 Dec 2011 13:25:02 +0100
<![CDATA[rabbits/david lynch]]>http://www.onderhond.com/blog/personal/rabbits-review-david-lynch

For me Lynch - together with Tsukamoto - opened up the doors to a cinematic world beyond the realm of pure commercial film making. Tsukamoto's Tetsuo and Lynch's Eraserhead were two defining films in my choice to become a die-hard film fan. Through the years Lynch became a bit more laid-back and commercial-minded, but when he released Rabbits he was finally able to top his first feature film. The result is as captivating as it is alienating.

screen capture of Rabbits

Rabbits is not so much a feature film, but a series of 8 web episodes that were originally released on Lynch's membership site. Each episode features a simple opening sequence and a short list of credits. Lynch used pieces of these episodes in his next film Inland Empire, at the same time "people" re-edited the episodes to a single (short)film. Hence the reason why it eventually found its way into my list of 100 favorite movies.

Approaching Rabbits like a traditional film is virtually impossible. There is no clear storyline, there is no meaningful dialogue. The music is a continuous repetition of the same track and Lynch applies only one camera position for the whole series of episodes. And yet, through the magic of cinema, the film remains interesting and captivating through its entire running time.

The story/dialogue of the film appears to be coherent viewed throughout its entirety. But instead of keeping them in sync, Lynch seems to have randomized them completely. One characters say a line, the next replies with something completely unrelated. By the end of the film some lines seem to have referred to question posed 20 minutes earlier, but no clear explanation is given. I guess someone with a lot time could attempt to piece everything back together, I just never cared enough.

screen capture of Rabbits

Rabbits was one of Lynch's first digital projects, which might be the reason why he kept things very simple. The film is shot from one single camera position, there are two different effect shots/lighting twists and one single edit. It's funny how this single edit feels like quite the event within a film that is filmed from one static viewpoint, even though the edit itself is actually quite trivial and boring.

Saying Rabbits is boring cinema, art for art's sake, is actually pretty hard to contest. For me it's the soundtrack that pulls everything together and turns it into a worthwhile experience. Badalamenti's works for Lynch is typically superb (and in that sense reminds me of Oshii-Kawai collaborations), but here Badalamenti has really outdone himself. From the first notes the single music track has a hold on me and the music doesn't let go until each short is finished. If there's one film that illustrates the power of music in cinema, it's this one. Also worth of note is the laugh track edited underneath the shorts. It's completely random but it works and gives the film an even weirder atmosphere.

As for acting performances, there is not much to say. Lynch reuses his Mulholland Drive cast (Coffey, Watts, Harring and Del Rio), dresses them up in big rabbit costumes and has them deliver lines in a rather monotone voice. It's weird, it's cool, but it's not much of a performance. And that's about all there is really.

screen capture of Rabbits

Rabbits is emotional cinema. It is something you experience rather than understand. Sure after a while several snippets of conversation might gel together, but the overarching mystery never becomes clear, let alone that some form of explanation follows. The mystery is established through the music, the visuals and the async dialogue, and that it does extremely well.

If this sounds boring to you Rabbits is probably not worth the trouble of pursuing. It's a simple, one-trick project that offers very little in the form of tangible content. On the other hand it's superbly captivating and extremely mysterious, unlike any other film I know. A prime illustration of why cinema is such a magical beast, even if we know and realize how certain things are accomplished. Recommended, though it should be approached with caution. 5.0*/5.0*

No trailer but I can link the film in its entirety.

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Thu, 15 Dec 2011 13:57:10 +0100
<![CDATA[html filter for responsive/a server-side solution]]>http://www.onderhond.com/blog/work/server-side-html-filter-for-responsive

These days mobile-first responsive design is all the rage. And with good reason as at least the theory behind it should work for most websites. Things might be a little different for service-oriented sites who'd benefit from a more tailored solution, but responsive should be suitable enough for 75-80% of all the sites out there and would prove to be a great improvement over the current situation. There is one big hurdle left though, which lies with the served html between different resolutions.

This year's edition of 24ways.org provided two different solutions to incorporate "responsive images" in a webpage, both of them rather crappy hacks (said with the proper respect to those who uncovered these hacks - they're just not very pretty). More importantly, these proposed hacks don't even begin to fix the fact that we're sending way too much html to a device with a limited maximum resolution, only to hide it from view again after the html has arrived. Not what you call very efficient coding. I don't have a practical solution ready for you, but I believe it's still useful to try and define the goals and pitfalls of how responsive html could be achieved.

viewport vs resolution

One important thing to note is that the viewport size of the browser doesn't matter much when talking responsive html, it's the device resolution that matters. You should always send enough html to fully display the site on the current maximum resolution of the device, otherwise you could end up with too little html when someone is loading a site in a small browser window, only to remain like that when the window is enlarged. That's not very responsive now is it? So if we want to filter our html based on the clients' context, it should definitely be based on the device resolution instead of browser viewport size.

The first problem we face is trying to find out the client's resolution. This is easy when working client-side, but since we want to limit the html we are sending to the client based on the clients resolution, we should know about it beforehand. As far as I heard, it's not exactly impossible to do this (using redirects or other nasty solution), but there's no real clean way to get what we want before we start generating our html code. Setting a cookie after the first pageload is an option, but this is not ideal either. Maybe browsers could include this information in the request they are sending (no idea if any security risks are linked to sending this kind of info), but clearly that isn't happening yet.

A much dirtier way is to sniff for browser identification strings and make a base assumption about resolution on that, but that too is hardly an option worth pursuing I think. So for now, cookies are probably the best I can come up with.

direct filter or post-filter

The most efficient way to filter unneeded html is to filter it within the CMS (or whatever system you are using to generate your html). That way we can save server execution time as the back-end will only generate the necessary html the device resolution can handle. The downside is that you will need to support an endless list of CMSs, frameworks and languages and each implementation is custom development. Not a very global and/or centralized solution.

There is a much easier way to filter our html (though not as efficient). Rather than dive into the back-end html generation code, we could just wait until the html is ready for distribution, hijack it, filter it and send the filtered output to the client. This way we could write the application once and use it everywhere (as long as it is able to run on the server). Downside is that you're not only wasting time generating useless html, you're also wasting extra time filtering it afterwards.

Still, the second option sounds like the preferred solution to me. It's clean and straight-forward, it's centralized and maintainable.

filtering

The actual filtering shouldn't be too hard I think. If you look at how easy it is to manipulate the dom on client-side with javascript, a similar thing should definitely be possible on the back-end. If you write decent html your html code should be sufficient to define tasks based on dom queries (through css selectors or whatever). Imagine the following rule for small resolutions:

#page > #main > aside {display:none}

Now imagine your filter just deleting the nodes that match the above selector from the html. Easy right? Not everything should be about deletion though, this would also be the perfect place and time to switch image resolutions for smaller resolutions, making the hacks described on 24ways.org obsolete.

conclusion

You might have noticed that this article is very much focused on theory instead of suggesting any practical solutions. The reason for that is actually quite simple: my knowledge of server-side implementation is staggeringly insufficient.

Still, I'm quite certain that a stand-alone html filter like this should make things very easy to brew responsive html versions of your site based on device resolution (and ideally also on available bandwidth, as this is an even more decisive factor). You would only need to focus on developing one application that could be used independently of the way a html page is generated and is easily configurable to mess about with the html.

I'm sure I missed some huge pitfalls in the process, if so tell me about them. If not, please build this thing as quickly as possible :)

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Wed, 14 Dec 2011 13:09:37 +0100
<![CDATA[the butcher, the chef and the swordsman/wuershan]]>http://www.onderhond.com/blog/personal/butcher-chef-swordsman-review-wuershan

Even though I like my share of stylish Eastern martial arts period pieces from time to time, it's not exactly the most dashing or innovative genre one can imagine. Sure the cinematography improves and the fight choreography gets 1-upped all the time, but in the end these films all look very much alike. Enter Wuershan's The Butcher, The Chef And The Swordsman (BCS from here on), time to welcome a new generation of Chinese film makers.

screen capture of The Butcher, The Chef And The Swordsman

I always figured BCS tied in with the rest of those "modern" Chinese/Hong Kong period pieces (think Mr. & Mrs. Incredible or My Own Swordsman). Decent, somewhat flashy martial arts comedies, but all in all too fluffy and forgettable to make a real impression. Wuershan is clearly aiming for more, revealing himself as the Chinese alternative to Taylor and Neveldine (Crank 2, Gamer). If that makes you cringe, it's probably best to abandon this film altogether.

BCS starts with the sad tale of a scruffy looking butcher in love with one of the top-selling ladies of virtue. The butcher is convinced he can save up enough money to buy his way into happiness, ignoring the fact that a skilled martial arts master is also eying the love of his life. Things look bleak for our butcher, until he meets a mysterious figure carrying around a mythical cleaver which will grant him the strength to claim his true love.

From there on the film tumbles in a repeating structure of flashbacks and stories within stories. Three tales develop (the story of the butcher, the chef and the swordsman - how convenient) that will lead back to a sprawling finale where our butcher will attempt to rescue his princess one final time. Needless to say, all of this is handled with the appropriate amount of over-the-top humor.

screen capture of The Butcher, The Chef And The Swordsman

BCS is very typical for a film coming from a first-time director. Wuershan clearly grabbed this opportunity to show the world his skills and vision. The result is an overload of style and visual flash, which I can only applaud. Each segment and flashback has its own very distinctive, in-your-face look, all of them are interesting in their own way. From over-saturated and colorful set pieces to black and white with red highlights, from childish animation to old-style CG models, it's all here and executed with great skill.

The score could've been a bit better though. It's a somewhat eclectic mix of modern high-energy tracks that turns out to be quite functional, but resides mostly in the background and upon closer inspection feels a little too generic. If you really start listening to the music there is very much of interest there, but within the madness of the film it's hardly an issue. Still, something Wuershan should take into account for this next project.

As for the actors, they are an interesting bunch. Of course there is plenty of completely over the top acting (Hong Kong-style) going on, but that's to be expected from a film like this. It's even accentuated by the crazy camera work, so naysayers better stay clear from this film. At the same time there are a few actors who clearly understand this form of acting like no other. Mi Dan and Masanobu Ando (where did he come from) are top of the crop here, but the rest of the cast is equally energetic. Excellent comedy performances that grant a lot of extra energy to the film's already energetic exterior.

screen capture of The Butcher, The Chef And The Swordsman

There isn't much depth to be found in the different storylines or characters, but as this is a full-blown comedy that was to be expected. A bigger problem is the continuous onslaught of style and energy, which makes this film a pretty tiring experience, especially for those expecting a laid-back no-brainer. Personally I love this type of film making, things can't be hectic, insane and weird enough for me, but I'm sure not everyone will feel the same (which is exactly why I referred to Taylor and Neveldine early in my review). If anything, this film will keep you awake, even when you don't like what you see.

BCS was one of my brightest discoveries of 2011 (though of course, the film was actually made in 2010), turning out to be a very unexpected yet pleasant surprise indeed. Up front I really didn't expect too much from this film, but the result is flashy, funny, weird and in-your-face. I'm an instant Wuershan fan and hope he'll keep doing stuff like this before slowly fading away doing big budget stuff with little of his own input left in the end product. Good stuff and definitely recommended for those who appreciate a fair amount of ADHD weirdness. 4.5*/5.0*

There's a subbed trailer, but mind some mild spoilers.

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Tue, 13 Dec 2011 12:00:21 +0100
<![CDATA[mon seung/oxide pang]]>http://www.onderhond.com/blog/personal/mon-seung-review-oxide-pang

For all the reviews I've written for Oxide Pang's solo projects (The Detective, The Detective 2, Som And Bank and Basic Love) I never got around to reviewing my own personal favorite. Time to rectify this situation and give some love to one of Oxide's lesser known films, but without a doubt his most complete and impressive work to date. Mon Seung (also known as Diary in the West) has all the usual Oxide magic and then some.

screen capture of Mon Seung

From the outside (trailers and poster art) Mon Seung might look like a regular horror flick, but there's a little more going on below the surface. The film starts as a moody drama, switches over to horror and fantasy and ends as a rather successful mindfuck thriller. All these shifts feel natural and flow from the film's storyline, still it's probably best to be aware of this from the very beginning. The first part is rather slow and typical under-the-skin material, people expecting tension and horror antics right away might end up very disappointed early on.

The film starts with a a somewhat depressed Wing-na. She's a little lovesick and sad that she can't seem to sustain a real relationship for a long period of time. When she runs into a boy that resembles her former boyfriend she decides to give it another chance, but despite her best intentions things don't work out as planned. At first Wing-na doesn't seem responsible for the issues they are facing, but something is definitely amiss and slowly the truth will reveal itself.

Mon Seung features its fair share of twists and turns. Some of them are pretty predictable, others really blew me away (like the in-film reboot of the story, which left me completely perplexed the first time I watched it). People watching Mon Seung simply to find out how it all ends might be a little underwhelmed by the final twist, but if you prefer to enjoy the journey that leads you there this film has plenty to offer.

screen capture of Mon Seung

Oxide Pang has strong visual control over his films, which he once again demonstrates with this film. Some stunning filters, dark and moody lighting and strong camera work make Mon Seung a beautiful film to look at. And even the CG, which can be a bit showy in most other Pang films, is subtle, functional and still manages to be jaw-dropping beautiful in some places. Add some very solid editing and a very consistent style throughout and you get one of the most beautiful films the Pangs have ever directed.

I've always been quite critical about the musical scores in the Pang's oeuvre and even though I wasn't really convinced by the music in Mon Seung the first time around I found little wrong it now. Maybe it's a bit more dreamy than I'd anticipated the first time I watched it, but it actually flows quite well with the more fantastical bits of the story, giving the film a warmer and more mysterious overall feel.

As for the acting, Charlene Choi, not one of Hong Kong's best actresses, carries this film almost entirely by herself. Lucky for Oxide Pang she was able to pull it off and put in a very commendable performance. Isabella Leong and Shawn Yue complete the cast and their help is definitely appreciated, but I feel this is without a doubt the best performance of Choi I've seen so far and that alone is worth a special mention. The way she swings between timid, lonely girl and her other, dark side is impressive.

screen capture of Mon Seung

The first half of Mon Seung is rather slow and atmospheric, focused mostly on the dramatic side of the story. Around halfway through the first really impressive scenes find their way into the film and after one hour Mon Seung shifts into full gear. From there on the film shows its true colors and turns into one of the most devious and entertaining thrillers I've ever seen.

Maybe this particular mix and shift of styles caused the film to remain somewhat underground, though by the time it was released the Pang's weren't as hot as they used to be, so that too might have contributed to its current status. Whatever the reason, Mon Seung never found its way to its audience and remains terribly under-appreciated. It's a shame because it showcases the true skills of Oxide Pang and it turned out to be his best film yet.

Mon Seung is a skillful, beautiful and impressive little mindfuck thriller. With a very limited cast and one single location Oxide Pang still manages to go all-out and deliver his best film to date. Atmospheric from start to finish, surprising at times and captivation throughout. Hopefully this film will have its revenge 10 or 20 years from now as a true cult classic, but I'm not too optimistic. Definitely recommended. 4.5*/5.0*

Check the trailer, English subs included.

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Thu, 08 Dec 2011 13:37:18 +0100
<![CDATA[i like/the adverse effects of social]]>http://www.onderhond.com/blog/work/adverse-effects-of-social-effort-worth

About once a year I like to bitch about the irony of what we like to call the social web. Every year the web is getting a little worse in this respect, so here are my somewhat randomly gathered thoughts, observations and possible cures for this year. In any case, the conclusion is a clear one: best practices aren't always working in favor of the overall quality of the web, contrary to what some people might have you believe.

communication vs interaction

Before I had an internet connection there was one main reason why I wanted to get online. It was not for buying stuff off the web, not for downloading emulated SNES roms or for browsing online anime galleries. The single idea that pulled me towards the web was the possibility to sit down behind my computer and talk to some complete stranger in the USA about things that interested us both. This line of communication opened up a completely new world, one that allowed me to look beyond the borders of my hometown, province, country and even continent.

When social boomed this idea still lived on in me, even though by then I'd learned that talking to some dude in Kansas isn't all that different from talking to your next-door neighbor. The charm of online communication had somehow faded, but the ideal wasn't dead at all. What I failed to see back then was that social wasn't really about communication, the big players had something different in mind. Rather than communicate, the social experience was hollowed out and brought back to interaction in its most simple form.

meta-usability

No worries, meta-usability isn't going to be a trending topic in 2012, I'm sure there are better words out there already, but for lack of knowing them I'm just going to roll with it.

Usability for me is taking a certain task and making it as simple as humanly possible to perform, without losing any meaning in the process (= essential). It art of usability spans many disciplines in web design, from conceptual design to wireframing to visual design and copywriting and received much attention these past couple of years. People ran with the concept and went a little overboard though.

What I mean with meta-usability is not related to the art of simplifying tasks, rather picking the easiest task to meet an (application's) goal. This is something all the big social networks understood very early on. Rather than make the act of communication as simple as possible, they looked at the goal of their application (connecting people) and picked the easiest task to accomplish this. And they did a good job too, as they managed to reduce the basic interaction to the single most basic action on the web anyone can make: 1 click.

If you like something on Facebook: 1 click. +1 something on Google+: 1 click. Retweet something on twitter? 1 click. These days this is the very basics of social. Interaction between people is reduced to one single click. No follow-up reactions, no actual communication needed. This fueled the success of platforms like Facebook and Twitter and the choice of this particular path more than helped them in meeting their personal goals.

What many fail to see it that the actual users pay the price, because when applying this type of usability meaning and value are definitely getting lost in the process of simplifying things. People are lazy by nature and if you give them the choice for feedback with one single click they'll gladly take it. At the same time, these functionalities are actively killing incentive to really discuss and communicate.

on hippies and lack of nuance

The thing I like the most about Google+ is that it dropped the concept of "friends". Most of my connections are just that, people I know or would like to follow. They are not my friends, some of them I never even talked to. So Google introduced circles and provided a way to follow someone without the hassle of fake friendships. At least this is some kind of useful progress.

But this rosy, hippie mentality made popular by Facebook runs a little deeper. For ages people have been bugging the Facebook team for a dislike button but it's still not available. Google+ doesn't offer any solutions either. From the point of view of these platforms, omitting this option is quite logical. They want happy people on their sites, reducing all kind of fights leading people away to different networks. After all, a happy customer is a returning customer.

Everyone knows that a good value scale is made up out of three basic reference point. Good, medium and bad. Our social networks lack these scales. There is only "like" and "no comment". No comment can mean anything from "I didn't see it", to "I didn't think it was worth sharing", to "man, that sucked balls". And yet these social networks are making assumptions based on what we like (and more importantly, don't like). At the same time the word "like" underwent a serious devaluation from "happy state" to "acknowledge you put it there", so even when someone likes something, I'm still not sure they actually like it.

Social networks are reducing people to binary equations. To Facebook and Google I'm a collection of likes and no comments. Everything I like, I like equally. There is no difference between "okay" and "best thing I've seen all year", no difference between "that's a great video" or "good you finally found what you were looking for". Just a collection of 1s and 0s. Quite frankly, I'm not happy to be reduced to such a lacking binary equation as systems won't be making any good choices based on that info. Proof of this? Amazon's recommendation lists are damn awful, and I'm not surprised if I think about how they try to build these recommendations. It's pains me to think Facebook is doing the same when it's compiling my stream of updates.

line length

The perfect example of why best practices are not always absolute truths. Maybe you've read about this discussion before, but for years people have been looking for the ideal line length in text. Readability is the prime motivator for this quest. I don't know if there's a real consensus by now, but last time I checked the ideal line length was set around 80-90 character or roughly 12 words per line.

This may very well be true for readability, but if you try to encourage conversation on the web the line length problem gets a whole new dimension. Once again, look at Facebook or Google+. When I comment, a single full sentence looks like half an article of opinion spam. Line length is so limited on these social platforms that you feel bad posting anything longer than a single paragraph of text. Even I, someone who looks around for discussion and conversation, feels the daunting pressure to skip long Facebook comments just because they look too impressive to delve into.

Think back of the old days, when we used to live and talk in fora. After three complete sentences you had roughly one line of output. I'd often go back to a previous post to flesh it out, trying to document my opinions more thoroughly and provide extra context for the people who were intending to read and reply to what I wrote. Longer line lengths promoted more meaningful and wholesome discussions, something that got lost when we kept a narrow focus on readability.

And Twitter's 140 character limitation? Still the worst idea ever.

conclusion

Social is turning us into lazy, inanimate, voiceless object who's main interactions consist of acknowledging and sharing. Social is actively preventing (meaningful) discussion in its quest to narrow interaction down to the single most easy task one person can perform. Sometimes I long back to the day of fora and oldstyle web communication, when the term social wasn't in our vocabulary yet but at least the concept actually existed.

When we talk about best practices we talk about meeting our goals, not necessarily about the goals of our users. As long as they believe they're happy, that's good enough for us. In this process we lost of lot of depth on the web, which should be clear to anyone who compares the current situation to that of 5 years ago. It's time to ditch the Twitters, Facebooks and Google+'s, I demand the next social network should provide for communication, not mere interaction.

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Wed, 07 Dec 2011 12:59:07 +0100
<![CDATA[blowfish/chi y lee]]>http://www.onderhond.com/blog/personal/blowfish-review-chi-y-lee

Taiwanese dramas are usually a pretty safe bet and while most of them are not all that original or creative, in the end they definitely know how to deliver. Blowfish is one of the best examples I've seen so far, only sparingly experimenting with more frivolous elements, yet fleshing out on of the dearest romances I've seen on film so far. Chi Y. Lee just bumped up a few notches on my list of notable discoveries.

screen capture of Blowfish

Between this film and Lee's short film Smoke (included in the Taipei 24h anthology) it's clear that Lee both understands and embraces the visual aspect of the medium. While there are some sparse dialogues in Blowfish, they are few and far between and they consist mostly of small-talk. The real emotions are happening on-screen, acted out by the actors rather than scripted by a team of writers. In that sense Lee's films are more closely related to Japanese dramas (or by extension, the work of Kim Ki-duk - Bi-mong, Breath) instead of the seemingly more obvious link with China and Hong-Kong.

Blowfish documents the blossoming relationship between two young people, both with deep emotional scars that prevent them from easily committing to each other. Xiao Zhun flees the city after finding her current boyfriend in bed with another woman. An online auction brings her to a small, rural village where she runs into a young baseball coach. The two get together, but the coach (who I believe remains nameless throughout the film) clearly has his own set of issues to deal with. They decide to live together, slowly discovering each other and slowly growing to love each other.

And really, there isn't much more to this film. Lee isn't too interested in throwing in some extra dramatic strands to keep things interesting (expect for the short finale), instead he choses to focus on the tepid and uncertain developing relationshop between the two main characters. The result is slow yet gracious and subtle film that plays one single card, but plays it so well it easily lasts the 90 minute running time.

screen capture of Blowfish

Taiwan has some great cinematographers and Blowfish benefits from the aesthetic grace so prevalent in these Taiwanese dramas. The film features some superbly orchestrated shots, benefits from beautiful lighting and even dares to include some playfully edited scenes in between. Nothing too daring or experimental, but noteworthy (and effective) nonetheless. The lush setting does it's work too, resulting in pure eye-candy from start to finish.

The soundtrack is safe and trusted material, but executed with such love that it lifts the film to new heights. Somewhat reminiscent of the best work of Joe Hisaishi (piano and string tunes) it gives the film an incredibly soft and soothing atmosphere, making it all the easier to let yourself drift away on the woos of the young couple. Perfect material for a film like this.

Films like Blowfish require a lot of effort from the actors involved. Vicci Pan and Kang Jen Wu have to carry most of the film by themselves and they don't get much help from dialogues or other narrative means to get their emotions across. They rely almost entirely on body language to sculpt their relationship and to draw the audience into their little love story. Both actors do a tremendous job though, even during some of the more daring scenes. The supporting cast is good too, though their work is quite limited as the film's focus is heavily fixated on the two main characters.

screen capture of Blowfish

Blowfish is a film that will appeal to a certain type of film fans, in particular those who have a soft spot for Japanese (silent) dramas. The actors don't talk much, the drama is limited in scope and everything is handled with much grace and subtlety. A film like Blowfish can be boring as hell if you don't like its characteristics, but if you do then this film is definitely one of the finest and dearest examples out there, only surpassed by the work of Hiroshi Ishikawa (Su-ki-da, Tokyo.sora)

It's hard to recommend this film to people who don't really know what they're getting into. Blowfish has everything to be one of the most romantic films of 2011, but unless you feel completely at ease with the directing style of Lee it might just as well be one of the dullest stories ever told. I loved the film from start to finish, glad to once again meet a (mostly) silent couple that lives through the film without too many conversations or direct outbursts of emotions. This film will definitely get in my end of year list later this month, but approach with caution if you do not know what to expect. 4.5*/5.0*

Check the trailer, English subs included.

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Tue, 06 Dec 2011 12:49:30 +0100
<![CDATA[kyoshin/sogo ishii]]>http://www.onderhond.com/blog/personal/kyoshin-review-sogo-ishii

The films of Sogo Ishii (August in the Water, Electric Dragon 80000v) can be quite a handful to track down, but if you are aiming to see the full version of Kyoshin (Mirrored Mind) you better get ready for some serious digging. Then again, once you succeed in tracking it down you're all set to uncover one of Ishii's most impressive and engaging films to date. Kyoshin is Sogo Isii's Vital and then some, so brace yourself for some prime punk-goes-bio action.

screen capture of Kyoshin

I was lucky enough to catch the full version of this film at the now-gone Dejima festival in Amsterdam a couple of years ago. A shorter version of Kyoshin appeared on a Korean short collection DVD (Jeonju Digital Project Box) which is almost impossible to find these days, and with 20 minutes cut from the full version not really worth the trouble if you ask me. It's a shame, because Kyoshin turned out to be my absolute favorite Sogo Ishii film and one definitely worth owning. It's still available as part of the Sogo Ishii Collection Box (The Psychedelic Years), but no subs included and quite expensive indeed.

With Kyoshin Sogo Ishii almost completely abandons his punk background, leaving behind the world of dark alleys, grating soundtracks and extravagant characters, making a full 180 to end up with a mix of Hiroshi Ishikawa's work and Tsuka's Vital. Expect some truly stunning landscape photography coupled with close-to-the-skin introverted drama. It's great to see how these two directors, while still managing to uphold their own unique style alive, keep dancing around each other professionally. In this particular battle though, Ishii is the clear winner for me.

The story is quite simple and nothing more than a hook for the core issue this film tries to deal with. Kyoshin follows a young woman on the brink of a breakdown. Unhappy with her life, she feels alienated by the cold realities of the urban life around her. When she meets up with another woman they decide to end their lives in search of a better existence, but paradise isn't exactly what she hoped for either.

screen capture of Kyoshin

Ishii is a visual film maker and even though he switched the tone of his new film around completely, his love for on-screen beauty didn't leave him. Even better, Ishii is at his absolute best here. Remarkable about Kyoshin is Ishii's demonstration of perfect framing. Especially the second half of the film is filled with landmark shots, both beautiful and strangely abstract. But then Ishii goes on to show the same scene from a different, wider angle and you notice that the shot was made abstract by the perfect framing, not by the setup itself. Best of all is that this is not just some technical showing off but the effect is actually related to the core theme of the film.

The soundtrack is equally beautiful, though it settles itself more in the background. A beautiful, soothing score that feel somewhat familiar to fans of the original Ghost In The Shell soundtrack. It's not a rip-off or shameless copy, but the style of music feels strangely familiar. It works wonders for this film though, so you won't hear me complaining.

As for the acting, I can only say that Miwako Ichikawa gives her all in this film. She makes her character come to life with such natural grace that it's hard to believe she is simply an actress coming to work and doing her job. Mind that this is typical Japanese drama, so don't expect any big emotions or grand sentimental scenes, everything is kept very small and subtle. Absolute perfection that exists on the same level as Ishikawa's films. The secondary cast is small and negligible, the entire film rests on the shoulders of Miwako.

screen capture of Kyoshin

It's probably no coincidence that Sogo Ishii changed his artist name after this film. With that in mind, it's an educated guess that some of the material here is at least partially autobiographical. The character's struggle and transformation throughout the film, the story of an actress trying to come to terms with her own films ... it's difficult to say without any word from the director himself of course, but this film is without a doubt a new beginning for Sogo Ishii as a director.

Even though this is definitely a film with a message and at least some level of symbolism, the film is still pretty straight in its delivery. Kyoshin is not an intellectual film, it's an emotional film that sets out to make the audience feel rather than think. The thinking is reserved for after the movie, when you're watching Ishii's film there's only room for being swamped by the gracious atmosphere. Ishii's message is honest and down-to-earth, though I assume not quite earth-shattering for most people watching it.

Kyoshin is a marvelous film. A perfect score and absolutely stunning visuals transport you to a different world, only to let go of you 60 minutes later, comforted and touched by the film's protagonist's struggle. It's a new step in Ishii's career that will hopefully result in some new work in the near future. Actually finding this gem will be a bitch, but it's definitely worth the trouble. I stopped hoping for a English-friendly DVD release but maybe someone will someone will surprise me, please do. Without a doubt one of the best film's I've ever watched. 5.0*/5.0*

Don't miss the trailer, an absolute must.

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Thu, 01 Dec 2011 12:39:39 +0100
<![CDATA[scoped css/still missing in action]]>http://www.onderhond.com/blog/work/scoped-css-thoughts

What with rebuilding my blog and all, I ran into an old problem that I feel deserves some renewed attention. Two years ago I wrote a post about a missing css combinator (trying to overcome the strictness of the child combinator), sadly this combinator didn't find its way in any current (tentative) spec. This issue is more relevant than ever, so here is what I found out when asking how the css working group is trying to deal with this problem.

the problem

<section class="focus"> <header>...</header> <div class="main">...</div> <footer>...</footer> </section> section.focus > header section.focus > footer

I believe a quick recap of the issue I described in my previous article is in order, so here goes. The html setup above sets no extra classes on the header/footer elements, so the best way to style them is through the child combinator. This allows us to style only the header and footer of the focus block and not worry about nested content that might contain its own header and footer elements. Long live the child combinator!

The problem is that extra (sometimes unforeseen) wrappers in between section.focus and header/footer elements will completely destroy our carefully constructed css. Javascript might be inserting extra wrappers, a structural change (block level wrapper link or form) will lead to similar results. While the child combinator is extremely useful, in the end it might be too rigid for the needs of the web as we know it. Only in very controlled circumstances can it be used without worrying of breaking large chunk of css.

call to the w3

So I contacted the css working group once again to revisit this problem, in the hope to find a proper solution to counter this very shortcoming in the future. If you want you can read the entire thread you can, but I'll limit myself to the proposed solutions that were raised in the discussion.

:not syntax

section.focus header:not(section.focus article header)

Using the :not syntax we could single out the elements that should not inherit the css properties of the focus header. While this is somewhat helpful, the list of elements that should not inherit css can become quite long and is not always predicable. If you ask me, the :not syntax should be reserved for exceptions rather than a means to exclude 90% of the cases.

scoped css

@scope { @stop { { ... } }

This is way cooler. A scoped css construction like this would allow you to define the edges of your component that would stop your css from spilling over to nested components. Rather than telling css what's outside your component, you are know telling it where your component ends and everything that's outside those edges should be ignored.

In theory this is quite awesome, at the same time I feel a powerful tool like this might be a weapon of self-destruction in the hands of someone not too familiar with css. I can already imagine an obese css file written in unnecessarily scoped rules. It's a tool that should be used with care by someone who fully realizes the consequences, then again, we're getting to a point where hacks and amateurs are struggling harder and harder to survive, so maybe it's not a bad thing to embrace some trickier tools to make our job a bit easier.

conclusion

I love the idea of scoped css, though it's not really clear to me right now if you can define multiple boundaries for one single component. It's not even certain that this is ever going to make it into the spec or even a proposition, so it's probably best not to get too excited yet.

That said, with ie6 slowly disappearing it's time we start to tackle the problems of the next-gen css (it's sad to call child combinators that, but it's still true I'm afraid). Hopefully the near future will give us something that allows us to finally style a component within the limitations of its own boundaries.

]]>
Wed, 30 Nov 2011 12:35:52 +0100
<![CDATA[balada triste de trompeta/alex de la iglesia]]>http://www.onderhond.com/blog/personal/balada-triste-de-trompeta-review-iglesia

Based on the trailer and poster art, Del La Iglesia's Balada Triste de Trompeta was either going to be a great cinematic celebration or a complete and utter failure. The marketing of the film left no doubt that we were in for a bold and daring piece of film, but I wasn't completely certain whether De La Iglesia was really up to the job. After watching the film though, it's safe to say it surpassed all my initial expectations.

screen capture of Balada Triste de Trompeta

I like Spanish (genre) cinema, but overall I have the feeling Spanish films like to play it safe, aiming for craftsmanship rather than creativity and identity. From slow-burning horror films like No Do and El Orfanato to fake-docus like [rec], [rec] 2 and Atrocious, these are all great example of solid film making but lacking the element of surprise and wonder. If anything, Balada Triste de Trompeta is here shatter this very presumption, ready to serve you a different kind of Spanish cinema.

From the very first minutes it is obvious this is not just another genre flick playing by any strict rules or sticking to simple genre conventions. The film can't even stick to one single genre for longer than five minutes in a row, continuously shifting between action, horror, drama and romance. Below all this manic shape shifting there is a solid layer of dark humor tying everything together and keeping the film from falling apart, though not everyone might pick it all that quickly as some of the jokes are quite morbid indeed.

The story of this film goes all over the place, but at its core lies a simple tale of young boy who sees his father imprisoned and exploited and never gets over his traumatic past. When the boy grows up he joins a circus as a sad clown, trying to follow in his father's footsteps. But a failed relationship finally pushes him over the edge, throwing him in a big emotional turmoil that takes a firm grip on him and the people around him. While this sounds very dramatic and deep the reality is an evil looking clown waving around automatic guns, so no worries.

screen capture of Balada Triste de Trompeta

Visually De La Iglesia has everything under control. The film has a raw and dark visual edge, often contrasted with strong and sharp lighting. Every shot or scene is a meticulously visualized and this for the entire running time of the film. From costumes to setting to camera work and lighting, Balade Triste just oozes style and, apart from one or two mediocre CG shots, looks absolute impeccable. Seeing a film like this with such lush production values is quite rare, but it's even rarer to see such an amount of money used this well.

The soundtrack is a different story. Like many other Spanish films the soundtrack can be a little overwhelming. The music seems ever-present and judging by the choice of tunes the film is supposed to be a succession of dramatic climaxes, one even bigger and bolder than the other. It's all a bit much, though the music itself isn't all that bad really. While definitely fitting is some scenes, it would've been better if De La Iglesia had incorporated some quieter moments, less driven by music and relying more on the superb visuals.

Luckily the acting is great, giving the film some extra depth and shine. Carlos Areces is superb in the lead, switching effortlessly between tormented clown and crazy madmen in between scenes. The rest of the cast is equally engaged, resulting in a remarkable set of vile, weird and dark characters. And while the film's characters retain their caricatural nature there is also something deeper than drives them, creating an interesting and rare duality, something quite unique to this specific film.

screen capture of Balada Triste de Trompeta

It's quite difficult to define a target audience for Balada Triste de Trompeta as there is something for everyone, but also many things that might put people off. People coming for the violence and action might not care for the underlaying drama and romance, people coming for the arthouse vibe might find the film a bit too shallow and direct at times. Whatever group you might put yourself in though, Balada Triste is worth checking out if only to experience it for yourself and to make up your own mind about this film.

Put Del Toro, Rodriguez and Jeunet in a blender, add some clown sprinkles and shake really well. Finish with a good handful of De La Iglesia magic and you have a film that might not appeal to everyone but sure knows how to make an impression no matter how much you effectively enjoy watching it. Balada Triste de Trompeta is impossible to compare to anything I watched before, and for that reason alone it deserves all the attention it can get.

It's hard to recommend this film in the sense that I don't know what the exact reactions of people may be. But this is a film that needs to be watched, if only so you can make up your own mind about De La Iglesia's clown epic. It's a technical marvel, an unearthly combination of pulp and arthouse and equally moving and entertaining without ever becoming cheap. A regular gem that deserves an appreciative audience. I'm sad to have missed this in cinemas, luckily there's a solid Spanish DVD/Blu-Rah release to fill that void. Absolutely recommended. 4.5*/5.0*

Don't miss the trailer, no subs required.

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Tue, 29 Nov 2011 12:17:18 +0100
<![CDATA[reconstruction/christoffer boe]]>http://www.onderhond.com/blog/personal/reconstruction-review-christoffer-boe

When I went to watch Reconstruction for the first time in theaters it were the numerous Lynch references that had drawn me to this film. And while the link between both is absolutely justifiable I'd be doing this film (and Christoffer Boe) a great injustice to just leave it at that. Over the years Reconstruction easily surpassed the work of Lynch and turned out to be one of my all-time favorite films.

screen capture of Reconstruction

Reconstruction is equal parts mystery and romance. Not only is this is rare combination of genres to be found in one film, the fact that Boe seems to have mastered both of them to staggering perfection and knows how to balance these two elements without losing their individual strength makes this film a rare gem indeed. Boe himself proved that this is not just a lucky one-off either, as Allegro (his sophomore feature) boasts similar perks.

In Reconstruction Boe plays a game with his audience, but he plays it fair and square. The films start with the message that what we are going to see is all just film, a simple setup to entertain and move. Knowing that, the enchantment of film should be powerful enough to still make us care in the end. I've watched this film at least five times now and can't help but conclude the same thing as Boe, no matter how many reminders are given: it's all just film, but in the end it hurts just the same.

Reconstruction follows the story of Alex, a young photographer who falls in love with another women (both women are played by Bonnevie). He chases her down the subway and ends up spending the night with her. Still uncertain of what to do next, life choses for him as reality and fantasy start to mingle and leave Alex confused and alone. His home is gone, none of his friends remember him and even his father rejects him. With nowhere else to go, he turns to the one woman that followed him through the reality shift.

screen capture of Reconstruction

Reconstruction is clearly a film by a first-time director with a vision. This means Boe likes to flex his visual muscles from time to time, indulging in eye-catching filters and striking camera tricks. These moments are aptly timed though and in between Boe shows he can also impress when toning down the trickery, relying solemnly on framing, lighting and camera work. Add a grainy filter and the result is absolutely stunning to behold from start to finish.

The music is equally beautiful, but definitely not as daring. Boe goes for accessible and well-known classical pieces (most notable Samuel Barber's Adagio for Strings), but he integrates them so well that it's hardly an issue. A good thing too because otherwise such choices quickly come off as cheap and disinterested. Boe's timing is impeccable though, actually giving new depth and meaning to these well-known pieces of music.

The acting too is absolutely perfect. Kaas is great as the bewildered Alex, Bonnevie does an equally impressive job with both of her characters. The chemistry between the both of them is almost tangible and is further enhanced by Boe's close-the-skin camera work. There aren't too many secondary characters, though Boe fans will definitely recognize Nicolas Bro from Boe's Offscreen.

screen capture of Reconstruction

While Boe's keeps a very constant level of high quality, there are still a couple of scenes that elevate themselves above the rest of the film. The introduction, the first meeting in the subway and the outro all ever stunning scenes, but the test of faith scene that serves as the film's dramatical climax stands as one of my absolute favorite scenes ever. All things great about Boe's work are brought together in that single scene that has defined this film for me from the very first time I watched it.

If you don't like to be reminded that you're watching a film you might find it a little difficult to become immersed in the world of Reconstruction, as it was clearly made to prove a point. And if you approach it as a straight-up Lynch clone you might end up feeling a little cheated as in the end Reconstruction isn't really all that complex. Get past that though and I can't think of many other things that might deter you from watching this.

Reconstruction is a warm, fuzzy and romantic film, set in a world of bewilderment and intrigue. It scores high point in every department and as long as you accept Boe's premise, it's almost impossible to find faults with it. It's absolutely recommended viewing and even though Boe proved his talent in his later films, he never really succeeded in surpassing this one. 5.0*/5.0*

Don't forget to see the trailer.

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Thu, 24 Nov 2011 13:23:39 +0100
<![CDATA[multilevel float/simple yet awesome]]>http://www.onderhond.com/blog/work/mutlilevel-floats-how-to

Last night I solved a problem that's been bugging me for years. It turned out the solution wasn't even all that difficult, yet somehow I never came across the correct implementation before and so I'd figured it just couldn't be done. To be honest, it made me feel quite stupid, at the same time it made me realize I'm probably not the only one struggling with this. So here's a blog post for all of you who've been trying to stack elements residing in different dom levels.

it's all about structure

You can actually witness the problem live on this page (at least for now, I'm planning to change this as soon as possible). Regular visitors won't notice it because it's not a visual issue, but if you dig into the html code you'll soon see that I ran into some serious structural problems here.

If you look for the article component you'll find it nested inside the left column, but if you check the top of the right column you'll find article info and visitor stats there. Currently both elements are connected by a matching background colors, ideally they should be nested within the same component. After all, article info and visitor stats can be considered meta data of the article. The assumed problem lies with the related page data that is placed directly below the article meta data (related article, articles, ...). Somehow I never found a way to layout this structure with the article meta data actually nested inside the article component.

floats to the rescue

<div class="wrap"> <article> <div class="main">...</div> <aside>...</aside> </article> <aside>...</aside> </div>

This is roughly the structure we're going to work with (a small abstraction of my current blog code). The goal is to have the article > .main area to appear to the left and to have both aside elements appear on the right, neatly stacked below each other without and javascript trickery or fixed css heights.

The key to solving this problem (and what I somehow missed completely) is to understand that floats will continue to work as expected even when they are set on different dom levels. My initial reaction to floats is to make sure their wrapping parent always clears the floats. In this case though, the article wrapper is simply a structural/semantical wrapper and its contents should not really be contained by it.

.wrap > article > .main {float:left; width:100px;} .wrap aside {margin-left:100px;}

It's really that simple. The article > .main area is floated left, while both aside elements are pulled to the right with a left margin spanning the width of the left-floated element. As a result they both appear beside the article > .main area, neatly stacked underneath each other.

support and pitfalls

Basic support for this method is superb. It works all the way down to ie6 with no extra fixes required. While this is great, it actually made me feel worse for not knowing about this simple trick.

There are some (rather serious) pitfalls though. You have to make sure that the article element does not clear its content, so no clearfix or overflow:hidden can be applied to this element. Other clearing methods are equally forbidden. Worse though is the fact that you can't apply any clearing within the aside elements as their contents will once again drop below the left-floated main area. This might be a big issue when working with more complex use cases.

.wrap > article > * {float:left; width:100px;}

Finally, you could lose the .main wrapper inside the article element (placing the float and width properties on article > *) if you're a real html purist, but that means you'll end up with a lot of floated elements that won't collapse their margins and will generally behave in unwanted ways, that's why I left the wrapper in there.

conclusion

So there you have it, a simple and browser-proof method to create the proposed layout with the given html structure. Many of you will wonder how this could've escaped me all these years, I don't really have an answer either. I can only assume that this isn't common knowledge, which is why I wrote this little piece.

As for more "modern" methods, I assume it's also possible to fix this layout using the css3 grid layout module, if anyone could point me to an interesting article regarding this subject I would appreciate it a lot.

]]>
Wed, 23 Nov 2011 11:53:13 +0100
<![CDATA[sodium babies/decaillon brothers]]>http://www.onderhond.com/blog/personal/sodium-babies-review-decaillon-brothers

Vampires were supposed to be the new zombies, but apart from some flaky mainstream success the hype never really grounded itself amongst genre fans. This alone goes a long to explain why Sodium Babies has such a hard time to find the recognition is deserves, so set aside all your prejudices concerning the whole vampire hype thing and let yourself be dazzled by the raging talent the Decaillon brothers put so generously on display here.

screen capture of Sodium Babies

What if ... what if Adam Wingard (Pop Skull), Frank Miller (The Spirit), Guy Ritchie (RocknRolla) and Jean-Pierre Jeunet (Micmacs) formed an unholy foursome, decided to adopt a child and taught that child everything they knew about cinema. Well, you'd get something that might look a little like Sodium Babies. It's the perfect debut effort, lacking the subtleties of a film made by a seasoned director but making up for those shortcomings with an unlimited amount of style and enthusiasm.

Sodium Babies will remind you in nothing of what you'd come to expect from vampire films. There's no room for oldskool romance and mysticism, no need for bloody fangs and barren mansions and not a hint of traditionalism. Sodium Babies is a modern adaptation of the vampire myth, transported to the marginal reaches of the criminal world and executed with so much flair and power that you'll be spinning around in your chair while trying to take in everything happening on-screen.

The film follows Dead Dog, a lowly ranked vampire henchman who provides blood for the top vampires and cleans up his own mess afterwards. His life consists of killing humans, sucking them dry and disposing them in various, untraceable ways. That is, until he gets caught up in a feud between his master and Gael, a recluse vampire who sees in Dead Dog the perfect tool to get back at the people who exiled him from the vampire clan. What follows is a mind-bending vision of Dead Dog's struggle to escape his doomed fate.

screen capture of Sodium Babies

The film was developed over a period of five years, with the brothers doing most of the visual effects themselves. It just goes to show that with the right amount of talent on board a film doesn't need to cost a lot in order to look visually dazzling. Sure they go a little overboard from time to time and not every shot or effect is spot on, but watching Sodium Babies is a continuous feast of crazy editing, mad filters and creative camera work. It's a true visual assault that serves as the perfect illustration of their talent as well as providing some awesome eye-candy for the audience.

The soundtrack is just as eclectic and travels all over the place. It's far from perfect, but the way the Decaillon brothers handle the music still deserves some credit. In some scenes the score feels quite out of place, but even those moments contribute to the overall atmosphere of the film. In other scenes the score (and sound editing) fits like a charm. There's definitely potential here, the brother just need a little more control from time to time.

Dead Dog is played by Benoit Decaillon himself, making the dedication of the brothers even more remarkable. Benoit does a pretty good job in front of the camera too, though it's clear from this film that he didn't have much prior acting experience. I think the same could be said about the rest of the cast, but they still do a pretty commendable job in bringing their characters to life. Definitely not an A-grade cast, but they don't let the film down either.

screen capture of Sodium Babies

The Decaillon brothers describe the experience of watching this film as being inside a washing machine. That's actually a pretty good summary of what you can expect from Sodium Babies. The film doesn't commit to just one style or one type of atmosphere. It bounces all over the place and tries to make the most of whatever situation in finds itself in. This makes the first 20 or so minutes a challenge, but once you accept the film for what it is it will reveal itself as a surprising source of wonder and joy that surpasses many other films out there.

If you want to whine and bitch there are no doubt an unlimited amount of things that you can bring up to trash this film. Sodium Babies is far from perfect, but all these imperfections are adequately countered by the brother's never-ending enthusiasm. It's exactly why I love these type of films, while not perfect they pack enough interesting bits and ideas to fill three of four "regular" films, leaving you with a sense that your invested time was well spent.

Sodium Babies feels like a film made by a duo who feared this was their single, one-time shot at becoming professional directors. The film is packed to the brim with great ideas and memorable scenes, it's a true testament of their talent, but at the same time it's also quite chaotic and a little bumpy. Whether this is going to be a problem depends on your own cinematic wishes and demands, but if you appreciate the vigor and effort the brother put into their work I am absolutely certain you're going to love this film to bits. Let's hope Sodium Babies film will find its audience on DVD, guaranteeing the brothers a chance at a second attempt. Definitely recommended. 4.5*/5.0*

Do check the trailer, it's worth it.

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Tue, 22 Nov 2011 11:19:58 +0100
<![CDATA[on the consumer /and cold, hard economics]]>http://www.onderhond.com/blog/personal/on-the-consumer-and-cold-hard-economics

Last week Todd wrote a strong and honest piece on how the fan community is seen by the movie industry, sporting some impressive numbers that at least explain why we are considered low-priority. Yup, in the end it's all about cash and the rules of cold, hard economics. But then Todd went on to preach that we, hardcore film fans, should vote with our money in the hope to get noticed. While I actively support the positive message of this plea (support what you love), there is something I believe Todd is not telling us in his rant.

The web (the popularized version) has been around for about 15 years now but the film industry still isn't getting it, and in that process they lost sight of other, more consumer-oriented truths of cold, hard economics.

They failed 15 years ago

I remember it well, the first "burned CD" a friend brought me back in 1999 (or maybe it was 2000). It contained 3 crappily encoded episodes of Serial Experiments Lain (the anime series), a series that was at that time impossible to get a hold of because no Western release existed yet. I was astounded that a small fan community could bring something to the West way quicker than the big players could, and I was pretty sure that soon the big companies would come up with a way to counter this emerging trend.

I was wrong. While alarm bells should've been ringing for the movie industry, it was baffling to see they did absolutely nothing - except underestimate the potential of the web - for years to come. Sure, back then the encoding quality sucked and trying to download 100MB was a daunting endeavor, but with the ever-rising exponential growth of bandwidth it was clear and plain that it was only a matter of time before we could be watching series and movies over the web. In 1999 or 2000, the movie industry should've released its first online movie platform, but they failed to do that.

Taking one step back from the movie industry, let's take a minute to look at a player that did manage to succeed and build itself a market on the web. Amazon.com was founded in 1995, well aware of the potential of the internet and e-commerce. Now it's the biggest online retailer and a household name. Even my parents know what amazon.com is, though they have never ordered something online. Many people believe amazon.com to be a true success story but it's a bit more complicated than that. For 6 long years, amazon.com didn't make a single penny. They were not profitable, yet they kept believing that e-commerce was the way forward. The rest is history. Mind that this all happened as part of the literary industry - amazon.com used to be a simple book store - not exactly the most booming entertainment sector.

The important lesson in the amazon.com story is that in order to be ready for the consumer, it's essential to anticipate. This may lose you some money at first, but when the time is right you hold all the advantage over your competitors. More than that, Amazon's continuous presence actually helped to build the market.

The result of this first failure

The film industry failed to see this opportunity, with rather disastrous results. They simply stood by while an ever growing number of consumers was getting used to unprecedented amounts of choice, instant gratification and watching films in the comfort of one's own room. And instead of taking notice, recognizing these things as consumer wishes and needs, all they could do was take some cases to court and whine about lost income.

The internet was breeding the "right here, right now" generation (which is not just limited to film, mind), but the industry did not react and simply hoped to hang on to their old economic model.

They failed 5 years ago

So when the industry finally began to act, realizing that the web was here to stay, it was already too late. Many of the early attempts to break into e-commerce only indicated that they still did not understand what exactly they were dealing with.

Many of those early attempts tried to copy the amazon.com model. What they did not see was that Amazon was able to sell its "buy from your chair" service as a complimentary bonus. In 1995, people were still impressed when they ordered something online and received it in their mailbox a couple of days later. Though Amazon competed on pricing too (especially in the early years e-commerce was dealing with a serious trust problem), they also had an extra service to sell. The film industry was dealing with a different group of consumers when they were finally ready to "go online", one that had already gotten used to getting the films from their lazy chairs. From the get go, it was a lost cause trying to sell them their films at the same (or slightly reduced) price that regular stores did, especially when the consumer didn't have anything physical to hold on to after the purchase. The benefit was just too small compared to the consumer's situation at that time.

Another thing they didn't realize was that to be successful in the websphere you need perseverance and money. Amazon had perseverance, similarly a company like Apple had the money to back up their initiative (iTunes), even when it wasn't very profitable. Somehow the film industry never really believed in their platforms and dropped them when they didn't return the expected profit. A shallow and short-term vision.

The result of this second failure

Basically the film industry let everything slide once more, to the point where downloading films became accepted amongst an insanely large group of consumers. Even non-tech people got to downloading what they wanted to see rather than going out to buy it in stores.

What's worse though is that after 15 years of internet revolution the film industry still lacks any form of global release platform. It's still clinging to regional releases, shabby release windows favoring movie theaters and region-locked hardware. In these 15 years it did little to listen to the needs of the consumer, rather it favored its old economic model and kept forcing it on people.

Other industries, like the music industry, have adapted to the situation. Sure it wasn't easy and yeah, they did put up a fight, but these days you see a big shift in how they approach their money-making business. Music itself has become the advertisement, and if people want to pay for it, that's great. But their money also comes from elsewhere. The music industry didn't die, it reinvented itself in order to maximize their profits in this new world.

But what changed the most in these 15 years is the perception of film amongst consumers. "Film" used to be an event, something special you witnessed in a theater. Or, if you were not as interested, something you waited for until some local tv station picked it up three years later for its TV premiere. VHS sales were mostly for fans, not so much the common man. Film nowadays is a product for quick consumption. Watching a film is worth very little in the eye of the consumer, as film is everywhere and can be consumed easily for little money. The image of "film" dropped considerably over these past 15 years. A sad reality for some, but a reality nonetheless and something that cold, hard economics should learn to deal with.

They are still failing now

Even today, the film industry does not understand the internet and its effect on people. You don't even have to look far, just take a look at the Twitch homepage for example. Surely you've noticed this, whenever a genre film (or series) is close to release, banners start appearing everywhere around the web. Internet marketing for movies has become more and more aggressive over the past months and years. A couple of weeks ago you couldn't get on Twitch without being reminded that there was this new, cool series called American Horror Story that you simply needed to see.

What the industry fails to see is that the web is an international affair, and not only Americans are visiting Twitch. I won't publish the exact statistics, but a considerable part of our readers consist of people not living in America. When Twitch advertises a release, you're also advertising directly to these people without actually giving them the release. You're holding up a carrot to the consumers, but you won't let them eat. Maybe not for another three months, maybe never. When the first episode of AHS aired, positive reactions began to surface. People were wild to see this thing, but the only way to do so for people not living in America was through unofficial channels. For a consumer group that's used to getting what they want even when it is not offered through legal means, how do you think this will turn out? Do you really believe people will wait until someone (hopefully) will pick up AHS and release it locally?

Back to the original argument: vote with your money

Like I said in the beginning, I do support Todd's argument that we should actively support the stuff we love. What is lacking in his argument is that in order to decide whether we love something or not, we should be able to evaluate it first. That's where platforms like Netflix come in. They offer us a way to consume film at low cost, allowing us to filter the good from the bad and allowing us to actually cast a vote with our money.

As a film fan I watch a lot of crap. Sometimes because nothing better is at hand, sometimes because crap can magically turn out to be good and sometimes because many others like crap and I'm curious enough to find out what all the hype is about. What I call crap has little to do with production costs and effort people put in to make the actual film, it simply refers to my appreciation of the result. People don't pay for entertainment because someone put a lot of effort into making it, they pay for entertainment because the result entertains them. That's simple consumer economics.

Many of the films I watch are crap and the only way to see them is to pay (quite a lot) of money for them. When I pay up I'm voting with my money, but when it turns out a film sucks there's really no way to recall my vote. If for example my morbid interest had gotten the best of me I might've seen The Smurfs in theaters and payed 9EUR for watching it (or maybe even 11+ EUR, can't even remember if it was a 3D release or not). In the end I feel they should've paid the audience for the atrocious nonsense they tried to serve us. But my money would've been gone and my so called vote would've been counted.

I support the stuff I love, but find myself incredibly handicapped in the ways of finding out what to vote for. Right now this should be priority one for the movie industry to fix, because if you look at other aspects of the entertainment industry it turns out people are still willing to pay for the things they like, they just don't want to pay for the crap they don't like.

How they should do this is beyond me. I'm not an economist and I don't feel enough familiarity with all the details of the industry to lay out a plan that works. What I do know is that in order to sell, your first priority should be to make sure you get your goods to the consumer. If you can't offer (or, more in line with current needs - if you can't offer it in time) the goods to the people interested in buying, you're going to lose out. A global release platform should be an essential part in dealing with this priority. Who should own this and how it should be managed exactly is probably the biggest uncertainty, but as we see all other industries moving to web platforms, it's really important to finally get this off the ground.

But as long as the industry keeps supporting itself - if you preach the laws of cold hard economics, how do you explain the life support for the movie theater business? - not much is going to change. There is a whole generation of people out there who are used to getting stuff from their chair, when they want it, and in the future, where they want it - hello cloud computing. This is a mental change that transcends the movie industry and trying to fight it is naive and futile. So please, wake up, open yourself to the needs of your consumers and reinvent yourself so you can keep making money while we can keep enjoying films.

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Mon, 21 Nov 2011 11:44:32 +0100
<![CDATA[gusha no bindume/hiroki yamaguchi]]>http://www.onderhond.com/blog/personal/gusha-no-bindume-review-hiroki-yamaguchi

Hiroki Yamaguchi's Gusha no Bindume is as Japanese as a movie can be. Utterly drenched in cyberpunk and manga influences, the film is a sprawling testament of what a young film maker can accomplish with a shoestring budget as long as he has the talent and vision to make something unique. It's a shame we haven't heard from Yamaguchi since, but at least he left us with a very special legacy indeed.

screen capture of Gusha no Bindume

If the name Gusha no Bindume doesn't ring a bell it might be because you know the film under a different title. As it dates back to a time when publishing companies were still very eager to bring Japanese films to the West (or at least, eager enough to pick up off-center titles like these), several different titles were thought up to release it here. And so the film is also know as Gusher no Binds Me, Hellevator and The Bottled Fools, all referring to this film.

Gusha no Bindume is a typical movie where holes left by a lacking budget are filled with creativity and inventiveness. From the start it's clear that Yamaguchi had few means to his disposal, at the same time he knows to impress with a varied range of tricks and creative alternatives that still managed to lend his film a professional shine. The same goes for the concept of the film. While basically a single-room setting film, there is always plenty happening and after a short while you'll hardly notice the fact that Yamaguchi cut back heavily on set designs.

The film is set in a dystopian future, somewhere inside a large and all-encompassing structure. We follow Luchino, a troubled young girl fleeing from an explosion she caused by illegal smoking. She runs inside an elevator trying to escape the authorities, but halfway through her escape the elevator is brought to an emergency stop in order to pick up two top ranked criminals on their way to their final resting place. Things get hairy and before the passengers realize it the elevator is cut of from the main system and left in the hands of the two criminals. And as it turns out, the other passengers riding the elevator each have their own secrets to hide.

screen capture of Gusha no Bindume

Visually there is a lot going on here. Yamaguchi makes good use of whatever means he has, resulting is strong lighting and camera work, subtle use of the right visual filters, inventive production design and one or two scenes that go all out. There are two or three CG shots that feel lacking, but are still needed to give a better idea of the overall setting our characters live in. These moments are easy to overlook though as they don't last long and the budgetary limitations of the film are plain and obvious.

The soundtrack consists mostly of electronic-influenced background music. While pretty decent and fitting the actual music is a little too generic for my tastes. The sound editing on the other hand is a bit groovier, especially when the convicted criminals enter the elevator and one of them starts talking backwards. A simple yet creepy effect that gives a lot of extra shine to his dialogs. It's clear that Yamaguchi is a product of the post-processing generation, but he sure handles his techniques with commendable flair.

Gusha no Bindume is a film that builds on stereotypes and so the actors don't have too much work beyond acting out the character's typical hooks. The cast is well-fitted for the job though, the two criminals in particular are regular whack jobs that liven up the film considerably from the moment they are introduced. No point in expecting deep-digging performances of course, but keeping in mind the kind of film this is the acting is neigh perfect.

screen capture of Gusha no Bindume

Considering the film is mostly restrained to one single elevator room, it's amazing to see how vivid and lively Yamaguchi's vision of the the Gusha no Bindume universe turned out. Through the characters that enter and leave the elevator room we get a good idea of the kind of strange world these people live in, while at the same time obscuring most of the daily going-ons of that same universe. Our vision of this universe is restrained to a single elevator room, which adds a smart level of intrigue and mystery while still allowing us a glimpse of the cool stuff happening outside.

Many of the elements that make Gusha no Bindume such a cool film can be linked back to other films, but the combination of all these separate elements blended together still results in something highly unique with lasting appeal. It's easy to call the film a Cube clone or a live-action manga, but whatever link you try to make you'll always end up with the conclusion that it won't do justice to Yamaguchi's hard work.

Gusha no Bindume is Japanese low-budget sci-fi cinema at its finest. What Yamaguchi lacks in budget he makes up in inventiveness and creativity. The result is a highly entertaining film that contains plenty of treats to keep you interested throughout. Discovering Yamaguchi's universe is an exciting trip through a Japanese cyberpunk-influenced wonderland that leaves you begging for more. Hopefully Yamaguchi will find the strength to work on a follow-up feature, if not I'm still extremely happy he was able to complete this film, hopefully creating a worthwhile legacy with an appreciative cult following. 4.5*/5.0*

Don't forget to check the trailer.

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Thu, 17 Nov 2011 13:18:53 +0100
<![CDATA[in defense of semantic value/a 2-in-1 rant]]>http://www.onderhond.com/blog/work/in-defense-of-semantic-value

In case you hadn't noticed yet, this week two separate articles appeared on Smashing Magazine related to semantic importance. One of them titled our pointless pursuit of semantic value, the other one pursuing semantic value. The contents of these articles speak for themselves and I don't plan on joining the discussion directly, I have two important observation to share though, which can be nicely bundled into my 2-in-1 rant on semantic value.

rant 1: why microformats and html5 microdata (kinda) suck

To understand the current lack of semantics on the web, it's important to know how and why semantics should matter. Currently the goals of semantic value can be summarized into two main selling points: findability and processability.

Findability probably speaks for itself. When I ask google to look for a specific film review, I want google to return actual reviews. I don't want a page featuring the film's title and a greyed-out review link (because no reviews are available). That's exactly the opposite result of what I asked google to find me. So semantics should make it easier for google (and I'm talking all search engines of course) to determine the actual contents of a document/component and provide better search results.

Processability is a little different. It doesn't just stop with finding content, it wants to recognize content and offer a gateway to export it in different formats. That's what the most popular microformat (vCard) is doing right now. It makes sure the hCard spec can be recognized in html documents by external software, which can then automatically import all the data into a different piece of software or export it in a different format. In this case, an automatic way to sync data between two different systems (website and agenda).

One of these tasks is infinitely more difficult than the other. For findability, you need one single marker on the base tag of the component (.review), for processability you have to define all the separate sub components and make sure they can be processed correctly. Looking back at how web design grew up, there has been one big constant: baby steps are the way forward. Start out simple, maximize profits with minimal effort and once you have established popularity, extend and build on that. And that's exactly what initiatives like microformats and microdata failed to see. Implementing findability support is easy and trivial, but by trying to tackle the full picture all at once that step was skipped and forgotten.

Everyone who ever tried to implement a microformat should be aware of its complexity. And not only for us, the front-end guys, it also requires extra effort from the back-end team who has to develop the correct code in whatever cms they are working with. This extra step is often too much to incorporate into the project, so we take the easy route. At the same time we see that very little support exists out there for people who do implement microformats and microdata, so the pay-off to go that extra mile remains small.

For findability, all we would need is a fixed vocabulary for popular content types (.product, .review) that can be added together (.product.review). Add synonyms (.post = .article) and you have just about all the power you need to tell search engines what content you are serving. There is still no way to process this information, but that kind of support can be put back a little until the time we do have enough base support.

The main question of course is who would manage this vocabulary list, but that's a more practical consideration I like to leave for others to decide. I'm sure though that the popularity of semantic thinking would rise exponentially if such (very simple) support existed today.

rant 2: the now-generation of web development

You've wasted 40 minutes, with no tangible benefit to show for it.

Divya Manian

A fair rule of thumb: when it comes to semantics, if it's confusing enough for you to ask a question about it, chances are the answer won't make a realistic difference.

Paul Irish

provide clear evidence that currently semantics do help us, and in the future will help us, solve real problems.

The three quotes above are taken from the posts and comments of the two articles appearing on Smashing Magazine. They are coming from people with considerable weight in the web development community.

The sad thing is that they all talk about the "now". Immediate gain, direct results and measurable effort. Things become worthless or invaluable to pursue if they don't yield immediate results. As our industry grows and matures, it's normal that money (and thus efficiency) is becoming more and more important, but I firmly believe that possible shortcuts should never be preached by those who are (in whatever way) elevated to preach to the masses.

Whether it's worth to go the extra mile to understand semantics that don't "work" today is up to the developer. Making sure that developers understand that increased semantical value will aid us five years from now is up to the preachers. This whole "now"-movement reminds me a lot of why we are still providing ie6 support today, as those sites we also conceived and constructed only with "now" in mind (and they worked damn well in the past "now" too).

People seem to forget about the benefits of theoretical research. My math teacher once told us the story of "i" (the imaginary number). This number was conceived in the 16th century without any possible use for it. Only 300 year later it proved to be incredibly useful research that immediately solved a number of problems people were facing back then (fe. electrical engineering). It's the perfect example of how a theoretical effort can prove to be invaluable in the future, even when you can't even begin to predict the actual benefits.

Couple this with the popular "paving the cowpath" principle of web design and you'll quickly begin to see how important it is to look to the future rather than just think is terms of quick gains and immediate profits. The fact that not everyone realizes this isn't worrying me, but that big names in our industry are actively challenging these ideas is a whole different story.

The web lacks semantics. It's something that's becoming more and more obvious every day, and people telling us to stop pursuing semantic validity unless there's some immediate gain should be countered immediately and effectively, because they aren't helping us forward in our quest to provide a more meaningful web.

conclusion

Semantics matter. If not today, then hopefully tomorrow. And if not tomorrow, you know who to blame.

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Wed, 16 Nov 2011 12:19:19 +0100
<![CDATA[helldriver/yoshihiro nishimura]]>http://www.onderhond.com/blog/personal/helldriver-review-yoshihiro-nishimura

Welcome back to the wonderful world of Yoshihiro Nishimura (Tokyo Gore Police, Vampire Girls vs Frankenstein Girl, Mutant Girls Squad). The most famous particle of the Sushi Typhoon collective returns to the director's chair and once again delivers a film that blows all boundaries of decency, good taste and proper film making. And yet, the result is every bit as crazy and hilarious as you'd come to expect. With Helldriver Nishimura clearly nailed another future classic.

screen capture of Helldriver

When Iguchi (The Machine Girl) and Nishimura took over the Japanese splatter scene they came up with a rather unique concept for their films. Over the years that concept hasn't changed too much, but the way they work within those self-imposed boundaries is still as creative and out there as when they first started out. Slowly their output is changing from unique, individual works to genre film making and while some of you might be disappointed by this turn of events, true fans will only show more appreciation for the seemingly endless imagination of the people involved.

Let's get one thing straight. Nishimura's films don't aim for perfection. On the contrary, if you're trying to find room for improvement there's probably an endless list of things that could've been better or could've used some extra clean-up work. Just know that this is clearly by design. In order to put in as much insane ideas and craziness as possible, other areas in the development process have to suffer. It's a fair choice that allows Nishimura to make the films he wants to make, on the other hand it does ask for a little extra investment from the audience to accept some sloppy execution from time to time.

The story of Helldriver finds Kika in a world divided by a big wall. On one side live the uninfected, on the other side lies a big wasteland crawling with zombie-like creatures, firmly under the spell of an obscure alien presence. While the Japanese government is somewhat reluctant to annihilate these zombies (trying to protect their civil rights and completely unaware of the real dangers), the zombie queen is gathering her troops to launch a massive attack to break out of their prison. And so Kika is sent on a mission to avert the looming danger, helped by a crew of novice zombie killers.

screen capture of Helldriver

Visually speaking this film is quite tricky to review. Sure it's loaded with subpar effects (both real and CG), but sloppy as it may be, at the same time its also extremely functional and essential to the continuously high fun factor of the film. When a crazy sword zombie-creature is battling a car revving on two wheels, the CG might be lacking quite a bit, but it's obviously the only way a scene like that would have ever made it to the screen. Camera work, lighting and use of color are generally strong though, making the most of the limited means they clearly had to their disposal.

The soundtrack is every bit as chaotic. A silly mixture of Japanese folk music (not unlike Miike's Izo) and other, more generic action tunes mostly added for comedic effect. The soundtrack itself is not all that great, but considering its intended use it more than suffices. Usually I care a lot for proper use of sound and music in films, but these types of projects are clearly an exception.

Roughly the same can be said about the cast. Sure there are no A-class actors here and from time to time the acting can be quite shabby, at the same time the whole cast emits an immense sense of fun and enjoyment that more than makes up for their lacking capabilities. Everyone goes willfully over the top in portraying their characters, making it an ever bigger freak show than you could ever imagine.

screen capture of Helldriver

Nishimura's Helldriver is of epic proportions. The film lasts a full 120 minutes which is quite long for nonsense like this. You would expect that Nishimura's ideas would start to dry up around halfway through, but against all odds he succeeds in keeping the film fresh and challenging from start to finish. The opening credits start 45 minutes into the film, the real fun only begins during the second hour. Surely the format is tried and tested by now, but the craziness Nishimura manages to pull out of his cinematic hat is still beyond belief.

As time goes by films like Helldriver will appeal to an increasingly smaller audience, speaking to people who appreciate the film for what it contains rather than for its novelty value. Compared to his previous films, Nishimura strikes a perfect balance between splatter and comedy in Helldriver, where his earlier films would sometimes lack one or the other. It's definitely not a horror film in the sense that it is supposed to be scary or haunting, at the same time it's not all just for laughs either and splatter fans get their share of the action.

Nishimura adepts can rejoice, Helldriver is up there with the best, sporting roughly two hours of madness, hilariously out-of-place social criticism and tons and tons of liters of blood. Surely you've seen it all before, but the creature design is still impeccable (zombie airplane) and some scenes simply must be seen to believed (the star alien commanding the zombies). It's true fan fodder and people not willing to engage in Nishimura's world will surely end up disappointed, but considering its uniqueness and stellar fun factor I can only hope Nishimura can keep this up for some time to come. 4.5*/5.0*

There's a hilarious trailer, mind the spoilers though.

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Tue, 15 Nov 2011 11:43:24 +0100
<![CDATA[tetsuo/shinya tsukamoto]]>http://www.onderhond.com/blog/personal/tetsuo-review-shinya-tsukamoto

Shinya Tsukamoto's Tetsuo is a landmark film, no doubt about it. It crawled up from its tiny, little, underground niche and wrestled its way up to become one of the must-see films for any loving film fan with a growing interest in Asian cinema. Surely it's not a film for everyone, but at the least you owe it to yourself to find out what Tetsuo does for you. As for me, it's still one of my top 10 all-time favorites.

screen capture of Tetsuo: The Iron Man

Not only is Tetsuo a landmark film for Tsukamoto, cyberpunk cinema, Japanese cinema or even Asian cinema as a whole, it's also a personal landmark. A film that defined my taste in movies and turned me into a real film fan. Before Tetsuo I (like everyone else) watched movies from time to time, but just as a regular pastime. The first time I put the VHS in the recorder I needed four pauses to complete the film. I didn't like it much and understood very little of what Tsukamoto trying to do here. But the film didn't let go of me and not a week later I had seen it three times already and bombarded it as one of my absolute favorites. It never really lost that status since.

Tetsuo was one of the first films I watched that didn't occupy itself too much with direct storytelling and character development (though in a sense it's the physical character development that makes it such a cool film), rather it tries to convey a more abstract experience of the material it presents. There's hardly any dialogue and what plot there is, is simple and juvenile, but Tsukamoto uses that void to put a lot more focus and attention on the way you experience his film.

The story makes little actual sense but should be quite easy to follow even when you don't have proper subtitles available. When one day a man crashes into a street bum with his car, he disposes of him quickly before getting caught. When he wakes up the next day though, he finds himself turning into a metal mutation, spawning tubes and wires from all over his body. To make things worse, he is being stalked by a metal fetishist showing a lot of interest in his barren situation.

screen capture of Tetsuo: The Iron Man

Above all, Tetsuo is a visual experience. While it's low-budget roots are obvious, the lush, high-contrast black and white visuals hide many of the imperfections and help tremendously in giving everything the needed metal shine. The cinematography is overall impressive, but it's definitely the live stop-motion sequences that will leave the biggest impression. Manically edited and frantically paced, they define this film. And even though Tsukamoto owes quite a lot to the prior work of Sogo Ishii (August in the Water, Electric Dragon 80.000V), he definitely improved on it and made it his own.

Another crucial element in the whole Tetsuo experience is Chu Ishikawa's soundtrack. In line with the metal theme of the film, Ishikawa opted for a strong and fitting industrial score. Clanky sounds are assembled and structured to create a unique and immersive ambient soundscape, from time to time ruptured by strong, pounding beats. The sync between audio and visuals is also impeccable, even by today's standards.

The acting shows definite signs of Tsukamoto's high energy theater background, but considering the style of the film this is perfectly acceptable. The world of Tetsuo is as alien as the wild and broad expressions of its characters. Tsukamoto and Fujiwara (producer of Tetsuo and also director of Organ and ID) take the biggest roles, together with Tomorowo Taguchi who properly launched his career with this film. A very powerful actor with a broad range, able to play anything from metal mutant to creepy pervert (Hiroki's M, right down to docile friend (Hiroki's It's Only Talk).

screen capture of Tetsuo: The Iron Man

Tetsuo is a film that weighs on you. Many people complain that even though it's only 70 minutes, the second part is too long and should've been trimmed. I don't agree (at all), as this is exactly why Tetsuo is such a great film. Halfway through you're ogling the screen wondering how and if it can get any weirder, crazier and more hectic. The second part goes on to illustrate just that. As the film continues it becomes more abstract and alien, working up to a perfect climax that still knows to blow my mind. Some of the grainy, black and white shots near the end are so vague and weird that it's almost impossible to see what exactly is going on, but the overall effect remains.

It's hard to predict how people watching this now for the first time will experience Tetsuo though. Ever since its initial release more films followed in its footsteps, sporting bigger budgets and better technical stats. The film does show its age, but at the same time it remains unique enough to transcend its dated exterior, where others (like Eraserhead) are starting to lose some of their initial shine.

But no matter what you think after watching this film, Tetsuo is quite simply a must see for everyone with the least bit on interest in films that dare to be different. It's an almost perfect cyberpunk endeavor, sporting lush visuals, a great soundtrack and providing a nerve-wrecking experience. In all these years I still find it as bold, daring and impressive as the second time I watched it, having lost little to nothing of its initial impact. It belongs firmly in my top 10 lists of favorite films and probably will remain there for some time to come. Absolutely recommended. 5.0*/5.0*

Check out the trailer for a quick preview of the madness that lies within.

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Wed, 09 Nov 2011 12:34:17 +0100
<![CDATA[css3 background transitions/and why it's a hack]]>http://www.onderhond.com/blog/work/css-background-transitions-how-to

I've never been a big fan of animation in css (and I still have my doubts), but when it comes to purely presentational animation I feel it has a sound purpose. Used sparingly and in a way that enhances user feedback, I feel it can give your site a more polished edge. With the current redesign I've been experimenting left and right, but one thing I found lacking is support for background (image) transitions. Not satisfied with this obvious void I tried to find some ways around.

css transition

css transitions are a special kind of (automated) animation where css will animate between the different values of a single css property, triggered by a change in state of its base element. The most common and obvious use lies with :hover states (or related), applying small animations for hover colors and the like.

These transitions rely on numeric values to work though, which sadly is quite a limiting factor. It's still possible to transition between colors (as they can be presented by hexadecimal values) and the like, but transitioning between different background images is not an option yet. That's a real shame, since I wanted a small color fade effect on the icons in the main navigation of this blog. Lucky for me, there were some other options to explore.

introducing: opacity transitions

Re-using one of the older tricks (changing hmtl images on hover) it's actually quite easy to reach the intended result. The property that's going to help us with that is css opacity.

The idea is to place two layers right on top of each other. On hover, we'll use a css transition of the opacity value of the top layer, so the bottom layer will gradually begin to shine through. When the animation is complete the opacity of the top layer will be 0 and all we'll be able to see is the bottom layer (in other word, the hover state).

two structural elements

.outer {background:(hover-bg); position:relative;} .outer .inner {transition:opacity 0.2s linear; background:(bg); position:absolute; left:0; right:0; top:0; bottom:0;} .outer .inner {position:absolute; left:0; right:0; top:0; bottom:0;} .outer:hover .inner {opacity:0;}

As you can see in the above code, the hover background is set on the lowest plane. The inner element is positioned on top of the outer element so that both backgrounds will match exactly. On hover the opacity of the inner element will be reduced to 0, finally leaving us with the image of the hover background. Mind though that if you have other content nested inside the inner element this will disappear as well, so to be safe it's best to make a self-closing, empty element of .inner. Not very clean (I know), but it does the trick.

This is 2011 though, so it wouldn't be quite alright to not try the :after/:before option for cleaner code.

one structural element

.base {background:(hover-bg); position:relative;} .base:after {transition:opacity 0.2s linear; background:(bg);} .base:after {position:absolute; left:0; right:0; top:0; bottom:0;} .base:hover:after {opacity:0;}

Ain't that lovely, a working example without the need for any extra structural elements. No hover support for ie7 or lower (of course), but a little javascript can easily fix that. Together with ie8 you'll also need the ie transparency filter to make it work (or just use visibility:hidden if you don't care to animate it).

But ... you know this was coming, right? Apparently Webkit (oh yeah, we develop for state of the art browsers now) does not support css transitions on pseudo-elements. There is probably a good reason (and this is not really a Webkit bash, which in turn supports quite a few things other browsers don't), but somehow I can't help but feel a sharp sting of disappointment that after all these years we're still dealing with partial and/or buggy implementations even in the latest browsers. Because let's face it, css transitions have been around for some time and are hardly experimental anymore.

conclusion

So if you're looking at this site through Chrome or Safari, you won't see the color fade in the logos (main navigation navigation). I could've opted to include an extra structural element but was too stubborn to go through that length for something that calls itself a modern, A-grade browsers. So for now Webkit users have a simple hover effect until Webkit fixes its lacking support for css transitions.

For more professional projects I would suggest using the first method though. It may not be very clean using an empty structural element (you can still insert it with javascript if you want), but at least it gets the job done across most modern browsers.

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Tue, 08 Nov 2011 12:47:31 +0100
<![CDATA[onderhond goes html5/one step a time]]>http://www.onderhond.com/blog/onderhond/onderhond-site-update-2012-html5

The last redesign of my blog dates back to 2010, which in web terminology is somewhere between the birth of Christ and the Middle-Ages. For those of you who remember, I experimented with live iterative design, taking on pages and components one by one and gleefully accepting the mess it created in between. With 2012 looming before me, it's time to do some much-needed clean-up work and some minor touch-ups left and right, so brace yourself for a new period of live updates.

killing ie6

You might have noticed already, but the ie6 graph on my homepage has been consistently showing figures lower than 0.5% for four weeks now. Taking several variables into consideration (fewer works posts these past couple of weeks, gradual ie6 fade-out), I won't suspect it will ever rise above that marker again. That means that even before 2011 comes to an end I will be dropping complete ie6 support. I'm sorry for all of you who are still using ie6 to browse the web, but your group is too small to warrant all the extra work in my spare time.

This is also one of the main triggers to (finally) make the switch to html5 and to rely on more "advanced" css selectors (like the child-selector). Between that and cleaning up the mess that ie6 left behind, I assume it will be quite the chore to get everything back into order. On top of that, I'm also converting my css to less, so the resulting file should be a lot cleaner and easier to manage. For those of you wondering what will happen to the graph on the homepage, expect a new one to pop up the moment I axe the ie6 graph, displaying ie7 user stats of my site. That's the next browser that needs to disappear.

live iterative design

Like last time I will be fixing one component at a time, rather then launch a complete new site all at once. You can already see the result in the header and footer of this site, which have already been converted to html5 and feature some nicer hover effects than before. It's small things like these that will define the redesign.

It's quite impossible to do this without breaking some stuff along the way though. Currently the right column looks a little less styled than it should be due to changing my grid html structure (and finally fixing the ads properly). Small glitches like these will no doubt pop up once in a while, but I'll make sure the content will remain accessible and clean at all times. Just cut me some slack when I'm working on some of the bigger components.

so what is in it for you?

As a regular visitor you probably won't notice much of all these changes as most of them are happening behind the screens. Apart from some smaller visual changes and touch-ups left and right not all that much is planned to change.

Hopefully this site will come out a little leaner and should be a bit more responsive compared to the current one, at least that's what html5 and css3 promises anyway. I hope you'll enjoy the updates, as small as they may be, so here's too a fast and seamless attempt and live iterative design!

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Mon, 07 Nov 2011 13:33:36 +0100
<![CDATA[tsuburo no gara/masafumi yamada]]>http://www.onderhond.com/blog/personal/tsuburo-no-gara-review-masafumi-yamada

The Japanese cyberpunk genre isn't that richly populated (understatement), and to make it worse many releases are almost impossible to find here in the West. A real shame because it's without a doubt one of my favorite genres out there. Tsuburo no Gara is one of the prime examples of Japanese underground cyberpunk cinema and so it deserves some extra time in the spotlights. In short: strap yourselves for 70 minutes of concrete, metal and moist.

screen capture of Tsuburo no Gara

Before you get too excited, I should warn you that there is no DVD or Blu-Ray out there with English (or any other language for that matter) subtitles. I was lucky enough to catch this film at the Dejima festival in The Netherlands a couple of years ago, but I haven't heard from it since. There isn't even an official DVD or poster (the one shown here is a fan poster), only a combined release on a PFF (Pia Film Festival) collection DVD.

While the film is quite low on cyber and actual punk, it does carry many of the stylistic traits of the genre, most notably the almost fetishistic way of focusing on specific details. Director Masafumi Yamada will swamp you in close-ups of moist skin, concrete walls, black misty puddles and a strange fascination for snails, creating a very tense and claustrophobic atmosphere in a mere 70 minutes.

My DVD doesn't have English subtitles and it's been quite a while since I watched the festival version, so the details of the story have faded a little since then. But the gist of the setup is still pretty clear. A man and woman wake up in a concrete structure, not knowing where they are or how they got there. The woman is a nurse, the man a patient with a rather peculiar metal structure strapped to his back. While they try to escape from their concrete prison, flashbacks reveal the true nature of the patient's illness. It's a simple setup, but cyberpunk cinema has never occupied itself too much with complex themes and storylines.

screen capture of Tsuburo no Gara

Visually I'm very much in two minds about this film. On one hand it's a beautifully shot movie, with much attention paid to composition, lighting and editing, sporting some impressive play of light and shadows. Every frame is impressive and clearly thought through, bathing in grey and green hues, turning the drab, concrete settings in a cyberpunk wonderland. Sadly the entire film is shot in 4:3, which, I'm sorry to say, is ugly as hell. While the images themselves are impressive and captivating, they feel cramped and somehow unfinished. No doubt it's somewhat of a personal preference, but a wider image would've done much more justice to the work of Yamada.

The soundtrack consists mostly of ambient sounds, structured or woven into hidden melodies and rhythms. Actual music (as most people will know it) is rather scarce (and of the minimal, experimental kind), but the entire film is set to the sounds of clanking metal, thumping concrete and falling water drops, so there's always something to listen to. Great stuff, not too original considering the genre it resides in, but still a welcome variation on the more crunchy and industrial-oriented noise that usually sits under these kind of films.

The acting is sufficient, especially for a film that isn't necessarily all that character-oriented. The male lead reminded me a little of Tsukamoto and was clearly the best actor of the bunch, the female lead played her part with adequate conviction. As for the secondary cast, there are only a few other characters featured in the film, but considering their lacking screentime they are hardly worth discussing.

screen capture of Tsuburo no Gara

If you're worrying about watching this film without subtitles, you should know that even though the dialogue is kept to a minimum, you will still miss some of the finer details of the story. The main concept is clear enough though and whatever weirdness there is exists within the film itself and is not a result of the lack of translation. In the end, you shouldn't have too much trouble understanding what is going on, then again Tsuburo no Gara relies more on atmosphere and tension anyway.

When comparing it to other films out there, I noticed that Tsuburo no Gara shows quite some similarities to Tsukamoto's Haze (which it predates by a year). While the first part is quite claustrophobic and direct, the ending reveals a more symbolic interpretation of the film's events. Both films release their main characters back into the real world, freeing them from their inner contraptions and shedding a different light on what happened before.

Tsuburo no Gara is first-grade cyberpunk cinema. Not as overly energetic or chaotic as its peers, rather it creates an eerie, claustrophobic atmosphere and drags you deeper into its concrete prison with each successive scene. Sporting a stunning setting, strong cinematography and a superb soundtrack, cyberpunk fans owe it to themselves to seek this one out, even when there are no suitable subtitles available. I promise you won't regret it. Absolutely recommended. 5.0*/5.0*

No so much a trailer, but here are the opening minutes of the film.

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Mon, 31 Oct 2011 09:23:41 +0100
<![CDATA[mah nakorn/wisit sasanatieng]]>http://www.onderhond.com/blog/personal/mah-nakorn-review-wisit-sasanatieng

In the wake of other Asian countries, Thailand lived through a small yet vivid period of international interest at the start of this millennium. Some very fresh and unique films reached our shores because of that, of which Mah Nakorn is definitely one of the most impressive and memorable. Mah Nakorn put Wisit Sasanatieng on the map and even though he made some other interesting films, none of them has been able to match the magic of this one.

screen capture of Mah Nakorn

While Sasanatieng's Tears of the Black Tiger proved to be a little too inaccessible for most people, he improved himself considerably when he released Mah Nakorn (Citizen Dog). While stylistically just as kitschy and in-your-face as his first, Mah Nakorn exists well outside the realm of typical genre films, which apparently had a big impact on the expectations of people seeking out this film. The fact that it is quite difficult to compare Mah Nakorn to other films out there also helped to relieve people of their initial preconceptions. There is definitely a bit of Amélie-inspired magic in here, but apart from that it's a film that stands completely on its own and doesn't invite many other comparisons.

Mah Nakorn doesn't really stick to a well-defined storyline. We follow Pod and Jin and their evolving relationship, but along the way the film diverges in several little side stories, introducing a range of secondary characters and plot lines that have little to do with the main story arc. It sometimes feels as if Sasanatieng had a bunch of great ideas for shorts, but instead of taking the short film route he tied all those ideas together to his two main characters and made a unique film with all the material he had gathered.

The world of Mah Nakorn definitely looks like ours, but it has its own, random set of rules. People are able to swap fingers, they can grow tails, teddy bears are able to talk and sometimes it rains helmets. And that's just a small selection of the weirdness this films throws at you. None of these things are ever properly explained, they're just a part of the surreal world the characters inhabit and have to deal with on a daily basis. It's definitely part of the charm of Mah Nakorn, but as there is really no limit to what can happen it may be a bit tiring for some.

screen capture of Mah Nakorn

If there's anything that will stick with you after watching this film, it's the vibrant and contrasting colors Sasanatieng uses all over his compositions. Sure it's kitsch and at times it looks as if God's brush slipped and he didn't have time to correct his errors, but at the same time it gives the film an unflinching charm that goes very well with the humorous tone. There's quite a lot of CG used to create the wacky world of Mah Nakorn, technically it's not always up to par but it does result in some beautiful scenes and it somehow fits with the comical feel of the film.

The soundtrack is pretty awesome too. A combination of classical and modern Thai pop songs, it gives the film a very alien atmosphere. People who are used to listening to Thai pop music might experience this differently of course, but for me it all sounded quite outlandish. The music is also used to great comedic effect, case in point the hilariously off-key lipsync in the introductory minutes of the film.

The acting is decent, but it must be said that most actors have a pretty easy job here. Sasanatieng does most of the hard work making the comedy work, the actors are little more than mere puppets walking around in Sasanatieng's meticulously crafted world. The same goes for the secondary characters who have even less to do. They all fit their roles though and the acting is never second-grade, nor does it ever take away from the overall experience of the film.

screen capture of Mah Nakorn

If you don't like narration in films, mind that there is quite a lot of that here. Great little detail though: the narration is done by none other than Pen-Ek Ratanaruang (director of Nymph and Ruang Talok 69) and he does a pretty commendable job. The monologues are witty and well-written too, on top of that I actually quite like narration in films (if done well of course - no Morgan Freeman please).

In essence Mah Nakorn is a romantic comedy, but that label doesn't even begin to describe the vibrant, unique, funny and creative film that Sasanatieng whipped up. The film is filled to the brim with great ideas, properly executed and acted out with so much enthusiasm that it's definitely one of the best comedies I've ever seen. And even though the story itself might be rather detached and fragmented, the romance between Pod and Jin still survives all these typical hardships.

If you're looking for something light-hearted, fun and visually exuberant then Mah Nakorn is your film. It's a lovely little comedy with a lot of heart, a lot of warmth and plenty of interesting and original ideas. It might be a bit random and episodic at times, but if you can look past that you might be in for a very pleasant surprise. And if all else fails, you can still amuse yourself trying to comprehend how Sasanatieng came up with all these crazy color combinations. Warmly recommended. 4.5*/5.0*

There's a trailer, subs and everything. Mind the spoilers though.

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Thu, 27 Oct 2011 12:38:25 +0200
<![CDATA[the pavillion salamandre/masanori tominaga]]>http://www.onderhond.com/blog/personal/pavillion-salamandre-review-masanori-tominaga

Masanori Tominaga's The Pavillion Salamandre just came out of nowhere. It went by completely unnoticed on its initial release, the addition of Jo Odagiri being the only hook that put this film on the radar of a select few in the West. Looking back after watching the film, it's not difficult to see why they didn't even bother to promote it over here, but that shouldn't stop you from seeking it out when you have the chance. The experience alone is worth the gamble.

screen capture of The Pavillion Salamandre

If the name Tominaga sounds familiar, it's because I've written several reviews for Mai Tominaga's films (Wool 100%, Rinco's Restaurant) in the past. While I haven't been able to figure out any clear connection between the two directors, judging from their respective styles it wouldn't surprise me in the least if there was some kind of family connection between these two. Even though the both of them make very distinct films, there is a certain familiarity to their output that links them together.

The Pavillion Salamandre is one of those film that isn't overly weird, but manages to create an off-key atmosphere that lasts an entire film. Strange dialogues, quirky characters and unnatural plot twists make for a very fun and intriguing whole. Chances are of course that Tominaga's style won't suit you, if that's the case then this will no doubt be a horrible trial to sit through. But if it does somehow manage to stick, The Pavillion Salamandre is a film that will stay with you for a long time to come. It's a gamble, but definitely worth the risk.

The story is difficult to capture in a few lines, but I'll give it a shot anyway. Central to the story is Kinjiro, a strange and famous salamander whose pond (and whose very existence) is a national landmark. Roentgenologist Hoichi is chased and eventually hired by some suspicious-looking guys to examine the animal and determine its authenticity. What Hoichi doesn't know is that he's being used as a tool in a long-lasting feud between the Kinjiro foundation members. And if you think this sounds random already, it's only the beginning of the story.

screen capture of The Pavillion Salamandre

Visually Tominaga's film is a little inconsistent. Some scenes look really wonderful, with much attention being paid to the camera work, composition and color. Other scenes look a bit plain and have a rather rushed feel hanging over them. It's a shame because the potential is definitely there and some scene are genuinely impressive. Maybe it was a budget-related issue, maybe it's because this was Tominaga's first film or maybe Tominaga just didn't care enough to keep it consistently fresh. Whatever the case, I feel more could be done visually.

The soundtrack on the other hand is first class material. Ranging from stylish jazz to experimental lofi electronic, the score is a constant factor in undermining any chance of getting used to the film's quirky feel. It's a constant challenge that lends the film a very unique atmosphere and even though it's not always easy on the ears, it sure is a lot of fun. People who've watched 100% Wool might have a pretty good idea of what to expect.

The most recognizable actor of The Pavillion Salamandre is without a doubt Jo Odagiri. The man is often compared to Tadanobu Asano (scruffy appearance and a taste for off-key characters) and judging on his role here the comparison is easy to justify. Odagiri has his own flair though and uses it to great effect in this film. While Odagiri steals the show, Kashii turns in more of a sleeper hit performance. Not as visible or out there, but just as strong and powerful all the same. The rest of the cast is up to par, with everyone obviously very conscious of the type of film they're appearing in.

screen capture of The Pavillion Salamandre

Halfway through Odagiri switches hides and transforms into some weird Italian stereotype. Things get gradually weirder and the coherence might be hard to find at times. While the film does wrap up nicely, you may wonder how Tominaga managed to cram in so much nonsensical plot lines. If you were planning on watching a captivating story with big emotional scenes, warm feel-good comedy and overpowering dramatical elements, better go somewhere else. The Pavillion Salamandre is an incoherent, strange and chaotic mess that challenges your suspension of disbelieve for its entire running time, but pays off in other areas.

It's definitely a difficult film to recommend. The film is virtually impossible to compare with other films, it has a very distinct flavor and doesn't really cater to any well-defined audience out there. But if you like a film that dares to be different, shows a lot of vigor and enthusiasm and manages to be quite funny and emotional through all the chaos, this is no doubt a film that should be high on your checklist. Great fun, unique and mesmerizing, but definitely not for everyone. 4.0*/5.0*

There's a nice trailer, no subs though.

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Wed, 26 Oct 2011 11:53:06 +0200
<![CDATA[full-width, centered content, single ele/a quick how-to]]>http://www.onderhond.com/blog/work/full-width-centered-content-single-element-design

Earlier this week I started reworking the html/css of my blog. Only two tags far in this endeavor I already got stuck. Creating a full-width visual row with centered content (to see what I mean, check my header) using only one structural element wasn't as easy as I had imagined. So I strolled the internet for solutions, what follows is a small summary of tips and tricks to accomplish this particular visual effect.

1. using two structural elements

.parent {background:();} .parent .child {width:(); margin:0 auto;}

The easy way is to use two structural elements instead of one. The parent will function as a wrapper for the background, the child will be used for horizontal centering using margins and for defining the width of the centered element. Of course it would be much easier if we could center the containing content, but sadly that is not possible yet (unless I missed something vital of course).

This works fine in most cases, but if your code should be flexible enough to allow for visual rows within the page content, things will get a little tricky. Once a container is centered using margins, its children won't be able to break out easily, especially not if they'll need to span the entire width of the browser canvas. On top of that, I wasn't very happy with using two structural elements for such a minor visual detail. So let's ditch this method and look for something smarter.

2. using ::before and ::after

body {overflow:hidden;} .element {position:relative; width:(); margin:0 auto; background:();} /* pseudo-elements */ .element::before {content:" "; position:absolute; right:100%; width:999em; top:0; bottom:0; background:(); z-index:-1} .element::after{content:" "; position:absolute; left:100%; width:999em; top:0; bottom:0; background:(); z-index:-1}

If you lack structural elements, the popular way these days is to abuse your pseudo-elements. And sure enough, with the code above you'll get the intended effect.

The trick is to give the pseudo-elements a large width, pull them on either side of your centered element (using left/right:100%) and cut the remaining parts off using an overflow:hidden on the body (if not, you'll get scrollbars). Mind that the z-index of the pseudo-elements should be set to -1 so they don't overlap the content of your element. Even though they are positioned to the left and right, they might still overlap any drop shadows or other parts sticking out from your content.

The problem with this method is that you'll need to fake the background using three elements. If you want to add an inner shadow to your visual row, you might hit a wall once again. Visual requirements may differ though, and if you need to have different colors for left/right flaps or you need transparency in your centered area then this is definitely the way to go.

On a side note, if you want ie8 to play along, make sure to use the :before and :after syntax, rather than ::before and ::after.

3. using only ::before

body {overflow:hidden;} .element {position:relative; width:(); margin:0 auto; background:();} /* pseudo-element */ .element::before {content:" "; position:absolute; left:-500em; width:999em; top:0; bottom:0; background:(); z-index:-1}

This third and last method uses only one pseudo-element and removes the need for multiple background declarations to fake one single background. Just pull your pseudo-element to the left using a big (negative) left value and make sure it is wide enough as to span the entire browser canvas. It's not a very pretty fix, but it does the trick.

If you want an ie7 fallback, you can always insert one extra structural elements using javascript, applying the same css as used for the pseudo-element in this example. I haven't checked ie6 myself, but when ie6 compatibility is required I assume you might be better off using the second method (inserting two structural elements using javascript), I figure it's quite plausible ie6 won't be liking that negative z-index.

conclusion

Mind that the solutions listed above are not necessarily my own. I remember reading about this some time ago but could not relocate the article, so I'm not sure if it differs much from what was written there (I just remember the pseudo-elements trick).

Even though the above methods work pretty well, they are still hacks (or at least crappy solution to a rather simple problem). It would be a lot nicer if we could leave these pseudo-elements for their intended purpose and simply size and position the inner content of an element using css, but I still haven't found a decent solution to do this.

For now though, the solutions above will be able to help you out where needed and will offer enough flexibility to encounter most common issues.

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Tue, 25 Oct 2011 13:05:50 +0200
<![CDATA[air less paser/automated less parsing]]>http://www.onderhond.com/blog/work/air-less-parser-automated-less-parser

Earlier this year I gave less a little spin. Even though I had my reservations (and I must say they still haven't faded completely) I kept coming back to the less framework because it does make css3 development a lot easier. Every day usage turned up some new problems though, not so much related to less itself but to its somewhat limited development options, especially on Windows. Luckily a new tool was released yesterday to help us out a little.

developing with less

While using less to write css is incredibly easy, using it for development is somewhat of a chore. Either you use the less javascript library, but that has poor support across different browsers (I've only really seen in work well in Firefox), or you can install a server-side parser, but that's a bit over-the-top for local (often static) template development. And then there is of course the command line method, something I won't even begin to discuss.

In theory it shouldn't be all that much trouble to develop in Firefox, then parse the css once and start checking it in other browsers. I clearly say theory, because web design is never that simple. There are always some small changes close to the deadline that need to be processed, or some small bugs popping up that were missed in the first quality check. Before you know it, you're constantly switching from and to less and css files in your static templates. A dreadful job and hardly productive.

poor windows support

What you need is a tool that converts less files to css files the moment you save your less file. That way you can include the css files in your static templates, but keep developing in less. Other platforms (like Mac and Linux) have such tools already, but for some reason they never made it to Windows. That void is finally filled with the new Air Less Parser.

The tool is currently in beta, but has solid project management functionaly, a feedback log and an option to automatically scan and parse folders (and subfolders) whenever files are altered. If you don't want this you can still opt to parse manually. Just fire up the air app, start adding your projects and begin development in less without ever having to worry about the generated css.

what the future brings

The tool is currently in early beta, but should function as advertised. New features are already planned though. Expect to find minification options and growl-like notification messages in the near future. So without further ado:

Air Less Parser

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Thu, 20 Oct 2011 15:25:54 +0200
<![CDATA[merry-go-round/mak and cheng]]>http://www.onderhond.com/blog/personal/merry-go-round-review-man-cheng

Directors Yan Yan Mak (Hu Die) and Clement Sze-Kit Cheng (Gallants) team up for a film that dares to gives some extra shine to the Hong-Kong arthouse scene. Joining others like High Noon and Ex (both by Heiward Mak), this film once again strengthens my beliefs that Hong Kong is capable of a lot more than it dares to (mass)produce. Now if only films like Merry-Go-Round would get the proper international exposure, more of them would find the light of day.

screen capture of Merry-Go-Round

Like it or not, but the Hong Kong movie scene is mostly treasured in the West for its abundance in genre film making. Sprawling martial arts epics, gritty police thrillers and some classy Triad action are all fan favorites and are easy to sell to the West. When it comes to arthouse/drama cinema though, there is a small but very noticeable emptiness. Other Asian countries like Japan, Taiwan and China have interesting drama releases queuing up year after year, digging up some decent Hong Kong drama/arthouse titles often requires a lot more effort.

Finding Yan Yan Mak behind a film like this was no real surprise, those of you who have seen Hu Die will definitely recognize his style. But seeing Clement Sze-Kit Cheng appearing on the director's list is something else. Gallants was a quirky and fun rehash of the martial arts comedies of yonder, none of those elements found their way into this film. Still, the duo obviously complemented each other pretty well and the result is both beautiful and captivating.

The film follows the lives of two women who meet each other for the first time in California. They both move back to Hong Kong a little while later, and without them knowing their lives appear to be closer connected than they could ever have imagined. This connection is formed by two men who link everything together and complete the rather complex setup. Merry-Go-Round is more of a show, don't tell kind of film, so piecing everything together does require you to keep focused throughout the entire running time.

screen capture of Merry-Go-Round

When the film was finished I went to check for cinematography credits on IMDb right away. With All About Love and Love In A Puff Jason Kwan had some impressive credits to his resume already, but with this film he completely baffled me. Merry-Go-Round looks truly exquisite, each scene is beautifully shot and orchestrated to the tiniest detail. The lighting is quite simply sublime and the framing nothing less than perfect. I hope Kwam continues on this path as he clearly has much more to show to the world.

It's a shame the soundtrack wasn't really up to par. Merry-Go-Round features a nice (although very typical - think soft piano music) Asian drama score, but mixed with some lesser quality indie songs, all of them featuring English vocals. I assume it should underline the link with the California plotline, but the effect is less than stellar. Sometimes English-language tracks work in Asian films (think Ghibli's The Borrowers), but here they conflict with the unmistakable Asian arthouse vibe coming from the rest of the film. The result isn't bad per se, but it's obvious the soundtrack doesn't really fulfill its full potential.

Luckily the acting is as solid as ever. Teddy Robin Kwan remains an interesting and very recognizable actor, Miao puts in a stylish performance too. As for the youngsters, it's Koon that shines the brightest and also carries most of the dramatic weight of Merry-Go-Round. Chou is probably the weakest link, but only in comparison with the others. The four of them do a great job of acting out the many nuances between the different characters in the film and succeed in bringing their respective character to life.

screen capture of Merry-Go-Round

Merry-Go-Round is a film that drifts by gently, but also manages to linger afterwards. There isn't a clear plot or dramatic hook you can look forward to, so people with an angsty plot fixation should take notice. We're just following a set of four characters whose lives are slowly intertwining, going through their everyday rituals trying to deal with the problems they encounter. There's no big pay-off at the end, just a small twist that puts some things in perspective, but doesn't bring any mind-shattering revelations. This is definitely not a bad thing, but not everyone will appreciate this.

Above all, Merry-Go-Round is an ultra-stylish drama with its heart in the right place. It's suited for people who don't necessarily need impressive plot lines or great emotional scenes to enjoy a drama film. To see such a film coming from Hong Kong is quite unique, but those of you who are familiar with modern Taiwanese dramas will probably see the similarities right away.

If only the soundtrack would've been a bit better, this film could have turned out to be a small masterpiece. For now, it's a warm, gentle and beautifully shot drama with a set of interesting characters that will guide you through the 120 minutes running time with deceptive ease. Hopefully many more Hong Kong films will follow in its footsteps, though looking at the poor international interest displayed for Merry-Go-Round I wouldn't bet on it. 4.0*/5.0*

Check the subbed trailer for a nice preview.

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Thu, 20 Oct 2011 10:25:23 +0200
<![CDATA[new site section/my favorite movies immortalized]]>http://www.onderhond.com/blog/onderhond/onderhond-top-100-movies

Not much has changed on my blog the last couple of months. I've been quite busy with work, my personal life and trying to provide continuous output, so little time remained for behind-the-scenes tinkering. Still, somewhere deep underneath all the layers of chaos I found some free time to reshuffle some data and make a new site section out of that. And so with considerable pride, I present to you the new, permanent Onderhond Movie Top 100.

my personal blog through the years

Those of you who've been following my personal blog since the very beginning will probably have noticed that along the line my output changed considerably. At first the personal posts were more diverse, ranging from music reviews, game reviews to other, more personal rants. Nowadays, most of the posts appearing on my personal blog are movie reviews, with only one of two game reviews or vacation pic lists appearing every year.

There are a couple of reasons for this, the most important one that a few years ago I was recruited as a member of twitchfilm.com. Even though they don't actually expect regular input from me (I'm pretty much free to write about what I like, when I like), it gave me plenty of motivation to write more film reviews. On top of that, my interest in discovering new music and games had to make way in favor of watching more movies as I hardly have enough time to do just one of these as passionately as I would want.

introducing: my 100 favorite films

As someone who loves (and I mean loves) lists, I can't get past the fact that I need to make a yearly update of my top 100 films (ever). This year I noticed that many of the films in that list already featured a review on my blog, so slowly an idea began to form. Just a couple of weeks later my permanent top 100 movies section is finished and ready to launch.

The list isn't just a rehash of existing reviews, there is also some new content in there. Each film features a poster, an on-page trailer (safe a few films where I couldn't find a good trailer), some limited movie info and a link to IMDb. On top of that, the review is displayed (if available). For now that means there are little over 40 reviews in there, the others will be added over the course of the coming year (I'm aiming for one review/week). Two birds with one stone, as this is the perfect opportunity to revisit some of my old favorites.

the future

For now the banner to access this new section is featured on top of the homepage and it will stay there for two weeks, after that I'll move it below the blog list to its more permanent spot. I'm planning to make this switch once a year, when I update my list of favorites. I hope you enjoy this new addition to my site, feedback is always welcomed.

check my new top 100 movies section

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Wed, 19 Oct 2011 18:13:31 +0200
<![CDATA[byosoku 5 senchimetoru/makoto shinkai]]>http://www.onderhond.com/blog/personal/5-centimeters-per-second-review-makoto-shinkai

With Matoko Shinkai (Hoshi no Koe) gearing up to present his latest film to the Western world, I figured it would be a good time to revisit some of his former glory. Byosoku 5 Senchimetoru is an exceptional piece of cinema and undoubtedly the film that introduced Shinkai to a broader audience. Four years after its initial release, it's still as remarkable as when I first watched it, having lost none of its splendor or power whatsoever.

screen capture of 5 Centimeters Per Second

Shinkai will forever remain the man that worked himself up from one-man animation team to high-profile anime director in just a few years time With each consecutive film Shinkai's team of contributors keeps growing, but even for a film featuring the technical excellence Byosoku 5 Senchimetoru does, the list of credits remains frighteningly short. Even though Shinkai clearly takes his time (3-4 year gaps between each film), it's pretty much remains impossible to comprehend how he manages to ever complete his films with such a small staff.

Byosoku 5 Senchimetoru is presented as a collection of three separate shorts. Each short represents a different phase in the relationship between Takaki and Akari and stands well on its own, but it did feel somewhat unnecessary to include ending credits for each short throughout the film. Especially when considering the overarching storyline and stylistic similarities of these shorts, as they form one solid, thematic whole. I would've liked it a little better if they had just edited the shorts as one film and added collective credits at the end of the film. Not that it matters that much, once the shorts start you'll be wowed plenty to forget such tiny mishaps.

Shinkai shows us Takaki and Akari, two best friends on the verge of becoming a couple. Once again distance plays a huge part in how the story unfolds, as they are forced to move away from each other, never fulfilling the promise of their relationship. As the distance grows between them, so do their memories fade away, but they never really forget about the unique bond they had between them. Each short follows a milestone in the healing process between Takaki and Akari, helping them to live their lives apart.

screen capture of 5 Centimeters Per Second

With Byosoku 5 Senchimetoru, Shinkai takes his visual style to the next level. He's always had the exceptional skill to draw the most amazing backgrounds and landscapes (and they're still absolutely fabulous here), but the character animation always seemed to suffer because of it. He finally fixed that, creating a perfect blend between the backgrounds and animated objects, making the overall effect even more impressive and realistic. Another strong point is the lighting and coloring, especially when the characters are bathing in the rays of the early morning/spring sun. Shinkai's visuals don't just support the atmosphere it his film, they actually define it.

The soundtrack is a bit more on the safe site. Easygoing piano music and soft tunes underlay the more abundant visuals. It goes very well with the mood of the film though, creating a warm and fuzzy atmosphere. Much has been said about the inclusion of a J-Pop track near the end of the film, but the more I watch this film the better I actually like Shinkai's choice. It might be a bit alien for audiences not used to this kind of music, but in the context of the film the song is actually pretty good. The voice acting is decent too, though a little on the sensitive side. Virtually every line is whispered or uttered as if very grave and important. In dialogue-heavy parts it can be a bit much.

screen capture of 5 Centimeters Per Second

For a Japanese drama handling hatsukoi (first love), Byosoku 5 Senchimetoru can be deceptively bitter at times. The visuals may be lush, the soundtrack soothing and the overall atmosphere calming, it does not mean that our two protagonists are facing an easy relationship. Shinkai often hints at certain events, only to reveal a darker, less rosy reality later on. Each of these moments is a little punch in the gut, though effectively hidden from plain sight. He repeats this structure in every short, and even though the film does end on a reassuring note, you can't help but feel a little down once the credits start rolling.

The final short, though the shortest, is definitely the most powerful of the three, freeing the viewers from their romantic preconceptions and serving them a taste of unapologetic reality. The first time I watched this film I was genuinely surprised by the bitter undertones, and even now it still baffles me how cold this film is below its warm and fuzzy exterior. Shinkai created a strong contrast between the underlying themes and the reigning atmosphere, resulting in an interesting challenge that still stands strong after multiple viewings.

Some people won't really pick up the film's bitter core, for them there are still the lovingly detailed visuals and the stunning atmosphere. Considering the small team that worked on this film, it's a miracle that it still succeeds in looking this technically proficient and overall wonderful. Byosoku 5 Senchimetoru is my favorite Shinkai, but it's clear he's still improving with each new film he makes. I'm eagerly awaiting his next project, but you could do worse than watching this film again, just to kill some time until his latest gets a Western release. Definitely recommended viewing. 4.5*/5.0*

There's a subbed trailer, so check it out.

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Tue, 18 Oct 2011 12:48:27 +0200
<![CDATA[vital/shinya tsukamoto]]>http://www.onderhond.com/blog/personal/vital-review-shinya-tsukamoto

Vital marks an important milestone in the evolution of Shinya Tsukamoto's (Tetsuo: The Bullet Man, Nightmare Detective 2) signature style. When it was first released the film seemed to divide fans and naysayers alike. And while I clearly recognize the obvious differences with his earlier projects, Vital still feels like a film that could not have been made by any other director. On top of that, it turned out to be one of my favorite Tsuka films to date.

screen capture of Vital

The most obvious difference between Vital and Tsukamoto's earlier work is the film's affinity with nature. Tsukamoto's early films (ignoring his commissioned work for a minute) are known for their unmistakable urban vibe. Many of the key scenes in Vital play in some idyllic vision of nature, far away from all the skyscrapers and small, overcrowded streets. This change of setting, as trivial as it might seem at first, has a pretty big impact on the entire feel of the film.

Vital is also Tsukamoto's first film that plays more like a straight-forward Japanese drama. Sure there is plenty of Tsuka-styled weirdness, but nothing as direct or plastic as you'd come to expect from the man. No drill penises or men in strange cone-shaped headgear contraptions, Tsukamoto operates on a more symbolic level here. The film starts when Hiroshi wakes up in the hospital after surviving a car accident. His memory is gone, only small fragments of his former life have remained. Not really knowing what to do with his life, he starts his study to become a doctor from scratch, not remembering his earlier decision to completely abandon this career choice.

Though not a horror film, Vital probably contains the most direct form of body horror in any of Tsukamoto's films. Things get a little out of hand when Hiroshi starts his dissection classes and gradually realizes the subject he's working on is really his old girlfriend ... the one who didn't make it out of the car wreck. Rather than choke, Hiroshi continues his classes and actually starts remembering things about his past, all the while working his way deeper and deeper through the body of his late girlfriend. It's a morbid concept, but Tsukamoto handles it with remarkable maturity and class.

screen capture of Vital

Visually the film can be split in two separate parts. There are the usual Tsukamoto antics like the car crash scene and the returning images of the smoking chimneys. Hectic, chaotic and madly edited, those scenes are obvious remnants of his trademark style. Then there are the scenes in nature, which emit a completely different vibe. More timid, focused on beauty and color and sporting a very loving and relaxing atmosphere. Both aspects of this film are splendidly executed and Tsukamoto make sure that the transitions between both parts are as smooth and yet as powerful as possible.

The music follows a very similar pattern. There are the more industrial-sounding pieces that go with the darker scenes, and then there are the ethereal, soft ambient waves that pop up when Hiroshi travels back to his natural paradise. Combined with the visuals Tsukamoto creates two entirely different atmospheres, heavily contrasting with each other but still forming a beautiful whole (call it a perfect yin and yang). As for scoring his films, Tsukamoto has never really disappointed me.

The acting is another element that differs greatly from Tsukamoto's earlier films. His own theatrical background has always played a big part in teh way characters were portrayed in his films. With big motions, extreme expressions and lots of vigor his characters moved through Tsuka's stories. In Vital he takes the opposite approach, more in line with other Japanese dramas. Tadanobu Asano, Nami Tsukamoto and Kiki all put in wonderful performances, slowly revealing the deeper layers of their characters as the film progresses. The secondary cast is equally strong, though I must admit Ittoku Kishibe gave me quite some trouble when I first watched this film. His role in Survive Style 5+ kept coming back to me, needless to say the image of a tweeting birdman doesn't really fit the atmosphere of Vital.

screen capture of Vital

At the core of Vital lies an intriguing little puzzle. On the one hand Hiroshi tries to move on with his life, but the only way to accomplish this is by trying to make peace with his own forgotten past. He balances on a fine line between losing himself in some kind of fantasy world and getting a grip on his long lost memories. The fact that Hiroshi tries to do this by dissecting his late girlfriend's corpse gives the film an extra dimension, resulting in some beautiful yet morbidly poetic moments. One of which (the car crash immediately followed by the interior rock formation) belongs to my all-time favorite film scenes.

One final interesting element is the dance scene Tsukamoto included halfway through. Every since Sogo Ishii directed a stand-alone dance sequence in Dead End Run, other reputable Japanese directors have followed in his footsteps (Miike in Big Bang Love, Asano in Tori and Kitano in Takeshis' - maybe even Katsuhito Ishii in Taste of Tea). What sets these scenes apart is that they exist somewhat separately from the film. They feature modern/abstract dances set to scored music rather than real-life music. In a sense they resemble Oshii's trademark takeouts as they function as a little breather in between the regular scenes. The editing and camera work in Tsukamoto's version makes it one of the most captivating examples out there.

Fans of Tsukamoto might be a little surprised by the stilted acting, the strong dramatic undercurrents and the softer, more poetic scenes. In a sense this is a typical Japanese drama infused and enriched with plenty of Tsukamoto goodness. The result is haunting, morbid, poetic and beautiful all at once. So much that Vital became one of my favorite Tsukamoto films, combining two contrasting styles with the proper love and attention to keep the strengths of both alive. Definitely recommended. 5.0*/5.0*

Don't forget to check the trailer.

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Thu, 13 Oct 2011 12:51:33 +0200
<![CDATA[wu xia (swordsmen)/peter chan]]>http://www.onderhond.com/blog/personal/wuxia-swordsmen-review-peter-chan

When Peter Chan (Warlords, Perhaps Love) announced he was making a new film called Wu Xia starring Donnie Yen, fans were beyond ecstatic. But before long it became clear that Chan wasn't making just another big budget martial arts flick, he was aiming for something a little different. The result is a beautifully produced, entertaining piece of detective work with some proper action thrown in for good measure.

screen capture of Wuxia

Chan likes doing things a little different. Warlords wasn't just any ordinary war flick and Perhaps Love not just any other musical. With Wu Xia though, he went out of his way to trick genre fans into watching his latest film. The wuxia stamp is a collection for everything related to martial arts and considering this broader definition Chan's film has every right to call itself that. But the amount of action sequences that are usually assumed are mostly absent here, instead Chan sets up a neat little detective story. Not that the film is completely void of any martial arts scenes, but it's definitely not the main selling point of the film.

Chan follows in the footsteps of Tsui Hark's Detective Dee and focuses on the detective work rather than the action. After a short introduction where Donnie Yen kicks some very subtle ass (as to not to give away his cover), Takeshi Kaneshiro is sent on his path to investigate. In true Sherlock Holmes fashion he reconstructs the fight and quickly suspects Yen's character of hiding a darker truth. That there is more to Yen than meets the eye is clear from the beginning, actually uncovering his true identity proves to be a much more difficult task.

Most of the first part of the film is dedicated to the intellectual stand-off between Yen and Kaneshiro. Chan travels to the motions with style, not really delivering anything too original or mind-bending, but exploring the actions of both protagonists with proper depth and dedication. The second part of the film is a bit more action-oriented, though still not on the level of most other wuxia entries.

screen capture of Wuxia

If there is one constant in Chan's recent output it's the consistency in visual beauty that can be found in his films. Wu Xia is definitely no exception, with wonderful framing, gentle camerawork and beautiful use of color from start to finish. Chan is aided by some stunning set pieces, most notably the flooded fields where Yen and his adversaries battle in the beginning of the film. Chan's style doesn't necessarily differ a lot from other directors working with similar means and within similar genres, but he still has a certain stylish edge that others seem to lack. Also notable are the many short animation sequences which add some extra flair to the film.

The soundtrack isn't the overload of classic Chinese music you'd expect from a film like this, there's actually a darker and more modern edge to the score. But even then, the music never really becomes part of the film and doesn't actually go beyond its simple purpose of delivering some background noise. It's not that the score is bad, it just kind of fades away with everything else that is happening onscreen. It's far from bad, never irritating or intrusive, but it just doesn't help the film forward either.

The acting on the other hand is very solid. Yen isn't a terribly gifted drama actor but here he sticks his neck out to prove he can do more than just swift punches and impressive jumps. He can definitely stand his ground against Kaneshiro, who's turning in one of his better performances in recent years himself. Both actors play with just the slightest hint of self-awareness, but never intruding with the serious business going on elsewhere in the film.

screen capture of Wuxia

Wu Xia turned out to be a detective story with noirish impulses and a slight, light-hearted vibe to counter the gravity of the themes at hand. Throw in a couple of stylish martial arts scenes and you'll get an idea of the fine line this film tries to balance on. It's a miracle Chan succeeds in making it all work together without losing sight of the film's overarching atmosphere, but he pulls it off with grace an delivers a film that's stands very well on its own without being truly unique or challenging.

Once again, be prepared when going into this film as an avid wuxia lover, the actual martial arts (even though quality stuff choreographed by Yen himself) is restricted to only a few scenes throughout the film. The first half of the film is quite slow with many scenes retracing the steps of Yen and Kaneshiro pondering endlessly on Yen's possible background. The pacing picks up in the second half of the film, but even then it's still quite timid compared to genre standards. Get past the idea that you're going to see an action film though, and what follows is just as good as what any wuxia film can deliver.

It makes me wonder if between Detective Dee and Wu Xia (and of course the resurrection of Sherlock Holmes) enough momentum is created for other films to follow in their footsteps. It could very well be that we'll be seeing a few other high-profile detective stories in the near future. Chan's attempt is definitely a good start, sporting high production values, a classy and stylish atmosphere and a strong mix of varied genre elements. It might drag just a little in the middle, but apart from that it's well worth checking out and easily the best of the three films mentioned above. 4.0*/5.0*

Check out the (unsubbed) trailer for a nice preview.

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Tue, 11 Oct 2011 10:41:58 +0200
<![CDATA[electric dragon 80000v/sogo ishii]]>http://www.onderhond.com/blog/personal/electric-dragon-80000v-review-sogo-ishii

Electric Dragon 80000V belongs on the list of films that created a small yet fanatic niche for Japanese movies at the start of this millennium. It's guerrilla film making at its craziest, bringing some of the brightest talents of modern Japanese cinema together to create something highly unique. Definitely not a film for everyone, but if you've got the least bit interest in Japanese punk cinema, you simply cannot miss out on this one.

screen capture of Cannibal

Sogo Ishii (August In The Water) made quite a ripple in the international (underground) film scene with this film, especially when he literally blew the speakers at a high-profile film fest (I believe it was Rotterdam) when showing his film there. Legend goes that Ishii himself kept asking to raise the volume, wreaking havoc on the people who just wandered in to watch an off-beat Japanese genre film. Then again, it's always best to go into an Ishii film at least a little prepared, so they had it coming.

Electric Dragon 80000V was shot in three mere days, with a minimal crew and minimal concept. It's punk cinema at its wildest, tackling a simple concept head on and making the absolute most of it. The film is carried by punk formation MACH-1.67 (a collaboration between Tadanobu Asano and Sogo Ishii himself) who used the film as background visuals during their live concerts. Most of the film was realized by Ishii and Asano (going from soundtrack to editing, acting and even calligraphy), only aided by that other Japanese acting phenomenon, Masatoshi Nagase, playing the villain in this film.

The story is almost too stupid and shallow to summarize, but I'll give it a shot anyway. Dragon Eye Morrison is a lizard detective who got electrocuted at a very young age. Ever since he's been electrically charged. The electricity never really left his body, but through the years he learned to cope with his rather unique condition. He is sought out by another electro-nutcase, Thunderbolt Buddha, who seems to believe there's only room for one electrically-charged human being on this planet. Buddha tracks down Morrison only to infuriate him, resulting in an electrified final battle. Now, if you believe this paragraphs contains too many spoilers, let me assure you that this is hardly relevant when watching the film.

screen capture of Cannibal

Visually the film owes a lot to the likes of Tetsuo and Eraserhead. Gritty, high-contract black and white cinematography add a stylish shine, some clever shots and camera angles do the rest of the work. Most of the visual effects seem to be hand-drawn (think lightning/beam effects from the 60s Kaiju films) but thanks to the sharp black and white cinematography they still manage to integrate quite well. For a film that was shot in only three days, Electric Dragon looks remarkably dashing and attractive.

The score ... well, I may not be a big fan of punk music and I probably wouldn't listen to it outside the context of this film, but this is the perfect example of how to do a freakin' music score. It's loud, aggressive and shamelessly in your face. It also helps that the score features a heavy dose of distortion and noisy touches, which is a bit more up my alley. There's a perfect synergy between visuals and music, creating an atmosphere that makes you tingle all over. Or shudder in disgust, if you really can't take this kind of music. It's a big shame I never experienced this film in a live movie theater, it must've been a pretty unique experience (at least, as long as the speakers didn't die on you halfway through).

Aoart from two short scenes, there are no secondary actors present. Asano and Nagase carry the film all by themselves. No sweat for these guys though, you can see they feel very much at ease handling this kind of silly material and they really give it their all. They bring both characters to life and even though there's just very little in the way of background story or actual character development, by the time they face each other in battle there's a healthy, sparkling tension between the both of them.

screen capture of Cannibal

Electric Dragon 80000V is all about the fun, there's not a serious moment to be found. The dialogues are completely nonsensical ("Conserve electricity!"), the story is staggeringly whimsical and the pacing is as random as can be. It's pure comedy gold without the actual laughs and punchlines, mixed with a lavish punk-drenched finishing coat. If you expect anything more from this film you will surely be disappointed, then again, why would you expect anything more if it executed this well?

As to how this films compares to other (Japanese) (cyber)punk film, I believe it somehow found its own little niche within the genre. It's definitely not as zany or chaotic as Tsukamoto's Tetsuo, there are a few passages where Ishii drops the pacing a little and allows the audience a little breather. Visually it looks very impressive, but without the raw, ultra low-budget edge of other peers (think Fukui's films). Where it really shines is when music and visuals come together to hijack the film from it's simple storyline, just to bring you something that is truly unique and memorable. There are only a few films out there that dare to place this much focus on their music and I am pleased Ishii/Asano were ready for the challenge.

With only 55 minutes between start and finish, Electric Dragon 80000V is a quick watch. That said, if you don't appreciate what Ishii is doing here it might still feel like a two hour hell. If you don't mind the raging soundtrack, silly storyline and black and white visuals though, it's a film you can watch over and over again without ever getting bored of it. Definitely one of the best films Ishii ever made and one of the films he will be remembered for. 4.5*/5.0*

Not convinced yet?, check out the trailer.

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Fri, 07 Oct 2011 12:32:00 +0200
<![CDATA[abstract content categories/deconstructing a web page]]>http://www.onderhond.com/blog/work/deconstrucing-content-categories-of-a-webpage

One of the main challenges of a html guy is coming up with proper ways to name different components. How you plan to do this is beyond the scope of this article (using your own class names, microdata or microformats are all valid options), but the actual act of naming them is something that deserves some extra attention. For me it's a realization that grew over time and one I had to figure out on my own, as little is written about this topic. So here goes.

html brings light into the darkness

html is about structure and semantics. In all these years I've been blogging I found myself repeating this over and over again, but that's just because it's one of the most purest (and actually one of the few) truths in our profession. It's the baseline and starting point of any proper argument you can have on different ways to write html.

What this means is that html should provide as much clarity on the content it describes as well as reduce the chance of any ambiguous assumptions. Both structural and semantic information are important so that humans (less important) and machines (very important) can try to analyze your content and use it for their own specific purposes. This goes from search result optimizations to screen reader software offering your content in well-structured, bite-sized portions.

top-down semantics

When I first started to learn about html (and its semantic value) I was clinging to a very narrow view of what semantics was all about. Trying to find a proper and descriptive name for a component happened with little regard to any relations it had to other existing components. It was really an exercise in "what is the best name to describe this thing" without wondering about "... and how does it fit in with the rest of my page/site".

As you write more and more html code you find yourself making connections between certain components. When I just started out there was a moment when I realized it might be good to somehow group all navigation components together. I started using a prefix (nav) for classes referencing navigation components. Nowadays we have a unique tag for this specific case. The benefit of doing this: screen readers now have an easier job finding site navigation and offering it in modified form to their users.

While experience will teach you these things over time, I feel that bottom-up grouping is not the best way to start off. So let's see what a page looks like from the top, working our way down to the level of individual components.

3 abstract content groups

I found that just about any page out there can be split up in a combination of three different abstract content groups. Note that none of these groups are actually required to build a proper web page. A quick rundown:

branding

The smallest group of the abstracts. These elements have no actual value to the user beyond making them feel at ease as they recognize your brand and trust you to offer them the information you need. Most branding is done through css styling, but logos and taglines are clearly html elements with the sole purpose of branding a webpage. Branding is one of the key priorities of the author, but users really don't care all that much.

page content

Page content is what brings you to a site. It's the informative data or needed actions you hope to find when surfing the web. Not all pages have to contain page content, some pages are merely gateways to other pages where you'll (hopefully) find what you are looking for. Most leaf pages (in your content tree) are heavy on page content.

Mind that page content goes beyond mere text, images or label/value pairs. A contact form also belongs to the page content as it is a clear, valuable user action.

redirects

Redirects are all elements on a page that aim to pull you away from the page you're currently looking at. Rather than actual content, these elements offer you gateways to other content that can be found on the web (as a whole), on your own particular website or even on the very page they're on.

Ads and navigation belong to this category, but also shortlists (fe latest news) and search boxes. When analyzing a site, you'll find that this is often the largest group of abstracts you have to deal with.

just another useless categorization?

What's particularly interesting about this way of categorizing things is that it allows you to separate fluff and noise from the actual content your site is based upon. If you would somehow succeed in getting this categorization in your html code, a program could run through your site and extract all your unique content, skipping navigation, ads, shortlists and other duplicate content.

This is not an alien idea, there are already programs out there (Safari Reader for example) that try to do this. Sadly these programs only base their output on vague assumptions and guesses, not able to guarantee a proper result. This is because they lack the proper hook in html to make valuable assumptions.

conclusion

While these abstracts will probably not be reflected in your final html code anytime soon, they will still reveal some interesting subtleties. Before I used to think that a search box and contact form were closely related components, now I feel that a search box is a clear redirect, meaning it's closer related to the group of navigational components (though I firmly believe a search box doesn't actually belong to the category of navigation).

This article was written from a html perspective, but obviously these categorizations have a much broader impact than html alone. In time they might influence the way you structure you css and javascript (a direct result of restructuring your html), needless to say they are also useful when starting to wireframe a new site. They might help you make better judgments when deciding what elements to remove or switch around when taking a mobile-first, responsive approach, or they might help you balance your pages, making sure you have enough unique content on offer.

All this just because I was planning to write an article on a special category of redirect components, but I'll leave that for next time.

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Wed, 05 Oct 2011 13:58:11 +0200
<![CDATA[cannibal/benjamin viré]]>http://www.onderhond.com/blog/personal/cannibal-review-benjamin-vire

If you're planning to expand your expertise on Belgian films, Rundskop would probably be your first and most obvious bet. Live a little, take a risk and bet on Cannibal instead. Viré's Cannibal may not be as accessible as Rundskop but it packs a lot more skill, punch and raw power. Just don't go in expecting a mere genre film, Cannibal transcends its own roots and delivers a completely unique experience.

screen capture of Cannibal

For a few years now there's been a constant stream of quality genre-defining films coming from Belgian soil. Films like Ex Drummer, 22 Mei, Calvaire, Vinyan and Small Gods mark the top of this like-minded series of films. You can see it as an extension of the French movement that started a little more than 10 years ago (led by people like Gaspar Noé, Philippe Grandrieux and Claire Denis). Dark, gritty and uncompromising films that dare to be different, but each in their own unique way.

Cannibal starts off as a pretty normal genre flick. Set in Wallonia, the Walloons (the French-speaking people in Belgium) are once again depicted as creepy, weird and twisted recluses living in their secluded forests (much like Calvaire). The film introduces Max, a scruffy-looking guy who avoids most human contact, especially that of the physical kind. His world changes when he finds a barely clad girl lying in the forest. Not knowing what to do with her, he takes her home.

In no time Max finds himself in love with this girl, but things aren't particularly going well between the two of them. When she sneaks off one night, Max follows her only to find the girl covered in blood, feasting on another human being. You would think this would cool Max' love for the girl, but apparently he feels quite at ease with her condition as he starts helping her to trap other victims. What Max doesn't know is that there are others looking for the girl.

screen capture of Cannibal

Cannibal is a dark and gritty-looking film. Most of the camera work is hand-held, but the good, controlled and visually impressive kind. The film can be quite dark too, with some scenes eclipsing everything but some faint light sources. The framing is nothing less than excellent though and Viré knows exactly where to the camera needs to be at crucial moments. In the last half hour the film makes a surprising switch to high-contrast black and white photography, making it look even more beautiful.

But as impressive as the visual side of Cannibal might be, it's the soundtrack that really blew me away. Dark drones, distorted sounds and industrial touches all come together to create a very tangible, uneasy atmosphere. Viré really blows the roof off when he mixes a gut-wrenching scream into one of the musical pieces, together with the chaotic cinematography and gory images this particular moment comes as close to a waking nightmare as you can possibly image. Cannibal is one of those films that underlines the power of a strong, captivating soundtrack, more than once illustrating its vital part in the whole atmosphere-building process.

The acting too is impressive. Gob and Coppejans do a great job translating their impossible relationship to the screen, portraying the hardships of an unlucky couple trying to deal with their problems. Secondary roles are good too, most notably the appearance of Philippe Nahon (somewhat of a quality marker) near the end of the film. For a film that relies mostly on audiovisual impulses, the acting is surprisingly strong and consistent.

screen capture of Cannibal

While the first hour still holds on to typical genre elements, Viré turns his film around in the last half hour. Don't expect a gory finale, when the film goes in black and white mode it makes a complete u-turn to end up as an urban crime-drama (more than once did I think of La Haine). It's a strange, somewhat unnatural switch, but even though it feels a little forced it still works remarkably well. While I was still hungering for more horror goodness, I quickly realized the second part was just as impressive.

The biggest problem with Cannibal is that title and cover art suggest a simple genre film, while Viré's film is way more ambitious than that. If you're just watching it for a quick gore/scare fix, you won't find much here. There's a definite feeling of dread and unease running through the film, but halfway through it abandons that for something entirely different. There's hardly any gore, hardly any suspense and no big horror finale, so be warned before getting your hopes up.

Cannibal is definitely my kind of film. Incredibly atmospheric, uncompromising and unique. There is still room for improvement, notably the switch in the middle could've been a little less harsh, but those are just minor complaints compared to the feeling of awe that the film left behind. I hope Viré gets the critical appreciation he deserves, Belgium needs directors like him to raise the bars for others to come. Must see. 4.5*/5.0*

Awesome trailer, check it out.

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Tue, 04 Oct 2011 13:25:58 +0200
<![CDATA[halfway/eriko kitagawa]]>http://www.onderhond.com/blog/personal/halfway-review-eriko-kitagawa

Some films know to impress with just their simplicity. They don't need a complex storyline, personality-changing dramatic events or elaborate soul-searching analogies to get their message across. Kitagawa's Halfway is no doubt one of those films. Shelve all your expectations of anything big, tragic or epic and let yourself be swept away by the beauty of the smaller, seemingly insignificant things in life. Halfway won't disappoint you.

screen capture of Halfway

First love in highschool must be one of the most popular topics in (light-hearted) Japanese dramas (think Ishikawa's Su-ki-da). Even though the Japanese school system is often considered as one of the toughest and competitive in the world, films like Halfway always end up highlighting the finer periods of Japanese school life. Love confessions and people just chilling on fields of grass near some idyllic rivers, and of course plenty of blue skies with puffy clouds. It's all in here.

Not all that surprising if you know the script was co-written by Shunji Iwai. The final result is less dreamy than Iwai's own films, Kitagawa made her film a bit more down to earth, but his influence on the script is still clearly visible. The setup is pretty simple: Shu and Hiro are two young kids experiencing first love (the fluffy and completely innocent kind mind). The most thrilling act of love is holding each other's hands, the rest of it mostly involves hanging out out in real life or on the phone.

The main dramatic thread lies with Shu moving away to enter a Tokyo-based college. Hiro fears this will be the end of their relationship and blames him for starting something with her when he knew about this even before they got involved. Through the course of the film they try to figure things out, though rest assured that it never amounts to anything more than simple arguments and minor bursts of uncertainty that come and go as quickly as they are introduced.

screen capture of Halfway

Kitagawa reinforces the cliché that female directors usually deliver less stylized films. The camera work in Halfway feels pretty free and liberated, which translates nicely to the film's characters. It's not as if no attention was paid to the film's looks though, Kitagawa chose some fitting and charming locations and includes a few well-timed moments where she plays with natural light. Personally I prefer hyper-stylized films, but it's difficult to argue that Kitagawa's style works in favor of the lighthearted drama.

As for the soundtrack, I don't really know what to think. While watching Halfway I was 100% sure Joe Hisaishi was responsible for the music. The score resembles Hisaishi's best work for Kitano's films (Kikujiro, Dolls) to the point where the music in Halfway almost sounds like a remake of Hisaishi's finest moments. This would still be somewhat acceptable if Hisaishi was actually responsible for the score, but apparently the music was handled by Takeshi Kobayashi (a Shunji Iwai regular). So while the music in Halfway is quite wonderful indeed, the aftertaste is just a little sour considering the lack of a unique sound.

The acting is solid and natural. Even though both Kii Kitano and Masaki Okada look like typical Japanese pop idols this film is definitely not just an ordinary promotion vehicle for upcoming pop stars. Secondary roles are also handled with the proper respect, only Hiroki Narimiya is an obvious miscast. He looks a little too young to play a teacher and he has a hard time removing that plastered, fake look from his face. I wasn't a big fan of him to begin with, but he looks quite out of place here.

screen capture of Halfway

Halfway is a template film for fans of the Japanese light-hearted high-school romances. Everything in this film feels natural, convincing and realistic. The result is a film that lacks epic drama and big emotions, but draws its strength from small scenes of joy, disappointment and happiness. If you think that watching two people wasting their time by the river in idle conversation is boring, this is definitely not going to be your kind of film.

Naysayers may also criticize the film for its flimsy moral and obvious life lessons, but the way Kitagawa handles the subject is anything but cheap. While it is true that the film holds very few shocking and/or deep revelations about relationships and life, Halfway is more about the reliving the experience than it is about walking away a little wiser. For people who have cut the ties with school life a long time ago, Halfway forms the perfect melancholy trip to a life that was much simpler (even though it didn't seem that way at that time).

In the end Halfway is a film primarily made for existing fans of the genre. It's a very good, solid entry in the genre but does little to cross any existing boundaries. It's a nice 90 minutes away from life's everyday troubles and it does a great job putting you at ease, as long as you can appreciate the small, delicate nature of the couple's blossoming relationship. I do still wonder about that soundtrack though, it can't be that I'm the only one that noticed the similarities between this and Hisaishi's work. Still, better to have a great Hisaishi rip-off that a bland and generic soundtrack. 4.0*/5.0*

Check out the trailer if you're still not convinced.

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Mon, 03 Oct 2011 13:04:48 +0200
<![CDATA[patlabor 2/mamoru oshii]]>http://www.onderhond.com/blog/personal/patlabor-2-review-mamoru-oshii

Patlabor 2 is the film that first defined Mamoru Oshii's trademark style. While most people came into contact with Oshii (Sky Crawlers, Tachiguishi Retsuden) through his first adaptation of the Ghost In The Shell manga, Patlabor 2 predates that film by two years and still holds all the key ingredients that made GitS into a world-wide success. And even today Patlabor 2 proudly stands its ground, having lost very little of its initial impact.

screen capture of Patlabor 2

Oshii came a long way before he made this film. He started out working on series like Nils Holgersson and Madame Peppermint. In between he directed several feature films, each sporting their very own stylistic experiments, but none of them really connecting to form a encompassing whole. Patlabor 2 brought all these elements (philosophical meanderings, purely atmospheric cuts, politics, technical excellence and last but not least, dogs) together for the first time to create what could be considered a master template for all the high-profile films he would be making during the following ten years.

With his work on Urusei Yatsura Oshii already proved that he had few problems completely overturning the atmosphere of an existing series. Patlabor is a little different as Oshii had a big hand in the previous installments of the series, but it's plain to see that with Patlabor 2 Oshii was ready to break some new ground. While the original series and the first film still focused on the Patlabor squad as a whole, Patlabor 2 directs its full attention on chief Goto. The rest of the crew is still around, but only in minor, secondary roles.

That very shift in focus marks the first major break with the previous installments, as Goto has always been the most serious and pensive of the bunch. This character trait actually carries over to the film as a whole. It allows Oshii more time to dig into some political subtleties and to introduce a string of philosophical discussions and monologues. The story kicks off with a missile attack on one of the major Tokyo bridges. Goto is then approached be a government official to help capture the man behind the attack. He plays along, but feels there's more to it than the information that is fed to him.

screen capture of Patlabor 2

From a technical point of view, Patlabor 2 still looks pretty impressive, even today. Characters designs are detailed, the animation is crisp and abundant and the mecha designs are still stellar. But one of the film's most distinct visual features is the character's remarkably pale skin tone, which is heavily contrasted by the use of dark, heavy shadows. It helps the characters to blend into the industrialized and mechanized, somewhat cold exterior of Tokyo as portrayed in this film. This atmosphere is further underlined by strong gray and blue overtones throughout the entire film.

Fans of Oshii will also notice the first appearances of some of his trademark shots. The inside view of a car traversing the highway by night, inside shots of a car when someone steps in or out, the reflections of scenes on buildings and their respective distortions, the distinct cut scenes that thrive on music and audio alone ...). It's clear that Oshii would repeat many of the visual tricks he tried to pull off in later films, but even these first attempts look damn impressive.

Another major asset of this film is the audio track. Patlabor 2 was definitely not the first collaboration between Oshii and Kenji Kawai, but it does feel like it was the first time they really found each other. Kawai composed some absolutely stunning music tracks which Oshii clearly realized upon receiving the score. Some scenes seem to be added with the sole purpose of doing justice to Kawai's music. The voice acting too is superb. Ryunosuke Obayashi is perfect in the role of Goto, sporting a soft, pleasant and soothing voice with just the tiniest hint of an audible smirk around the edges.

screen capture of Patlabor 2

Oshii does very little to mask the philosophical undercurrent of this film. As Goto puts it quite well himself, Patlabor 2 is about the differences between a just war and an unjust peace and how these two are connected to each other. More on the surface level of the film we find a story about a one-man crusade, holding a complete country in his grasp with just a few well-planned tactical moves. Patlabor 2 is a game of political chess where Oshii demonstrates a very believable sketch of how one man can hold a nation hostage, called visionary by some (referencing 9/11). That's taking it a little too far if you ask me, but connections between the two can certainly be made.

But the most impressive scenes are those that are void of plot progression. The key scene of the film sees Goto floating around quiet industrial landscapes, reminiscing about war and peace, a monologue that is carried by the wonderful score of Kawai. A second scenes illustrates the occupation of Tokyo by the military, once again set to the soothing tones of Kawai's music. Clear front-runners of the landmark scenes in Ghost In The Shell (and Innocence), but already radiating Oshii's mesmerizing style.

While the ending of Patlabor 2 reaches back to its origins a little too abruptly, the rest of the film is A-grade Oshii material that should please fans of the man's work. It's an impressive tour de force, bringing a perfect mix of intriguing philosophy, a smart plot and stunning audiovisual stimuli. It's also the film where Oshii finally finds a personal style that would carry on through several future films and would begin to define him as a director. He never really succumbed to his signature style (keeping side projects like Mini-Pato or Tachiguishi), but it's obvious this film is a landmark in Oshii's oeuvre. 5.0*/5.0*

There's a nice trailer, not too many spoilers.

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Wed, 28 Sep 2011 13:20:13 +0200
<![CDATA[targeting base variants with css/a quick tip]]>http://www.onderhond.com/blog/work/css-base-variants-attribute-selector

I'm all for using classes to add extra semantics. Even with stuff like html5 microdata around it's still the easiest and fastest way to make your code comprehensible to both machines (mostly theory though) and other developers working on your html. On the other hand it can put a serious strain on the guy responsible for the css. One particularly annoying problem has always been singling out base variants in css, so here's a quick rundown of the best way to do this.

say, what are base variants?

I guess I'll start by explaining what I consider to be base variants. When using class names for semantical purposes, the first thing to do is come up with a name for a particular component and add that as a class attribute. Usually it doesn't end there though. It is not uncommon that (semantical/visual) variants of one particular component exist, so to mark those variants you have to add a second class to the base class, like so:

.focus {} .focus.news {} .focus.topArticle {}

The css excerpt above illustrates the setup I'm talking about. The focus class is used for whatever piece of content on a page that advertises other content on your site (more about that in a future article), the additional classes describe the nature of the content that can be found in the .focus component. The base variant in this example is .focus.

Not all instances need an extra specifying class, so the base variant will appear wherever the component contains nothing more than generic content. Another possible reason for ending up with a setup like this are last-minute changes. Imagine that you implemented one version of a component all over your project, but right before launch they decide to add a (functional or visual) variant of this component. Rather than add a extra class on all base variants (which is usually a rather large cost on the back-end side), you just add a specifying class on the new variant.

the problem

As long as the additional classes only indicate semantical differences or small visual touch-ups you won't have any trouble with this way of working, but sometimes semantically related components can end up with designs that wildly differ from each other, even when they appear on a single page. Now, if you added all your css styling to the base variant you'll be cursing all the way through when you need to reset half of your styles to match the new design.

Even worse it that every design change of the base variant means you'll need to check the impact on the other, visually unrelated variants. Things get messy real fast and what you end up with is bugs, crap code and annoyed customers.

matching base components

1. div[class="focus"] {} 2. div[class~="focus"]> {}

Luckily the attribute selector can help us out here. The first line of code above targets all divs with a single class focus. If you want an alternative for .focus (as we know it in css) you can use the second line. It's a subtle but important difference that helps us to identify base variants. (props go to Jochen Vandendriessche for bringing this to my attention).

Mind that this is not fool-proof though. Browser support is okay (all the way down to ie7 and with a little javascript trickery it's easy enough to duplicate the css on a computed class for ie6) but additional characters (like spaces, tabs, ...) can still mess up your targeting. They should be easy to trim in most cmses but I'm sure there are some exotic cases out there where this could be a major problem. Another issue lies with adding (trivial) extra classes through javascript for whatever reason (think modernizr), which will again mess up your css target.

All of these issues are rather minor though and don't really render this method unusable. Still, be weary that they might still occur, usually when you least expect it.

ignoring a specific component variant

1. div.focus:not([class~="news"]) {}

And while we're at it, here's another little tip. Consider a situation where you have one base variant and 4 other component variants with slight visual touch-ups. Now imagine a fifth one (let's say .focus.news) being added that looks completely different from all the rest. The selector above will help you style all the existing variants while keeping any existing styling away from the .news variant.

conclusion

With ie6 almost out of the picture we can finally start using more powerful css selectors, then again we have to make sure we're fully aware of all the complications towards future-proof coding. The examples above will work quite well in these very specific circumstances, but know that they can easily be overturned by changes later on in the project. Such changes might render your css setup completely obsolete, forcing you to start all over again. As future changes are always difficult to predict better think twice before using these techniques, but they can still come in handy for some quick fixes or in well-defined use cases.

As a final thought, I guess this also illustrates that even though we might have more powerful css selectors available to us now, they're still far from powerful enough to really translate our needs to a matching css selector. At first glance the attribute selector might benefit from logical operators, though that might lead us too far. Or maybe this is just another good argument to stop using classes for semantical purposes. Alternatives are welcomed.

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Tue, 27 Sep 2011 13:54:34 +0200
<![CDATA[a horrible way to die/adam wingard]]>http://www.onderhond.com/blog/personal/horrible-way-to-die-review-adam-wingard

After being blown away by Pop Skull, director Adam Wingard became an instant favorite of mine. It's obvious the man has plenty of talent, so I was quite curious to see where it would lead him next. While A Horrible Way To Die was made directly after Pop Skull, the two films are actually very different and are almost impossible to compare. That's not to say A Horrible Way To Die isn't worth your attention though.

screen capture of A Horrible Way To Die

Pop Skull was above all an audiovisual experience, in A Horrible Way To Die Wingard finds a better balance between abstract atmospheres, proper character development and plot progression. Whether that actually results in a better film is something that greatly depends on your own take on cinema. The film is not as in your face as Pop Skull and takes a little longer to engage, but in the end there is still a clever pay-off and Wingard definitely succeeds in getting a clear point across.

With A Horrible Way To Die Wingard seems to be making his take on Henry (Portrait Of A Serial-Killer). The thematic similarities and low-budget background of both films are obvious enough, then again that's where the comparison between the both of them should probably end. Wingard makes a more subtle, introvert observation of the serial killer stereotype while clinging onto a rawer, darker edge the entire running time. Wingard's killer is not a depraved individual harboring pure evil, rather a helpless young man battling his uncontrollable urges.

Garrick Turrell is a notorious serial killer that was put behind bars when his girlfriend found out about his secret nightly activities. When Turrell is transferred between prisons though he sees an opportunity for escape and instinct takes over. On the other end of the spectrum we find Sarah, a young woman recovering from her drinking problems and reluctant to uphold any serious social contacts. The two are destined to meet, but things are never as clear or easy as they seem.

screen capture of A Horrible Way To Die

While Wingard turns the strobes, glitches and other funky visual trickery down a couple of notches, that's not to say that he completely ignores the film's visual impact, on the contrary. Wingard plays a lot with focus, keeps his camera close to his characters and operates it as if slightly drunk. The camera sways through the film, shifting focus all the time, sometimes completely losing track of the main characters only to find them again a couple of seconds later. Add to that some stellar play with lighting and color and you have a film that deserves to be applauded for its visual identity, even if it's not as outspoken as in Pop Skull.

The soundtrack too is familiar territory for Wingard. A smart mix of more traditional film music blended with dark drones and moody ambient make for the perfect ambiance and add an admirable level of dread and uneasiness to the reigning atmosphere. Again the score is not as sharp or overly present as it was in Pop Skull, but as the director clearly puts more focus on the story here, it's a perfectly understandable choice. In the end it still beats many other films out there who try to do similar things with drones and soundscapes.

AJ Bowen takes up the role of serial killer and does so with great conviction. He is perfect for a man living on the verge of society, struggling with his own natural urges which turn him into a ruthless killer when push comes to shove. Swanberg and Seimetz take up the roles of the supporting characters. They do a pretty decent job but remain somewhat overshadowed by the presence of Bowen. Especially Seimetz fights to uphold the strength of her character, who from time to time seems to wallows a little too much in her own sorrow.

screen capture of A Horrible Way To Die

The film has little regard for telling its story in chronological order. Wingard isn't helping much either by upholding a consistent style and hardly giving any indications or clues when time jumps occur. Clothes and hairdos are the biggest giveaways, but apart from that he leaves it up to the audience to figure out the details. I actually appreciated this extra level of vagueness as it kept the story (which is rather basic) interesting throughout. People who want to know what's going at all times should know that all things are properly explained during the course of the film, but mind that you could still feel considerably lost in several individual scenes.

I still need to see Home Sick and You're Next, but it seems that Wingard is using his talent for horror to create films that transcend simple genre cinema. Both Pop Skull and A Horrible Way To Die definitely deserve their horror classification, but only as a secondary genre. Don't expect an average slasher or simple serial killer flick here, Wingard aims higher and succeeds remarkably well on both accounts. It's good to know that there are some talented people out there dedicated to making a little more out of the horror genre than simple genre fare and fanservice products.

Even though similarities between this film and Pop Skull are rather slim, there's still an underlying signature style that clearly belongs to Wingard. His films are intimate, raw and combine a solid sense of realism with strong and outspoken styling. A Horrible Way To Die turned out to be a classy, gritty and nuanced serial killer flick that deserves a loving, appreciative audience. What side of Wingard you like best is mostly dependent on your own feelings of what good cinema is supposed to be, but if you like your films a little different there should be more than enough here to deliver an enjoyable and powerful evening worth of serial killer material. 4.0*/5.0*

Check out the trailer, mind some mild spoilers though.

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Mon, 26 Sep 2011 11:00:04 +0200
<![CDATA[dead leaves/hiroyuki imaishi]]>http://www.onderhond.com/blog/personal/dead-leaves-review-hiroyuki-imaishi

Fans of the weird, the insane and the crazy, take notice. If you haven't watched Dead Leaves, there's a whole world of exuberant excellence you haven't explored (yet), and it's just begging to be discovered. As long as you don't mind your fix coming in animated form, there is probably no film out there that can match the pacing, insanity and overall rebelliousness of Imaishi's first feature film. The result is still unmatched today.

screen capture of Dead Leaves

I've said it before, but 2004 was a particularly excellent year for Japanese animation. Several high profile titles (think Innocence, Howl's Moving Castle, Mind Game, Steam Boy) all wedged themselves in this one year release slot to compete for best anime of the year. And then there was Dead Leaves, clearly overshadowed by all these big names but using its underdog position to amaze an unsuspecting crowd of animation fans all over the world.

Since its initial release I must've seen the film at least 5 or 6 times, but it never seizes to amaze me with its excruciating pacing and high density weirdness. Every time I watch Dead Leaves I fear time might have diminished the impact of the film, but it still stands proud after all these years and it always manages to surprise me time and time again. Even though the film is only 50 minutes long, it feels as if there is enough content in there to make a feature twice as long while still firmly holding on to the crown of adrenaline-inducing action cinema.

If you're watching this film for the sake of plot and story though, beware that Imaishi has his own unique take on cinema. Whatever plot there is, is shouted and yelled in short sentences of maniacal dubbing. There are several moments where flashbacks are initiated, only to be terminated 15-20 seconds later for lack of interest. There are characters literally saying that any kind of decent explanation of events is just holding things up, so if you can't stomach that you should lower your hopes and ignore this film altogether.

screen capture of Dead Leaves

While Dead Leaves is a film that could only have been made in Japan, it's definitely not your average, traditional anime. Its art style is crude and edgy, equally mixing influences of the Japanese and Western world of animation and comic books. While individual frames might still look a little bland, rest assured that the crazy editing will make up for that. Nothing seems to ever stand still, instead everything and everyone moves at a highly exaggerated pace with highly exaggerated moves. There are split screens, 1-second alternating shots, impossible camera angles and shaking cameras to spice things up, all tangled up to create one of the most visually in-your-face cinematic experiences you'll ever encounter. Add to that an impressive level of detail (frame-by-frame exploration of a film has never been as exciting as here) and what you have is a killer visual experience that becomes tangible.

Make sure to choose the Japanese voice track when you watch this film. The Japanese dub is incredibly animate and exciting, sporting many adlibs and improv moments throughout. The English dub lacks appropriate pacing and the white-boy trash cursing isn't half as effective as the Japanese yakuza-inspired dubbing. The score is pretty cool too, with some decent electronic tracks, some nice pumping beats and even some classy drum 'n bass breaks. It is not as daring as the visuals though and as someone who has the proper experience in electronic music there is some obvious room for improvement, but as it stands the soundtrack definitely meets its goals.

screen capture of Dead Leaves

But the coolest thing about Dead Leaves is its unabashed approach to the juvenile style of cinema it sets out to deliver. The film is filled to the brim with crude jokes, inappropriate images and a general, shameless lack of good taste. There are subtle sex jokes, obvious sex jokes, drill penises, splatter gore, unspeakable perversions and a complete and utter lack of political correctness that pervade every pore of this film. The thing is that Dead Leaves delivers it with such overwhelming faith and enthusiasm, and with such surprising technical excellence that it will leave you completely flabbergasted. That is, if you can actually stomach the juvenile joy of this production.

Apart from some unfulfilled potential in the soundtrack department, the film has a little trouble one-upping itself during the finale. At that point the film clearly reached the limit of its creators' creativity, which leaves you with a slight presumption that the finale could've been just a little more impressive. By itself the finale is still a piece of incredibly zany cinema, but looking at the things that came before I guess I'm not 100% happy with how the last battle turned out. It's a rather moot point though, if you consider that no other film can match what Dead Leaves as a whole has on offer in the way of adrenaline, action and weirdness.

There is an unexpected purity in the way Dead Leaves presents its material, especially considering the way it renounces all that is considered good taste and proper cinema. For a film that's almost 8 years old, it's quite unusual not to be surpassed by any of its direct competitors (think Redline). It's a real shame that Imaishi never got the chance to direct a second feature-length film, on the other hand it increases the film's unique flavor. Fans of animation and high adrenaline cinema owe it to themselves to check this out, as long as you can embrace the juvenile pleasures of this film there is nothing to stand in your way of pure bliss. Dead Leaves remains one of my absolute favorites and a completely unique experience, even 8 years after its initial release and after countless viewings. 5.0*/5.0*

Check out the Japanese trailer for some taste of what to expect.

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Thu, 22 Sep 2011 12:48:35 +0200
<![CDATA[rel=prev and rel=next/how to sabotage a standard]]>http://www.onderhond.com/blog/work/rel-next-prev-google

Some specs are easy. You read them, you understand them and you can implement them in less than 5 minutes. And then someone comes along and fucks it all up. I've been reading up on the rel attribute, more in particular the use of rel="prev" and rel="next". No doubt one of the easiest parts of any spec out there, until I heard what Google planned on doing with that information. Those of you who've already implemented these attributes, better think twice before keeping them on.

web and net

As a front-end developer I have spent most of my time defining structure and semantics of content on a single page. The past few years I've tried to create consistency in my html components between different pages and even websites, but even then I was still focused on describing content that resided within single documents. There is more to the web than just displaying information though.

The main strength of the internet lies in linking documents together, to create a real web of information. So far we didn't have many means to describe how pages were related to each other, the rel attribute was conceived as a first step to change that. The rel attribute accepts a string of keywords that gives extra information on a specific link, explaining the relation between these documents. While some of its functions are questionable at best (nofollow for example, which clearly doesn't describe a relationship but instead describes an action), it opens up a whole world of interesting possibilities.

prev/next

A sequence of documents is one where each document can have a previous sibling and a next sibling. A document with no previous sibling is the start of its sequence, a document with no next sibling is the end of its sequence.

whatwg

I probably don't even have to explain what rel="next" and rel="prev" are really for, as "prev" and "next" are common keywords in whatever pagination variant you can think of. rel="prev" indicates a link to a document that belongs to the same sequence and precedes the current document, rel="next" indicates a link to a document that follows the current document. It's as simple as that and that's all there is to it really.

If you follow the whatwg spec the prev/next values can be placed on all types of pagination, ranging from multipage articles, paginated result lists (on both prex/next keywords and the appropriate numerical links) to the next/prev links you'll find at the bottom of this article, used for jumping directly between blog posts.

Implementing this is also as easy as can be, but before I was going to tamper with my blog I looked around one last time, a little weary of the simplicity of this particular spec.

enter google

Send users to the most relevant page/URL - typically the first page of the series.

For years now we've been adding semantics and structure to our documents so automated systems would know what to do with our information. So far not many systems out there use this semantical data, so there has been little feedback on how this would actually work in the real world (I know there are various attempts by Google to match microformats and such, but I consider those implementations to be rather marginal compared to what you would normally describe as common use on the web). We've been so occupied with finding the best way to do this, that we somehow forgot that there would be a possibility for those automated systems to willingly misinterpret this semantical data, or at least interpret it differently as we originally intended.

The quote above is how Google hopes to interpret the prev/next values for its search engine, hinting that it will try to redirect people to the first page of the sequence if it thinks this is appropriate. Looking back at the pagination examples I've given though, this is definitely not what I would consider preferred behavior. Not as a site owner, but also not as a user of the Google search engine. Worst case this would mean that if Google found a match in one of my latest articles, it would throw the person back to the first article I've ever written. Or if it would find a hit in a result list, it would send you back to page 1 of the results. How this is useful is beyond me.

What Google tries to do is catch those instances where one single article is spread across multiple pages, but even then it's a questionable assumption that people would prefer to start at the beginning of the article, rather than get to the bit that matched their search and go from there. It's nice that Google tries to be helpful, but they should take care not to hurt, hamper or hollow out the initial goals of a spec.

conclusion

It's a little scary to think that one company (~85% of the world population searches the web with Google) can make such a trifle assumption and make a simple, clear cut spec like this virtually unusable. Maybe I'm jumping to conclusions here, as Google didn't actually reveal its algorithm for deciding on the automated content jump, but as it stands now I'm not going to implement the prev/next values as I believe this will actually hurt the resulting hits people will receive on my site.

I'm sure the option to jump directly to the first page would be handy (if it isn't already available on the page itself), but when big companies start deciding what content to serve me (hello there Facebook) rather than just offer what is out there, things get a little iffy. I do hope Google retracts its decision to act on the rel="prev/next" spec the way they described above because it's a nice spec with a lot of potential.

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Wed, 21 Sep 2011 13:05:33 +0200
<![CDATA[hole in the sky/kazuyoshi kumakiri]]>http://www.onderhond.com/blog/personal/hole-in-the-sky-review-kazuyoshi-kumakiri

The first few years of the new millennium formed the high days for modern Japanese dramas. Kumakiri's Holy In The Sky is one of the forgotten and often overlooked gems of that era. To be fair though, this doesn't surprise me one bit. While I don't doubt the film's excellence, it is definitely not the most accessible film to get acquainted with. Fans should take notice though, as Kumakiri and Terajima collide for a genuine tour de force.

screen capture of Hole In The Sky

Hole In The Sky stems from a time when Japanese drama directors felt they didn't need much in the way of script or plot advancement to make a good film. Characters are usually rather non-communicative, difficult to read and appear to be cold and helpless. And while Hole In The Sky does feature a clear start and ending, nothing is actually resolved during the running time of the film.

All of the above elements can be seen as flaws or shortcomings, but fans of the genre will recognize these as the main attraction. No sentimental nonsense, no meaningless events and/or dialogues just to make the viewer feel at ease and no real life lessons learned when the credits start rolling. Kumakiri ("Green Mind, Metal Bats", Antenna, Furijia) has never been one to make many concessions to please his audience and Hole In The Sky is no exception.

Susumu Terajima takes up the lead role of bored country bumpkin working in the run-down diner of his father. His path crosses that of a young girl left behind by her no-good boyfriend, and when his father leaves for some cross-country gambling that very same day the two of them decide to spend some time together. Even though they grow quite fond of each other, they both realize that a lasting relationship is not really in the cards, but saying goodbye isn't as easy as they expected.

screen capture of Hole In The Sky

On a visual level Hole In The Sky leaves a little to be desired. While the film definitely features some nice shots and impressive shot compositions, the lighting and use of color is somewhat lacking, making even these nice compositions somewhat drab and unattractive. I think it's quite clear that Kumakiri wasn't really occupied with the visual side of things, but with a little more effort the film could've looked a whole lot better as the potential was certainly there.

The soundtrack is a decent affair, providing a gentle, light-hearted atmosphere with the right amount of dramatic undertones. It remains in the background for most of the film, never intruding or never asking any direct attention from the audience, but giving off just the right amount of tension to be effective. Genre fans will know what to expect, just don't hope to be dazzled by anything out of the ordinary or extravagant.

Greatest selling point (at least for me) is Susumu Terajima picking up the role of the main lead. I've always found Terajima to be underused in secondary roles (something he would only confirm one year later in Sabu's Blessing Bell), with Hole In The Sky he proves that his understated style of acting and overall presence is more than enough to carry a stilted, slow-paced drama like this one. Fans might also recognize actress Rinko Kikuchi (Babel) in one of her early roles, right opposite of Terajima. She provides a nice challenge for Terajima, effectively heightening the dramatic tension between both characters. A secondary cast is mainly absent but whatever small roles are needed are filled in with the proper professionalism.

screen capture of Hole In The Sky

Hole In The Sky is a rather tough film to appreciate. The main characters aren't the most communicative, nor are they very pleasant to be around. This leads to some rather questionable actions and a rather unusual relationship that develops itself throughout the film. At the same time, it's there where the main strength of Kumakiri's film lies. Catching a glimpse of the crackling collision of both characters' paths of life is all the dramatic depth a film like this needs, all the rest is simply cut out.

While at heart Hole In The Sky is a rather depressing film, it wouldn't be a Japanese drama without putting the film's events in proper perspective. No matter how many mental dents these characters carry with them, at the end of the film they reside in a state of equanimity. They've dealt with their past problems and they are ready to tackle the future head on. Getting that across without the usual cheese and sentimental bullshit is what makes these type films so appealing.

Hole In The Sky is slow-paced cinema. There isn't much happening in terms of dramatic events, the characters are rigid and introvert and odd behavior is often taken for granted. This film is a perfect example of good, solid Japanese drama fare, but should be handled with a little caution by people who don't really know what to expect. It's a rather long film and if it doesn't strike the right cords it will definitely become a tedious and boring affair. Not for me though, I liked every minute of it. 4.0*/5.0*

There's a trailer, no subs on it though.

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Mon, 19 Sep 2011 23:20:30 +0200
<![CDATA[responsive design/flipping the coin]]>http://www.onderhond.com/blog/work/responsive-design-problems-and-issues

Responsive design is all the rage these days, and with good reason. The concept itself is a solid (though not very flexible) solution when dealing with different devices under different circumstances. In theory responsive design allows us to provide tailored experiences using only one single html code base and some fancy css an maybe some javascript, but there is also a darker side to responsive design. Read on.

hype the hype

The web development community has grown considerably these past few years. While definitively not a bad thing, it introduces a couple of fresh problems that need to be dealt with. One of those problems is visibility. Everyone wants to be noticed and with more and more people competing for attention there has been a surge in boiler plates, mini frameworks, code projects and artificial hypes, ... whatever is necessary to make your work feel big and important. Where you used to just share a bit of code in a blog article, you now need a project on github with a fancy version number and a snappy project name, otherwise people won't pick it up.

All this hyping has lead us to a less critical perception of some of the tools we promote so vehemently. Last week I caught an audio interview between Jeffrey Zeldman and Faruk Ates discussing modernizr. I say "discussing", but what I real mean is promotional talk. They didn't even raise the issue of partial/faulty browser implementations of new features, instead they sold the framework as universally future-proof. I guess you just can't be critical of your own work anymore or people will look elsewhere. Stuff like this bothers me, which is why I think it is time to point at some of the dangers of responsive design. Because even though the concept of responsive design holds a lot of promise, it can go horribly wrong too if you're not careful.

responsive

So what is responsive design? Well, leave out all the subtleties, cut out the buts and ifs and what Joe Average remembers is my site looks different on my phone. In reality though, things are a bit more complex. The idea of responsive (in contrast with adaptive) design is to define a couple of different contexts up front. Think of it as having several cubes with different sizes where your site should be made to fit in. For each cube you need to decide how to reorganize your webpage so it fits as nicely as possible.

To accomplish this we use css media queries. Using a list of possible parameters we define a set of contexts. For each context we (over)write some css rules to change the structure and visualization of certain components. We can even add some fancy javascript if needed to make the transitions between different states a little easier. As you can see, the whole concept of responsive design leans on the flexibility of the css media queries, which at this time is rather poor. You can play around with dimensions, orientation and color depth (yay!), but that's about it.

translating mobile to media queries

So going back to our example of developing a site for mobile devices, where do we start? Well, the "mobile" experience is usually defined by three parameters that differ greatly from the desktop experience. The most visible is screen estate, the second (and equally important) one is performance and the third one is interaction. Looking at the media query options we have though, there's only widths and heights to toy around with.

So targeting "mobile" in responsive design is actually defined by browser/device dimensions. There is no way to decide anything based on connection speed or means of interaction. If you target on device width/height you are somewhat limiting yourself to industry standards (hoping there won't be any exotic variations out there), but if you target on browser width/height you run into the chance of changing the desktop experience too (which can be very bothersom, unnecessary and unwanted).

but that is not all

There are more glaring issue though. Trying to figure out how to define the right amount of different contexts can be quite tricky. I've seen sites that shift layouts every 50 pixels or so, which is damn annoying. But when only defining two separate contexts, you might be limiting yourself a little too much. On top of that, deciding what components to cut and what components to move around is another really tricky issue. Of course these are mostly trademark UI problems, but when done wrong or when handled by people not fully competent to tackle the task, the results can be disastrous for your site.

Another interesting problem revolves around big screen sizes. Nowadays responsive design is mostly targeted at fitting sites in small screen estates, but there's a whole range of possibilities to fill up redundant space on large displays. At least, if such a thing is actually possible without confusing/annoying the hell out of your users with each design transition.

For now I believe it is best to try and match a design per device. This pretty much eliminates the use of browser widths/heights in media queries, but I just don't think it's a good idea to throw around the design of a single site on a single device during a single browser session. When I resize my browser window I'm not hoping to see any structural or visual changes on a webpage, and whenever that does happen I'm usually disappointed with the result.

If we're not careful with this and the current tred continues, I hope they will start introducing browser plugins for ignoring media queries soon.

conclusion

Responsive design is a grave responsibility. You are deciding how and how much of your site a user will see in his current context. It's the first time a designer has to decide on a set of different contexts, where before we just had to deal with the limitations of our tools. This adds a lot of new responsibilities to the task of designing a website and if you get it wrong it can effectively ruin the whole experience of an otherwise good site.

Technically media queries are still very limited and even though the concept of responsive design holds a lot of potential, I'm sure it's way too early to tag it as the new industry standard. For now it works quite well when the use cases lay far apart and are easily distinguishable, but whenever people try to show off more complex stuff the concept falters and the result is nothing more than an impressive tech demo massacring an otherwise decent site.

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Tue, 13 Sep 2011 12:16:20 +0200
<![CDATA[revenge: a love story/ching-po wong]]>http://www.onderhond.com/blog/personal/revenge-a-love-story-review-ching-po-wong

Hong Kong is once again edging away from it's rather commercial, "safe" image. Point in case the latest slasher turns dramatic cop thriller from director Ching-Po Wong. Hong Kong's legendary CatIII rating has risen from the dead and has turned up some successful titles over the past couple of months, but Wong is eager to show that it's not all sleaze and schlock that gets branded as CatIII. Revenge: A Love Story is first class genre cinema with a mean edge.

screen capture of Revenge: A Love Story

Revenge: A Love Story is the stylistic follow up of 852 Films's Dream Home and the second film produced under Josie Ho's film label. Where Dream Home brought new life to the Hong Kong slasher genre, Revenge is a more complex beast altogether. It's not a simple genre film, rather a mix of genre elements taken to their extreme and gelled together by a solid dramatic bottom line. The result is a mean, nasty yet strong and controlled film that holds up well amongst all its indirect competitors.

You probably may know director Ching-Po Wong from his second feature Gong Wu (Blood Brothers), but it was his first film (Fu Bo) that impressed me the most. I don't remember much specifics about the story or events in Fu Bo, but those dark, morbid, underlying vibes coming from the film never really left me. In that sense Wong was the ideal man to tackle this film as he is definitely one of the few Hong Kong masters of cold, relentless cinema working there today.

Revenge: A Love Story follows the blossoming relationship between Kit, a dimwitted bun salesman and Wing, a mentally challenged schoolgirl. Wong fragments his story though and starts with a series of coldblooded murders performed by Kit. In both cases Kit kills a pregnant mother and relieves her from her child. The reasons behind this sudden switch remain vague. The police catch Kit, but with a little help from Wing they are forced to let him go again. The exact link between these events are cleared up in the following chapters of the film.

screen capture of Revenge: A Love Story

Visually Wong's film belongs to the best that Hong Kong has to offer. The lighting and framing of each shot is unbelievably stylish, creating a cold yet fascinating world of washed out colors, dark and dreadful locations and a scarcity of happy, colorful moments. And the good thing is that Wong keeps the level of visual detail high throughout the entire film. The story never gets in the way of the visuals, as is often the case in this type of film. My only critique would be one or two rather obvious and technically imperfect CG shots about halfway through that really didn't add much to the rest of the film.

The soundtrack is equally classy. Definitely not as in your face as the visuals, but it serves its purpose in the background. Usually I prefer a score that's a bit more present, but the subtlety of the music here really helps to establish the dark and brooding atmosphere. I actually went back to check the music a second time and when you start paying attention to it you'll notice the skill and perfect timing with which is was edited underneath the film.

Juno Mak is the unmistakable star of the film, but most of the media attention went to the inclusion of Japanese AV star Sola Aoi in the main cast. Fans will be disappointed to hear she remains clothed for most of the film, haters will be glad to hear she actually does a pretty good job acting in a regular film. But it's really Mak that deserves most of the attention. He does a stellar job of brining life to all different aspects of his character. The role of Kit is not an easy one as he transforms a couple of times during the film, but Mak keeps it believable and excels in every transformation.

screen capture of Revenge: A Love Story

Even though you might not see this film listed as a horror film (which it really isn't), there's some gruesome stuff in here out-nastying most of the regular horror films I've seen. And I'm not even talking about the graphic depiction of the formerly pregnant corpses (check à l'Intérieur), but more simple things like Kit scraping away the skin on his fingers. These scenes are as nasty as they come and nearly had me looking away from the screen.

Straying from the actual gore, the film also contains some grim and cold-hearted scenes, especially near the finale, resulting in an unpleasant punch in the gut. Wong keeps his story under control and uses the various chapters to form a cohesive plot, with all different strands comes together in a sprawling finale. Here he also delivers a surprisingly human message, though through a narrative quote rather than through any of the film's actual events. It's a welcome change of tone that makes the film a little easier to digest, while keeping the gut punch intact.

Revenge: A Love Story plays like a modern Hong Kong version of Se7en, only better, more tense and not as restrained as Fincher's film. Ching-Po Wong proves the perfect director for this and delivers a film that will remain with you some days after the initial viewing. Revenge: A Love Story lacks any weak points, excels on almost every level and enhances the CatIII rating with some damn stylish film making. And if you thought Dream Home was just a lucky hit for Ho's 852 Films, this film goes to the limit to prove you wrong. Excellent stuff, comes highly recommended. 4.5*/5.0*

Check the subbed trailer if you must, but it's better to go in clean.

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Mon, 12 Sep 2011 12:44:56 +0200
<![CDATA[okami/of wolves and zelda clones]]>http://www.onderhond.com/blog/personal/okami-review

Even though Okami is one of the most lauded games by game critics all over, it never managed to land itself the proper audience it deserved. Sure it has a warm and pleasant cult following, but its many qualities would suggest that the game could and should have a much broader fan base. And so I add my review to the pile of rave reviews that's already out there, simply because this game deserves it.

promotion art of Okami

When looking for Wii games to buy, I stumbled upon Okami rather by accident. I heard many good things about the game before and was quite taken with its art style, so I took a little gamble an ordered it without much further thought. I really had no idea what to expect, only that it was some kind of action adventure game, akin to the 3D Zelda games.

The first few hours into Okami were a little uneasy. The game areas are quite large, there are tons of little side quests and it was the first time I actually sat down to play a full 3D action/adventure game. I did try some of the older Zelda games before, but apart from a brief Gamecube session I wasn't all that impressed. Okami was different though, even during these first hours the game got a tight grip on me.

When reviewers dish out scores for games they end up with a fixed set of categories they like to rate. While I'm sure Okami would score great in all these traditional categories, the greatest aspect of the game lies elsewhere. It's a bit difficult to explain, but simply being in the game world of Okami is the main selling point here. It's not just the graphics, the music or the level design, it's the combination of all these elements which put you in a stylish, calm and beautiful state of trance that knowns no equal. Just running around the vast landscapes and enjoying all the tiny details was the greatest pleasure of all.

screen caps of Okami

Even when you're not too taken with the art style, you'll still have to admit that the execution is just perfect. I for one loved the tradition ink painting style and was amazed to be able to fully explore it in 3D. On top of that, the magic of the graphics isn't something that wears off over time. Even when discovering new areas 50+ hours into the game the wonder remained. Beautiful design, strong artwork, first class color work and some very nifty effects make this one of the most beautiful games to date, even if the tech behind it is not cutting edge.

The soundtrack shows similar class. The score consists mostly of soothing and calm traditional Japanese background music, but there are also some more upbeat tracks (usually during character interaction) and some proper fight music. Mind that even though there is no real voice acting, all character did get some weird mumbling sounds when they're talking. You get used to that, but at first it might come off as a little annoying.

Okami also features a unique fighting and puzzle mechanic. Regular controls for fighting and navigation are simple and precise, but our wolf is also able to enter God Mode with a push of a button. The frame freezes and you get a brush which can be used to create some godly effects and attacks by making particular strokes. The brush is operated by moving the Wii-mode around, which does take some getting used to at first. Once you master it though, the feedback it provides is superb and it's hard to imagine doing the same with a traditional controller, let alone get a similarly satisfying effect.

promotion art of Okami

I found the difficulty level of Okami to be rather low, which means something coming from someone who has never played this type of 3D game before. In all I only died twice during the whole game. You'd think this could put off serious gamers, but the lack of difficulty is compensated by the immense vastness of the game. I guess hardcore gamers can take a good 40-45 to complete the basic game, but add all the sub quests and you'll go well over 50 hours of fun out of it. It took me just below 70 to get through, including finishing all the major side quests (like collecting all 100 stray beads).

When I encountered the main boss for the first time I was about 30 hours into the game. If it wasn't for those glaring empty spots in my item screens Okami could've just ended right there and still would've felt like a complete game. The second and third part of the game are shorter though, but add some tricky (the forest run), long (the thief quest) and combined (the demon gates) quests and you won't be feeling cheated, even when you're a hardcore gamer.

So is there nothing wrong with this game? Well, there are some small things, which is only to be expected with a game this size. The fact that some side quests don't really add much to the core of the game can be a little disappointing at times. You'll be collecting stuff, trading it for other items but gaining very little in the end. Another thing I don't understand is there is no option available to make markings on your map. There's quite a lot of back-tracking to be done, which could've been made a lot easier if there was some way of marking interesting spots to return to. Finally there are some pacing issues after defeating the first big boss. You're left without a real sense of urgency, which is a little strange 30+ hours into the game.

These are only small issues though, that have no way of harming the overall experience of the game. Now that I finished Okami I actually miss playing it sometimes. The chill, pleasant atmosphere proved extremely compelling and addictive, placing the actual goals of the game on a secondary level. Okami is by far the best game I've ever played, beating Nintendo's Zelda series on every level and delivering something that no game has done before. Rather than provide first class gameplay, killer graphics or a compelling storyline (which is still does), it delivers a world that's just great to "be" in. Comes with the highest recommendation. 5.0*/5.0*

Check out the nifty trailer to see the incredible art style in action.

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Thu, 08 Sep 2011 11:33:26 +0200
<![CDATA[html5 article/on syndication and content types]]>http://www.onderhond.com/blog/work/html5-article-element-content-types

Ever since the article tag was introduced in html5 I've been struggling with a way to wrap my head around its practical implications. I've written about the difference between section and article before, but this time I'll keep a more rigid focus on the article element itself and how to approach it when writing html code. As the current definition leaves too much room for doubt and misinterpretation, we need something more tangible to guide us along.

what changed since last time

A lot has been written about the article element already, but many of these posts are based on an older definition of the html5 article. The definition received a small (yet important) update not too along ago, making it at least a little more relevant for everyday use. Here's the definition I quoted last time (and which can be found in most articles google turns up when searching for html5 article info):

The article element represents a component of a page that consists of a self-contained composition in a document, page, application, or site and that is intended to be independently distributable or reusable, e.g. in syndication.

html5 doctor

If you check the w3c or whatwg site now though, you'll come across the current version:

The article element represents a self-contained composition in a document, page, application, or site and that is, in principle, independently distributable or reusable, e.g. in syndication.

w3c

The big difference? Well, the article element went from something that is intended for syndication to in principle, syndicatable. It may sound like a minor change in phrasing, but it means that we can now use the article element for content that is not actually being syndicated, but could be (in principle). With the first definition, you'd be (at least, in theory) forced to change the html code of your site if it was suddenly decided a particular piece of code was not syndicatable anymore (as in, we'll stop the rss feed of our event data). Rather that describe content that is syndicated, the article element is now used for content that could be syndicated.

on syndication

I am somewhat bothered though by the introduction of a term like "syndication" in the html spec. Syndication is a description that is neither semantic nor structural, so it feels pretty much out of place in there. Furthermore, as a content owner and believer in the semantic web, I don't really care what part of my content is syndicatable. As long as I am properly quoted, crawlers can pass by and scrape whatever piece of content they want. They want to include my main navigation in their site? Sure, why not. Want to get my rss links? Just take 'em. Building a front-end newsletter form aggregation site? Go ahead, crawl my site and take whatever you see fit.

On top of that, I'm not planning to ask myself whether there is a possible scenario for syndication each and every time I write a div or section. I'd be going insane as most of the time I could probably come up with some obscure reason why someone would still want to syndicate that particular part of his site. Also note that the definition of syndication is broader than "it can appear in an rss feed". It's practically every situation where you as a site owner would like to offer a piece of your code to an external source.

One final (and important) remark about syndication is that it is just cited as an example in the current definition. The e.g. list is not exhaustive, meaning syndication is just one example of many. When talking about the article element people often refer to syndication (and rss feeds) though, but the real focus lies on "independently distributable or reusable".

on self-contained

Note that the current definition also holds two separate requirements for using the article element. Independently distributable or reusable is just one part of the definition, your piece of code should also be self-containing. Again your mileage may vary and people will hold different meanings to this part of the definition.

The most popular example to illustrate this vagueness is the wrapping of a blog comment in a separate article tag. While it is not uncommon to offer comments through an rss feed, the question remains whether a comment is really self-contained. Nobody doubts that a comment can exist by itself and holds all the data to properly define itself, the real question is whether it has any dependable value outside of its immediate context. Distributing a comment without any of the other comments doesn't always make sense, especially when the commenter didn't bother to quote previous comments to which he is reacting. It becomes just another random blob of text, not that much different from a simple paragraph.

Again it's a tricky issue which can probably fuel days of discussion, only leading me to believe that it's probably not all that fit for defining the proper use of the article element.

abstraction: on content types

Taking one step back, let's see if we can figure out why people felt the need to create an article element in the first place. This is just second-guessing of course, but it might help us to get a little closer to the core purpose of this new tag. Syndication probably wasn't the incentive, I think meta data/concepts like that would probably be better fit as an attribute rather than a separate tag. And for sectioning pages the spec already lists the section tag.

Straying away from edge cases and fuzzy definitions for a minute, we'll find some proper and indisputable use for the article element when marking up data like news, events, products, reviews, contacts ... and yeah, even comments. People with a little understanding of CMSes like Drupal will recognize these elements as content types. Content types are a way of describing and entering structured data, displaying that data in different views (shortlist - overview list with filters - detail) all across a site.

If you keep to this perspective, all of a sudden the use cases for the article element become a lot clearer. Content type instances are typically self-contained, make sense as syndicated content and are definitely reusable (on your own site as well as on someone else's). The only difference with the current definition is that you probably lose some obscure edge cases (like a newsletter subscription box) in the process.

conclusion

So even though using the article element for content types might exclude a couple of valid use cases when held against the standing definition, the clarity it brings makes it a lot easier to help you decide whether to use the article tag or just stick with a section/div.

That said, it somehow feels as if the content type approach lies closer to the original intentions of the article tag, which were then somehow clouded by a definition that's way too fuzzy. It could be my personal interpretation of course, but for now I'll stick to using the article element for content type instances exclusively, and suggest you do the same until the next article spec update.

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Wed, 07 Sep 2011 12:26:09 +0200
<![CDATA[cold fish/sion sono]]>http://www.onderhond.com/blog/personal/cold-fish-review-sion-sono

Sion Sono (Love Exposure, Ekusute) is definitely on a role here. After dazzling people with the epic Love Exposure he's back with another film that is bound to make heads turn. Cold Fish may start off quite slow, but by the time the end credits make their appearance you can rest assured you've experienced one hell of a ride. It's not for the faint of heart but true Sono fans can rejoice, this is prime Sono material.

screen capture of Cold Fish

Looking back, Cold Fish reminded me a somewhat of Takashi Miike's Audition. It follows a very similar pattern, starting off quite slow and growing subsequently more gruesome, grotesque and absurd during the second part. Looking at Sono's film though, the entertainment level is more evenly spread and even the slow start is pretty interesting by itself. While Audition's first hour bordered on boring, Cold Fish works a lot better on a dramatic level and makes it a lot easier to stay put.

The film follows the life of Shamoto, a rather timid and plain-looking Japanese dad. His family's life is not without problems, but they still get along just fine. That is, until the day they cross the path of Murata, the owner of a tropical fish shop (just like Shamato) who captivates the entire family with his eccentric behavior. What they don't realize is that Murata slowly reveals the cracks in the family's happy facade, tearing them apart while gobbling up each family member for his own sinister plans.

Even though Shamoto is definitely the main character of Cold Fish, Murata is really in the center of the film and he'll be the one you'll remember when you look back on it. It's quite obvious from the start that there is something wrong with the man, but with his weird yet cheerful behavior he manages to captivate the audience along with Shamoto's family. This makes the second part of the film all the more interesting as you too were suckered by his charm, even when it was made perfectly clear early on that something was not right.

screen capture of Cold Fish

Sono is not someone who needs big budgets to impress. While his films aren't visual masterpieces, they feature a pleasant amount of beautiful shots and some very solid camera work. The editing too is remarkable, with some very harsh cuts resulting in a few simple, snappy yet unsettling scenes. While there is definitely room for improvement, there is still plenty to admire here.

The soundtrack is quite interesting to say the least. Cold Fish is not a film void of humor, part of which comes from the music. There are for example some pretty outlandish scenes near the end of the film that are edited to off-key jolly carousel ride music. This contrast really heightens the absurdity of these scenes and makes for a pretty special experience. It's nice to see Sono make such bold decisions as in the end the film as a whole benefits greatly from it.

The acting is also key here and it must be said that all main characters put in a wonderful performance. Mitsuru Fukikoshi does a great job with the timid Shamoto (especially in the later scenes), but it's really Denden who steals the show. His version of Murata is essential to the success of the film, as he takes you on a ride that's quite hard to stomach altogether. But in the end it's his character that glues everything together, and it's the believability of his character that will tow you through most of the second part of the film.

screen capture of Cold Fish

Sono's films are often labeled as misogynistic and while the women in this film are definitely in need of some professional counseling, the men don't really come out any better. The woman are selfish, soda-masochistic leeches while the men are beastly, arrogant and lying scumbags. It's quite easy to come up with a whole lot opinions on Sono's view of the world, but as he handles most of his films with an unmistakable rim of dark humor, it is difficult (if not impossible) to tell how much of his material is serious and how much of it is simple manipulative entertainment. As for Cold Fish, I would say that those who label it as misogynistic are probably a little too over-protective.

Cold Fish is a film that gets better with the minute. While the first hour is pretty decent and presents some interesting dramatic strands, the second part is where things get really interesting. Visualizing the descent into madness is one of Sono's strengths and with Cold Fish he proves he can do so with proper restraint. Where films like Love Exposure and Suicide Circle can feel quite uneven, the build-up of Cold Fish is stunningly precise and even beats that of Sono's own Strange Circus.

Cold Fish is a film that will sit well with those who appreciate awkward, cruel and excessive Japanese cinema. It's a splendid descent into madness with the proper amount of dark humor, flawless performances from the entire cast, some interesting dramatic undercurrents and a solid audiovisual coating. It can get rather graphic in places and you might want to reconsider if weren't impressed by earlier Sion Sono films, but otherwise this is Sono at the top of his game. 4.5*/5.0*

There is a subbed trailer, though I would stop in the middle as it's a little spoiler-heavy.

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Tue, 06 Sep 2011 12:26:34 +0200
<![CDATA[a chinese fairy tale/wilson yip]]>http://www.onderhond.com/blog/personal/chinese-fairy-tale-review-wilson-yip

Wilson Yip (Ip Man, Ip Man 2) has been making quite a name for himself these past couple of years, so it's not all that surprising that people have been eying his latest project with heightened interest. With A Chinese Fairy Tale (or A Chinese Ghost Story if you will) Yip takes on a slightly different genre, no doubt alienating a part of his international audience. But fans of the original too should take a word of warning, as Yip's modernization is not for everyone.

screen capture of A Chinese Fairy Tale

It's getting more and more difficult these days to determine whether a remake is just a remake, a reboot, a prequel, a preboot or maybe even a complete re-envisioning of the source material. Whatever the case, Yip's latest finds its roots in Siu-Tung Ching's (Swordsman II) 1987 cult hit A Chinese Ghost Story. While the story is slightly different from the original, the structure and focus of the film remain the same and are lovingly incorporated in this 2011 upgrade.

That said, people hoping to catch some of the classic atmosphere of the Chinese Ghost Story series might end up feeling cheated by Yip's latest. While on paper there are many similarities between the two films, Yip's remake is heavy on CG and effect shots, completely forgoing the old-style effects and charm attributed to them. For me this was not much of a problem, I feel that Yip did a great job upgrading the visual style of the film, but those with an aversion to post-processed CG visuals might reconsider before going into this film.

The story is quite complex, unless you accept that this is just another action/fantasy flick and take all the drama for granted. There's a basic love triangle and a village that needs saving from a tree demon. Once you start drawing lines between characters and events things get more muddled, but as the film itself isn't all that concerned by delivering a proper dramatic foundation, neither should you.

screen capture of A Chinese Fairy Tale

If you can stomach the CG, Yip's A Chinese Fairy Tale is a beautiful film to behold. Apart from all the effect shots the camera work, framing and settings are top notch too, but no matter how you feel about those, in the end they will be overshadowed by the CG in the film. Not everything is technically impressive and a few select shots are not very convincing, but that is all quickly forgotten when the aesthetic value of the images start doing their work. The editing too deserves a little mention, as it is snappy, controlled and impressively paced.

The soundtrack is comprised of the same traditional Chinese music that is ever-present in films like these. While it could be considered as a nod to the original and it does result in creating a proper atmosphere, it is far from adventurous and mostly functions as background filler. A few days later I can recall very little from the music and listening to the songs featured in the trailer, they could just as well come from one of ten other films in this genre.

The acting is sufficient, though Yifei Liu clearly lacks the charisma to fully carry her role. Luckily actors like Siu-Wong Fan and Louis Koo take the spotlight away from her when they enter the frame. The lead role is reserved for Shao-qun Yu, who does a great job resurrecting one of the gullible young characters of the old days. He aptly succeeds in finding the perfect balance between slightly overacting classic characters and what is considered acceptable in modern-day films.

screen capture of A Chinese Fairy Tale

In a surprisingly smart move the film was retitled A Chinese Fairy Tale. Even though the original might still classify as a horror film, times have changed and the notion of some demons and an evil tree are not good enough to satisfy horror audiences. In the end, Yip's film is a martial arts fantasy epic with some darker touches here and there, where horror fans can find very little to get excited about.

There isn't too much martial arts action, but there are a few scenes where Yip can demonstrate what he's learned this past 10 years. This time around he's not quite that restrained by reality though, which results in some smartly choreographed martial arts wizardry and some impressive fantasy bashing.

If you take away the layer of CG, the film underneath is as close to the original as you can get nowadays. A simple narrative with complex relations between characters, snappy editing, blue-filter night scenes, and epic finale, a gullible young hero, some fantasy martial arts and a lot of people floating around ... it's all there and it should definitely appeal to the fans of the original. The CG transports the film to our modern times though and considering its domination it kills off a considerable amount of the melancholic atmosphere. Whether this is enough to kill the entire film for you depends on your acceptance of this decision. I for one didn't mind, I loved the CG and was considerably impressed by the visual expression of Yip's latest, but I realize that opinions may differ. If you think you can handle an update of A Chinese Ghost Story bathing in CG visuals, this one is definitely recommended, otherwise you best stay clear. 4.0*/5.0*

There is a subbed trailer, though I would stop in the middle as it's a little spoiler-heavy.

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Thu, 01 Sep 2011 12:57:17 +0200
<![CDATA[dry htmling/an exercise in structure and semantics]]>http://www.onderhond.com/blog/work/dry-htmling-writing-html-from-wireframes

Last week I came to the sudden realization that the way I handle html work has changed a lot these past couple of years. What was once a one-time last-resort exception became the standard way of working, even though I used to resist it quite vehemently at first. Two years ago the idea of "dry-htmling" sounded crazy, but it turned out to be a refreshing experience that thought me a lot about the finer points of html.

improving your workflow

I used to believe that the input for html was a combination of wireframes and designs. The result was that the html phase in the development process could only start once the designs were finalized. This way of working proved to be rather inefficient though, as there weren't too many options to work parallel to other phases, dragging out the development time considerably. Further proof of this issue could be found in last year's design in your browser hype, where people were trying to merge the design and css phase.

The problem with designing in your browser is that you're basically doing not two but three things at once. You're not only developing a graphic design while writing css, you're also writing mark-up to hook your css to. Separating the priorities of these three tasks is virtually impossible, so ideally you would throw everything away when the design is finished and start the html and css work all over again. If you've ever worked on a real-world project, you already know that's not going to happen. On top of that, you're not really improving your workflow when you work like that.

And so we needed a different approach, one that would allow us to win time on the overall development cycle, but would also allow us to focus on writing quality html.

ditching the design

The solution to our problem was actually quite simple: just ditch the design and use the wireframes as your sole input document for writing html. After all, wireframes are a means of showing "what" goes "where", which happens to be a perfect match for "semantics" and "structure", the two core principles of html. Sure there are times when we have to provide extra hooks for styling, but these are the exceptions, not the norm (especially with css3 and progressive enhancement in mind).

By starting html development as soon as the wireframes were finalized, it became possible to deliver the html version of the templates at about the same time the design was finished. There was only one final check needed to see if and where extra structural elements were needed. Once those were added the html work was finished. Developers could start the implementation while we could begin work on the css and javascript tracks.

so why is it dry?

If you're not used to writing html based on wireframes alone, it can be a little daunting to start for the first time. There's little visual pay-off and there's no real sense of accomplishment. You're basically looking at black and white drawings and translating those to a mesh of tags. The most exciting thing is coming up with good class names. Not exactly rock & roll (or breakcore, if you're not living in the 60s anymore).

That said, there's a lot to be gained from adopting this way of working. For one you lose all the visual clutter that a design offers. Putting it like that may sound a little disrespectful, but even though designs have a clear functional vision, they are also meant to make things more attractive. A focus block on one page can look very different from a focus block on the next page, but at their (html) core they are the still very much the same thing, so the html should match.

Taking a design away makes it easier to see underlying structures and semantics, usually because these elements are still visualized the same in the wireframes. In the end all you have to do is make sure that a component (variant) is either defined by an extra class or by its context. The rest of the work is up to the css guy, who takes the design and matches it to the html code.

one word of warning

Make sure you are prepared to easily change a few things around when the designs are finalized. There's nothing more frustrating than having finished your html and having to add an extra structural element on each and every instance of a component throughout a set of 30+ templates. We developed an inhouse tool that allows us to write a component only once and use that across our entire set of templates, but if you're still hand-coding this might be a bit more problematic.

conclusion

Dry-htmling brings you focus. It helps you in finding the true nature of html, which is not about writing hooks for css and javascript, but about translating components and structure to a logical set of tags and classes. On the other hand, it takes some time to get used to working days on end with very little to show for it. html is not something you can easily showcase, it is not something that looks good in a browser. The key is to make sure others understand the importance of good html while at the same time trying to make it clear that it is all a back-end developer needs to get his work started.

So the next time you get a set of wireframes, rather than wait for a design you may want to start writing html right away. If you think it's boring maybe writing html really isn't your kind of thing, in the other case you might start learning a thing or two about html.

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Tue, 30 Aug 2011 10:46:00 +0200
<![CDATA[throw down/johnnie to]]>http://www.onderhond.com/blog/personal/throwdown-review-johnnie-to

I'm slowly running out of Johnnie To (Vengeance, PTU, Mad Detective, Sparrow) films to watch, luckily there are still some hidden gems in his back catalogue that are waiting to be discovered. Throw Down was such a film, and even though it might be quite a challenge to find, it's worth the trouble as it's an essential link in understanding To's current trademark style. I went in with modest expectations, but was happily surprised by the level of wit and rhythm on display.

screen capture of Throwdown

When I first watched To's Sparrow I was completely baffled by the film's style and rhythm. Sure I had watched To films prior to that, but it was the first time I'd seen him so carefree and at ease, allowing a film to pretty much make up its own rhythm as it progressed (at least, that's how it felt while watching, I later found out he hired a special dance choreographer to help him out with that). When watching Throw Down it became a little clearer where To found the inspiration to make Sparrow, as this film shares a very similar carefree, tongue-in-cheek atmosphere. The result is a little rawer, but definitely recognizable.

When I started Throw Down I expected to see a noir-ish martial arts film, what I got instead was a fun, crime-fueled comedy with some martial arts thrown in (no pun intended) for good measure. It's an unusual mix of styles and genres, but if you liked To's Sparrow and/or Mad Detective you will have some idea of what to expect from this film. It's typical To material, balancing a fine line of familiarity and creativity.

The story focuses on Sze-To, a former judo champion who has lost most of his glory to his gambling and drinking problems. Debt owners are putting more and more pressure on him and even the bosses of his night club are starting to question his ability to run a decent business. A silver lining appears when he is visited by Tony, a young and upcoming judo star, searching for fame by battling the great former judo talents. Obviously Sze-To is in no condition to fight, so Tony joins Sze-To in his night club and vows to wait until he can finally battle his great idol.

screen capture of Throwdown

Visually To is already on top of his game here. Delicate camera movements, solid framing and superb night shots make for a strong noir atmosphere. He does allow himself some visual frivolities, especially during the more comical scenes, but most of the film is dripping with To's uberstylish signature style. You'd almost take it for granted after watching so many To films, but there aren't many directors out there that can match his visual excellence.

The soundtrack is once again an essential part of the film's experience. As always it's a pretty odd selection of tracks you wouldn't immediately expect in a film like this, but that's definitely part of the charm. To also shows no intension of hiding the score behind other elements, but he puts it front center for everyone to admire. And as always, against all odds, it works, though in a weird, magical way. It enhances the playfulness of Throw Down and provides a prefect frame for the tongue-in-cheek feel of the film.

The actors are definitely in on the joke. Even though the story provides some glaring opportunities for more serious dramatic scenes, Koo, Kwok and Ka Fai play with a visible smirk and a definite tingle in their eyes. All actors are clearly enjoying themselves, further increasing the fun factor of the film. There's also a nice cameo from Jordan Chan who's definitely gained my respect after watching through the whole Young And Dangerous series. It's a shame he somehow faded away in recent years.

screen capture of Throwdown

The basic premise of the film is quite simple and doesn't really spark a lot of immediate interest. It's the way To handles the atmosphere that really lights things up. Calling this film a comedy is somewhat of a gamble as there are no clear punchlines or laugh-out-loud moments, but the constant joy, light-hearted atmosphere and loose interpretation of the laws of reality definitely makes comedy one of the primary genres of the film.

There are also a couple of scenes that leave a lasting impression, elevating the film to a higher level. There's the huge bar fight with 8 or 10 mini-fights going on at once while To still tries and succeeds in maintaining a cool and controlled air of filming. There's also the debt collection scene and a scene were Koo and Ying are fleeing a casino after stealing an armful of cash. These are all moments where To simply lets the story slide and focuses on making something special, something unique. It's also in these moments you realize the true beauty of cinema.

Throw Down is a little hard to recommend. It's a film with a pretty unique feel that might not speak to everyone. On the other hand, I'm sure most people will find something enjoyable here. For me it was interesting to see how this film fits in with the other To films, apart from that it's just a very fun and entertaining film with a good few memorable scenes. In the end it's not one of To's absolute bests, but definitely worth watching. 4.0*/5.0*

There is a trailer, no subs but you won't miss them anyway.

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Mon, 29 Aug 2011 11:02:29 +0200
<![CDATA[links and classes/to wrap or not to wrap]]>http://www.onderhond.com/blog/work/links-and-classes-div-wrapping

Sometimes it's the little things that keep me up at night. Silly structural or semantical tidbits that don't really seem all that important, but return to haunt me time and time again. Never taking the proper time to figure them out can lead to years of doubt and uneasiness, until it finally grows into this "thing" that just needs resolving. So if the following article seems a little ... obsessive, you know where it's coming from. Just bear with me.

special links

Links are everywhere, which is not all that strange considering they're probably the most elementary concept of the internet. Apart from some nesting issues and some semantic debate (do they have semantic value or do they just describe behavior?), links are pretty straight-forward from a html point of view. They usually appear in navigation or larger text sections, so they need little extra mark-up.

But then there are the solitary links. They could be navigation links that don't necessarily belong to a navigation component (prev/next links, read more links, ..), they could be action links (trigger print, trigger rss, ...) or they could be contextual triggers (expand view, flyout handlers, ...). Usually such a link forms a separate entity within a larger component, so wrapping it in a container to separate it from other subcomponents feels somewhat unnecessary.

Most of these links are accompanied by an icon (or if the design is not known yet, have a high probability of being accompanied by one), so a class is usually needed to identify and style the link. For action links, some javascript is usually required too, so it's always better to have a class ready on these type of links. Better safe than sorry.

putting the class on the link

<a class="more">...</a> <a class="print">...</a> <a class="open">...</a>

So the obvious way to go is just put the class on the link. I used to work like this for a while, but found myself struggling with the css once too often. The biggest problems arise when setting a link to display:block, enlarging the click area to often undesirable dimensions, but positioning these links can be downright annoying too. If you start to float them, expect some margin/overflow crap from neighboring components.

Also, I'm not a big fan of mixing inline and block level elements on a single structural level, nor do I find the idea of putting two inline links next to each other without any kind of structural separation appealing (fe. a next and prev link). Inline content for me is something that works as a single sentence, which in this example is definitely not the case.

Ditching this approach, I tried option 2.

wrapping

<div class="more"><a>...</a></div> <div class="print"><a>...</a></div> <div class="open"><a>...</a></div>

The other option is to wrap each and every one of those links and add the class to the wrapper (illustrated in the example above). This leaves you with a little more flexibility, but once you start adding a lot of these type of links on a page the codebloat becomes obvious real fast.

I've been using this method for quite a while too, but started to feel bad about adding all the wrappers. I usually don't have too much problems with some extra html, but most of the time the wrappers are absolutely useless and really don't help to solve anything at all. They just amount to more code and are often harder to implement.

Of course you can always tailor your html to a specific design, but coming from a component/design pattern background, that's not really what I'm after here. And so I've been alternating between both options through the years, never really feeling satisfied with either option.

conclusion

What I'd love to see is some additional input, critiques, maybe even some interesting alternatives or some extra arguments to support either one of the options above. I know it's a pretty small issue that most people won't even notice either way, but it sure would be good for my own personal peace of mind to find an option that would put me at ease.

It doesn't have to be perfect, just good enough for now.

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Wed, 24 Aug 2011 14:20:02 +0200
<![CDATA[who are you/pakphum wonjinda]]>http://www.onderhond.com/blog/personal/who-are-you-review-pakphum-wonjinda

Who Are You (or Who R U - depending on where you look for information) is one of the latest entries in the Thai horror genre. The film strays a little from the traditional Asian horror fare, keeping the ghosts and apparitions to a minimum, instead focusing more on drama and aesthetics. The result is a beautifully shot horror film that deserves a wider audience, though people expecting a simple horror fix might be a little disappointed.

screen capture of Who Are You

People have some rigid preconceptions about Asian horror films, but the Thai horror scene is actually quite diverse. Of course there are the films riding along on the not-so-recent-anymore wave of Asian suspense films (think Shutter and Alone), but if you're more into gore and shock the Art of the Devil series will kindly serve your needs. Then there are some popular anthology projects (Phobia, Phobia 2) which also hint at said diversity. Who Are You belongs to the most interesting category of Thai horror films, mixing lush cinematography with strong dramatic elements and some subtle arthouse influences (think Meat Grinder). This combination also makes it one of the least accessible categories though.

To get the most out of this film, some prior knowledge of the Hikikomori condition (young people locking themselves up in their own room for years on end, often threatening with suicide when people try to enter) comes in handy. I always figured this was a Japan only thing (we do get some footage from a Japanese documentary), but apparently other nations are struggling with these same issues as well. It's a rather surprising motive to use for a horror film, but Wonjinda proves it fits the genre extremely well, especially when you keep the camera outside the actual locked-down room for most of the film.

Who Are You sees a single mother struggling with her only son. She doesn't seem to be too concerned about his condition, until she runs into a documentary filmmaker who goes on the investigate the Hikikomori condition and proposes to make a documentary out of her son's case (don't worry, this is not a found-footage film). The mother gives her consent, but the boy isn't too happy with the plan. Things go from bad to worse and the real issues are slowly revealed, twisting themselves to a somewhat predictable yet effective finale.

screen capture of Who Are You

Definitely the most striking aspect of Who Are You is the stellar use of color. Even though there are many night scenes, the shots remain colorful and vibrant throughout. Thai cinematography is known to be focused on strong and emotive colors, but Wonjinda takes it to a whole new level. The camera work itself is excellent too and even the few special effects found in the film are top notch quality.

The soundtrack too is strong, but it's definitely the overall sound design that impresses the most. The score provides plenty of atmosphere by itself, yet the addition of some subtle sound effects here and there give the film that extra edge to creep you out. It's interesting to see a rather simple scene become haunting just by adding the right effects to a soundtrack. I know music in films is a pet peeve of mine, this film clearly illustrates why I think it is such an important factor in the overall experience.

Apart from the intro, the acting is solid and straight-faced. The characters here aren't too demanding for the actors, but as there is a definite dramatic stretch in the plot at least some kind of decent performance was required. Not to worry though, the cast did what was needed and fair well in both the dramatic and the horror scenes.

screen capture of Who Are You

Who Are You is not a perfect film though. It's not that I mind drama in a horror film, but halfway through the film practically grinds to a halt, forgetting about the horror and even the beautiful cinematography is axed in favor of some dramatic scenes. By itself this segment isn't all that bad, but it just doesn't compare to the rest of the film. Nearing the end Wonjinda picks up where he left before and does deliver a popping finale, which really helped to save the film for me.

As for the actual amount of horror, most of it happens off-screen. Don't expect to be shocked or horrified, Wonjinda is clearly not interested in all that. If you let the soundtrack do its work though, there are some very creepy scenes in here. But even those are mostly carried by the reigning atmosphere, so if by then you have decided this is not a very good film those scenes will probably lose all their effect, leaving you with very little.

Fans of Meat Grinder or likewise will probably love this film. It's lush, bursting with strong colors and lovely cinematography. Add a killer soundtrack and you have a worthwhile horror film that carries you through on style alone. There's even an interesting background motive and some drama added to the mix, which elevate the film further above generic horror fare. But people hoping for some standard horror fare might think twice before watching this. 4.0*/5.0*

There is a subbed trailer so check it out.

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Mon, 22 Aug 2011 13:37:51 +0200
<![CDATA[the borrowers/hiromasa yonebayashi]]>http://www.onderhond.com/blog/personal/borrowers-arrietty-review-hiromasa-yonebayashi

When the lauded Studio Ghibli announces a new film, the world takes notice. But not me. Even though I'm a big Ghibli fan, I simply trust their skills well enough to know every new project they produce will reach a certain level of quality that will satisfy me. And The Borrowers is definitely no exception. The only question that remains is how well it compares to other Ghibli films and whether Yonebayashi was able to beat Miyazaki at his own game.

screen capture of The Borrowers

Even though I'm a big supporter of most Ghibli films, the past ten years they've done very little to explore the boundaries of the anime universe. They've been producing pretty much the same film over and over again without worrying too much about innovation. Sure there are differences between films like Ponyo and Howl, but the bottom line is always pretty much the same. All their films feature that same trademark Ghibli charm that people have come to expect from them. This is not necessarily a bad thing, though I do miss the occasional off-center project like Yamadas or Ocean Waves.

The Borrowers is based on a story by Mary Norton. More and more Ghibli is looking to the West for inspiration, lucky for me they usually dig up something I haven't read or seen before. Apparently Norton's story is quite well-known here, but it went by me completely when I was a kid. So even though I can't really compare this film to the original, I still believe the story itself is universal and simple enough to work independent of its source material.

The Borrowers is about a family of "little people", living underneath the porch of an old country house. Once in a while they head upstairs to borrow some of the inhabitants stuff, but only things that will not be missed. When Arrietty is old enough to undertake her first Borrow, she is spotted by a young boy living in the house. The two learn to appreciate each other's company, but when the cleaning lady discovers the hideout of the little people things get a little too hairy for Arrietty's family, urging them to move out of the house.

screen capture of The Borrowers

Visually the film bears the typical Ghibli style. There is some CG, used very sparingly throughout the film, all the rest is hand-drawn. The backgrounds are colorful, the animation is detailed and life-like and some of the set pieces are absolutely lush. The art style itself is not all that original though and Ghibli doesn't seem to be making all that much progress on a technical level. There aren't many instances where the film actually knows to woo its audience with some impressive camera work or character animation. It's not really a problem yet, but I can't imagine them keeping this up for another ten years.

The soundtrack on the other hand is a bit more daring. Joe Hisaishi wasn't invited to the party this time around, instead French artist Cécile Corbel was issued to provide the music for The Borrowers. Her voice is quite unique, which gives the film some much needed identity. Once you're used to it (the first time she starts singing is a small shock) the score is actually quite nice and helps plenty to define the film's overall feel.

The voice acting is traditionally strong. I actually can't imagine Ghibli delivering a sub-par performance here. There aren't that many big names on the cast list (many TV talents), but they do a pretty solid job nonetheless. For those of you who can't stand Japanese, rest assured that there aren't any grating child actors in this film, most of the dialogue is delivered in soft, easy-on-the-ears Japanese.

screen capture of The Borrowers

The first fifteen minutes I felt like I was watching just another Ghibli film. Even though it was nice enough, I really got the feeling I watched it all before. But then the usual Ghibli magic started kicking in and all what came before was forgotten in a mere second. There aren't many companies who can pull this off, usually lack of creativity of chance is a real show-stopper for me, but the feel of a Ghibli film remains quite unique and is pretty much impossible to produce outside the Ghibli realm.

The Borrowers keeps the dramatic tension to a minimum and leaves lot of room for simple, childlike wonder. One of the nicest scenes is where the old lady of the house showcases her old doll house. The scene itself doesn't add much to the plot and could be seen as a pure waste of storytelling time, but it's just amazing to see an old lady relive the past like that. It's these kind of moment that set the studio apart from other players in the market, and what makes Ghibli films so enjoyable and unique.

Ghibli fans will know what to expect when they go and see this film. It doesn't really bring anything new to the table, but the typical Ghibli charm is still very much there and guarantees you ninety minutes of harmless, relaxing entertainment. The film really puts you at ease, leaving you a little sad when you're finally pulled back to the real world. People not familiar with Ghibli should probably look elsewhere for their entry film as the studio produced better films over the years, but I can't imagine many people actively disliking this film. Recommended watching.4.0*/5.0*

Check the subbed trailer, unless you have unlimited confidence in the power of Ghibli

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Thu, 18 Aug 2011 13:03:18 +0200
<![CDATA[graceful degradation/and how it tricks you]]>http://www.onderhond.com/blog/work/graceful-degradation-pitfalls

When Firefox finally bloomed to challenge the reign of IE6, it provided the first spark for the current browser wars. To rise to the challenge of properly displaying our websites in the emerging range of browser, two new concepts were born: progressive enhancement and graceful degradation. The latter became one of the key concepts of modern-day web development, which means it's time to re-evaluate its validity.

what's graceful degradation

Like most standing front-end development best practices, there's a certain level of vagueness surrounding the definition of said best practice. In this case, it's the definition of graceful that is not quantifiable, being a judgment that greatly relies on the ideologies of the person passing it. After all, grace is a very subjective quality, quite impossible to capture in a definite measure. And even if you could come up with a scoring system, other people bearing different priorities and ideologies would dismiss it as invaluable right away.

If you look at the practical bottom line though, graceful degradation adapted the meaning of something that still functions and does not look broken in older or less capable browsers. And as we are developers by nature, it also means that less effort equals more grace. It's why automated degradation (think superficial visual effects like drop shadows or rounded corners) are quite popular these days. Without any extra effort they degrade quite well in browsers not supporting these styles. Whether this degradation is actually graceful is an entirely different question.

The concept of graceful degradation is something I happily support, but the current translation makes things a little too easy for us, developers, while safely ignoring the well-being of our visitors. It has become an excuse for rapid development and sub-par global support of our website in older and less available technologies, something the original concept of graceful degradation was actually supposed to counter.

the slippery slope

The hollowing of graceful degradation started when designers began countering the notion that a design should be rendered pixel-perfect across all browsers. Early discussions were mostly purist affairs, explaining why sub-pixel font rendering and such made it inherently impossible to achieve pixel-perfect designs. While I whole-heartedly agree with that, it's a big stretch going from that to some of the degraded designs we see today.

Another obvious factor is the rise of html5 and css3, which provided us with tools to speed up our development and made it less painful to implement some of the more complex designs in modern browsers. Graceful degradation became a common counter for extended IE development as designs would not look broken in IE, just bare-bones. It gave us a quick way out, bypassing the crap IE usually gives us when working on a site. To make it even better, we were adhering to industry standards by doing so.

providing the best possible experience

These days, graceful degradation is not about providing the best possible experience anymore. It's about delivering something that is passable in older browsers so clients won't bitch about bugs and errors reported by IE6 users. It's about designing the best possible solution for the most advanced browser, and breaking it apart from there. While I do believe some people go through the trouble of investigation the client's user base first, many others don't and simply assume that what they're doing is okay for most people. Would they be forced to look at their own designs and implementations all day, they would probably change their mind quite quickly.

The result is that you're developing an optimized version for not even 50% of the web's users, while not bothering to optimize the degraded version for the rest. Sure we are now spending our time on responsive designs, but in the end it's only about 5% of our audience that will ever experience the benefits of that. What about the 50+% IE users who're looking at a bare-bones design of your site every day, or are missing implementable features that just didn't make it because it was too much trouble for you?

In contrast, a concept like progressive enhancement seems to facilitate the optimized experience for all parties much better. It starts from coming up with a solution (be it interaction design, visual design or technical implementation) for all (major) parties, and improving further on that for those who have the capabilities. It might not reach the excellence of a design exclusively made for the most modern technologies available, but it has a much better chance of providing a more pleasurable experience for people all-round.

conclusion

I'm definitely not against graceful degradation. The concept is sound and it provides us with an worthwhile technique to deliver a website that can match modern standards. But the current translation of the concept is a little too easy-going and conflicts with the initial ideas behind the best practice. As (web) developers we live in a sheltered IT world full of fast computers, Apple gear and the most recent updates of our browser, but in the end it's the site stats of a client that counts.

If your target audience consists of 90% smartphone users, go right ahead and ditch those rounded corners, drop shadows and gradients for IE. But if more than 60% is still using IE8 or lower, think why you bothered to introduce these elements into your design, consider the loss of these additions and try to figure out whether you're not just making a crap version of your design simply because you can't be bothered to provide a better experience for users that are not you.

Graceful degradation is no excuse to provide sub-optimal browsing experiences, and if by now the concept is too far gone, maybe it's time to devaluate its meaning to just degradation and start pushing progressive enhancement once again.

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Wed, 17 Aug 2011 11:48:01 +0200
<![CDATA[redline/takeshi koike]]>http://www.onderhond.com/blog/personal/redline-review-takeshi-koike

Stop the presses! After an excruciatingly long period of waiting, Redline finally found its way onto the TV sets of those who can read English subtitles. Takeshi Koike's long awaited project took almost seven years to complete, but he made sure every second of that long wait counted. The result is a staggering demonstration of the power of animation, wrapped in colorful pop art and injected with a mean streak of creative madness. And boy did I like it.

screen capture of Redline

In 2004 Japan was experiencing one of its top animation production years, with films like Ghost In The Shell 2, Howl's Moving Castle, Mind Game and Steamboy all being released that year. But Production I.G and director Imaishi had another surprise lined up. When Dead Leaves was released, it took the alternative anime world by storm and smashed it with a force that nobody could have predicted. Never before had there been such a raw, crude and rude film, executed with so much passion, attention to detail and technical brilliance.

Not that Imaishi invented a whole new niche by and for himself, people like Koike had been doing similar things before (the opening sequence of Party 7, the Animatrix World Record short and last but not least, Trava Fist Planet), just never with such intensity, conviction and power. Dead Leaves raised the bar for its small niche, sadly it raised it a little too high for the competition and for 6 or 7 years nobody even came close to the madness of Imaishi's first film. Not even Imaishi himself. Enter Koike's Redline, the first film to actively challenge the title of most crazy animation film ever.

Redline first appeared some 5 or 6 ago in the form of a short teaser. Koike was teaming up with Katsuhito Ishii (Party 7, Taste of Tea, My Darling Of The Mountains) once again, following the same road they traveled with Trava Fist Planet. The duo had more luck this time around (Trava got canceled before it could turn into a real series) and found in Madhouse the perfect home for Redline. There they were allowed the budget and time to expand the initial concept into a true feature-length film.

The result is something that shares many influences and connections to other films, but tops that with bucket loads of its own creativity. The race element bears resemblance to Speed Racer (the live action film) and Running Man (a short from the Manie-Manie/Neo-Tokyo anthology), the Redline universe itself seems like an extension of the Trava world (hence the Trava cameo). And that's not even counting the zillion other small references that seem to be taken from various parts of the wide manga/anime universe. The good thing is that it never feels as if Redline shamelessly borrows these elements, it just pays quick respect and goes on to bury them in it own creativity.

screen capture of Redline

Koike's visual style has earned him much praise before. While it still exists within the realm of Japanese animation it's hard to compare it to other Japanese artists out there. More than just praise, it also earned him some director credits simply because his style is so defining for a project that the director cannot take all the credit for himself. With Redline, Koike was allowed to take his style to another level. He not only functioned as director, but also took upon himself the role of animation director. The result is a rare mix of a crazy art-style with exuberant levels of animated detail.

Koike's style is colorful and detailed, with much attention being paid to motion and speed, playing around with funky perspectives to enhance the dynamics of a particular scene. Most of the secondary animation work was outsourced to Gainax, an animation studio which had plenty of prior experience bringing such a task to successful completion (think FLCL, or the work they did on Dead Leaves). As for the outlandish character designs, those are actually the work of Katsuhito Ishii, Koike's madman in crime.

The music is probably the only weak(er) point of Redline. While it features a pumping soundtrack similar to Dead Leaves, it's still a little too poppy for my liking. The score features some nice kicks and adrenaline-boosting tracks, but it never goes full-out like the animation does. It still surprises me that in this post-Pi era there hasn't been one single film to challenge that film's electronic score. And it's not that the Redline score is particularly bad, it just could've been a whole lot better.

As for the voice acting, Madhouse really left nothing to chance. They hired some of the biggest acting talents in Japan, most notably Tadanobu Asano (the man still has a nose for unusual projects) and Yu Aoi. The voice of main man JP was handled by Takuya Kimura, another old-timer with enough experience to get the job done with the proper gusto. Many of the dialogues feature improvised lines, so having the proper talent on boards really works to the film's advantage.

screen capture of Redline

If you want anything more than simple visceral fun, you're probably looking at the wrong film. The plot is simple, characters are pretty one-dimensional and there is little in the way of morale or deeper meaning. Redline is a film tailored to pleasure and fun. Every little tidbit is added to increase the joy and amusement of its audience, layer upon layer of grotesque action and flat-out weirdness is added just to turn this 100 minutes into one of the most entertaining cinematic moments of your life. And if you're fine with that, it comes pretty close to accomplishing just that.

Comparing it one last time with Dead Leaves, it falls just a little short of Imaishi's masterpiece. The 100 minute running time forces Redline to slow down once in a while, relieving the tension and adrenaline just a little before going full out again in the next couple of scenes. Many people might welcome these short breathers, but I actually preferred the continuous pressure of Dead Leaves. It's hardly Koike's fault, you can't expect the man to put in another 7 years just to make it even more chaotic and with its 100 minute running time Redline is still completely unique, but these real-world limitations are not really the worries of a film's audience.

Redline is a film that could only have been made in Japan. And not just because of its technical and/or creative elements, but mostly because the project is absolutely commercially unrealistic. Koike, a first-time director, was allowed the time and budget to spend 7 years and 100.000 hand-drawn drawing to complete a film that would most likely only speak to a small niche of animation fans. There is no way such a risky project could have been made anywhere else in the world, which is exactly why Japan is such a special creative breeding ground.

People not liking adhd animation, purely visceral cinema or semi-random pop chaos, do stay away from this film. But if you're looking for 100 minutes flat-out entertainment, tailored to be as goofy, crazy and mad as possible, and backed by an amazing technical accomplishment, you'll be hard-pressed to find a better film than Redline. Even after 7 years of building up expectations, the film still delivers and even manages to go beyond some of my initial expectations. It's a unique project, one that will probably not be matched or even approximated in the years to come. So cherish it and make sure you don't let it slip by. It really is that good. 5.0*/5.0*

There's a short trailer, just try to ignore the soundtrack.

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Tue, 16 Aug 2011 11:12:20 +0200
<![CDATA[super/james gunn]]>http://www.onderhond.com/blog/personal/super-review-james-gunn

The superhero nerd flick is slowly turning into a proper sub genre of its own. First there were films like Defendor, Zebraman, Kick-Ass and Scott Pilgrim Vs The World, now director James Gunn takes a swing at the newly established genre. Beware though, Gunn's lo-fi approach packs a bit more punch than I had anticipated, leaving me stunned on quite a few occasions. Which, in this case, is definitely a good thing.

screen capture of Super

If I had known Gunn was the man behind Slither I probably would've been a bit more prepared to face Super. Slither was a rather sublime mix of comedy and gore which aptly demonstrated Gunn's rather unique sense of humor combined with his utter lack of subtlety. If you think Super is just another superhero nerd rip-off, better reconsider before watching this because the film holds more than just a few dumb one-liners and nerdy people running around in spandex.

There is a scene quite early on in the film, where Frank sits himself down in front of the TV and zaps to an anime tentacle rape scene. His face shows a mix of disgust and wonder, the time it takes to zap to the next show is just slightly too long. It's small details like these that indicate Gunn is not all that attached to America's traditional Hollywood values system, allowing him to break a few cliches that would be impossible to tackle in similar big budget Hollywood films.

The setup of Super is pretty much familiar territory by now though. Frank is a rather sad human specimen who hits rocks bottom when a flashy pimp steals his wife from under his nose, the only bright spot in his bleak, stale life. Frank decides it's time for a change of lifestyle when he is literally touched by the hand of God and he starts research on what it would take to become a real-world superhero. This of course proves a little harder than expected, even when God himself is on your side.

screen capture of Super

Visually Gunn keeps everything pretty low-key. No flashy camera work, no overly bright colors and no polished animation scenes. Everything looks rather bleak, there's a pleasant crude edge to the film's look and even though some visual effects could've looked a bit better, they don't really take away from the overall visual experience.

The soundtrack is the only real downer of Super. To complement his lo-fi audiovisual approach Gunn tucked some indie rock track underneath his film. Sadly these songs don't really work well within the setting and draw a little too much attention to the film's background. While the rest of the film feels quite novel and fresh, the soundtrack lacks inspiration and just feels flat and lifeless.

Luckily the acting is spot on. The male roles are strong but a little unadventurous. Wilson and Bacon are allowed to do what we all know they are good at. The females roles on the other hand feature some nice anti-typecastings. Both Page as squeaky sidekick and Tyler as wasted drug-addicted whore are great fun to behold. And if nothing else, it shows they are capable of more than what is usually presented and/or demanded of them.

screen capture of Super

The first part of Super is still pretty typical genre fare. The humor is great at times, the one-liners are snappy (and stupid) and there a few memorable moments that break free from the norm. The second part of the film becomes a little meaner though, introducing some actual gore and a healthy selection of slap-in-your-face plot twists. Without wanting to spoil too much, Page's fate as a hero sidekick is less than predictable and comes as quite a surprise.

The actual ending is still a bit too soft for my liking, but overall that's just a minor quirk. James Gunn goes a long way in serving something that knows to surprise, blending genre conventions with an utter lack of respect for reigning moral conventions, turning in a film that stands well on its own and differentiates itself from its fellow genre competitors. While comparisons with films like Defendor are still quite easy to make, Super is able to stand its own ground.

Super is an excellent addition to the nerdy superhero genre. Beware that the film could be a bit more blunt and relentless than you might expect based on the advertising and trailers you've seen, but if you can handle that Gunn's film is a real pleasure to behold. Genuinely funny, well acted and packing quite a punch, even though it is "just" a nerdy superhero flick. Good stuff, looking forward to Gunn's future projects.4.0*/5.0*

Check the trailer if you must, but beware of spoilers.

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Thu, 11 Aug 2011 13:25:01 +0200
<![CDATA[ux design/the u-deception]]>http://www.onderhond.com/blog/work/ux-design-the-u-deception

These days web design is all about the experience. UX design has boomed, constantly pushing the boundaries and elevating our web to new heights. I'm not going to dwell on the subtleties of various definitions of user experience design, but it's safe to say that both interaction designers and visual designers spend most of their time working towards an optimized, user-central experience. And while this all sounds wonderful in theory, there is a darker side to UX design.

the need for ux design

Before the first web bubble burst, simply having a website meant you had a competitive advantage over your peers. People were happy to find your information online and that was that. Over the years this changed to the point where nowadays not having a website (or app, or whatever) puts you in a great disadvantage. It has moved the challenge from simply acquiring an online presence to building on that online presence to distinguish yourself from other competitive businesses in the online environment. Hence the rise of UX.

You need to engage people so they want to visit your website. You have to provide an online experience that puts people at ease, maybe puts them in awe or at least has them leaving your site with a feeling of general contentment. Those are the broader prospects and goals of UX, but somewhere along the way this vision slowly corrupted into something that is vaguely reminiscent of proper UX, but serves a very different need.

u and me

This all sounds very positive for the actual user, but that's not always the case. Even though a lot of effort is put into sculpting a first-class quality experience for your pleasure, it is not necessarily done for your benefit, rather for the benefit of the website/app owner. Sometimes these goals may overlap (make sure you have a happy customer and he will return), but that's more of a welcome side-effect rather than a goal in itself.

Nowadays UX knowledge is often used as a tool to manipulate users into helping the brand/owner to meet his goals. Which is fine if he succeeds, but if these subtle manipulations turn out to be less subtle then anticipated, the online image of a brand of site may actually receive a couple of serious blows. When you as a user suddenly get the feeling you're pulled into a website without any personal benefit, but only for the sake of engaging with a particular brand or site, you start to wonder whether UX isn't just a new tool for marketing minds to trick you into whatever goal they are after. And you might actually be quite close to the truth.

me, the user

Looking at myself, I usually use the web for one of three reasons (and I guess this goes for most people):

  • Functionality: a site that offers me something interesting to do. Think social networks, fora, eshops, games, ...
  • Information: sites that have info I need right now and want to access as quickly as possible.
  • Boredom: sites that give me an opportunity to waste five or ten minutes in between more pressing matters.

And unless I'm really bored, the "experience" of visiting a site is usually some secondary or tertiary priority. If a site offers me a unique functionality then I'll put up with a lot. And if I want information, I don't care about engaging with a website, I want to know what I need to know as quickly as possible and leave just as quickly. Only when I'm bored some elaborate UX nonsense can amuse me enough to persuade me into staying the extra minute.

us, the designers/developers

One of the big(gest) problems in our industry is that we are not your everyday web user. We are often awed by innovation, creativity and/or technical excellence, but most normal users don't really care about that. They want to reach the information or functionalities they are looking for as quickly as possible. People usually don't want to engage with a particular site or brand, nor do they want to invest the time trying to figure our what your brand is all about. They want what they need quickly and they don't want to waste any precious time.

When industry people talk about cool, creative, awesome and inspiring web experiences, they are usually rather tiresome and overly complex constructions that I wouldn't prefer to face when I'm in regular user mode. We have somewhat of an incestuous relationship with the web, which is why it wouldn't hurt to take a couple steps back once in a while, thinking about what we're actually trying to achieve and how this is beneficial to the people visiting our websites.

hands-on: some examples

Here are some nice examples of UX gone wrong (or taken too far). Some sites listed here are actually award-winning sites that received praise throughout our own industry, but look at them from a user perspective and try your best not to get annoyed.

1. newzealand.com

newzealand.com: The idea is cool enough: scroll down to discover the hidden sights of New-Zealand and get a nice little mood-board of what the country has on offer. When I first found the site I scrolled down to see what images would pop up next. What I didn't do was notice the tags plastered over the images and when I finally reached the bottom of the page I lost all interest in what information the site had to offer me besides a badly executed(but innovative and creative) concept.

2. ben the bodyguard

http://benthebodyguard.com: I know this one received a lot of praise, but I never even took the time to figure out what it was exactly about. This site requires such a high level of user engagement that I can hardly fathom anyone getting to the bottom of the page. Once again, the execution is rather sub-par (though that could be said about most animation on the web) but the concept is quite cool and novel from a technical/creative point of view. As a user though, I couldn't care less, simply because it lacks a clear bottom line explaining me why I should put in the effort finding out what it is all about.

3. google

20 Things I learned: An article in book-format. It's a technical marvel, but I never got past page 3 or 4. Maybe it provides a nice reading experience on a tablet, but on a normal desktop computer its one of the most horrible reading experiences I've had in quite a while. Skimming information or skipping to the parts that look interesting is made excruciating difficult. It's almost as bad as watching online informational videos.

YouTube's Cosmic Panda: YouTube's redesign beta was branded Cosmic Panda. It took me a lot longer then needed to figure out it was basically a simple redesign with a little added functionality. While I'm actually quite happy with the design and I think it's a great step up from the previous one, the Cosmic Panda branding is crap and requires unnecessary user effort to understand. All I needed was a quick confirmation we were talking redesign, but that was strangely lacking from the intro. Instead, the page talked about better online experiences and pandas.

4. apple

... everything ...: Apple is the undisputed king of branding and user engagement, which goes a long way to explain why I never really bothered much with it. As a customer I'm expected to be enthusiastic enough about the unwrapping of my hardware to put in a few extra euros, just for the pleasure of getting a nicely designed cardboard box? Choosing Apple is committing quite heavily to one single company and the loops it wants you to jump through. iTunes, Quicktime, uniformly branded software and hardware ... no thanks.

conclusion

I understand the need for companies to engage and tie customers to their brands, but I would prefer it if they could find a way to do this without wasting people's time. Just face it, most of the time you visit a website as a regular user you couldn't care less about actively engaging with the site's owners or brand. You simply want to do what you came to do as quickly as possible and leave again.

I get a little tired when I find yet another site that asks me to put in some time to "discover" them, or that tries to woe me with some elaborate analogy that bores me even before I've read two single lines of text. Seeking user engagement is cool if you have users that are willing to engage themselves in the first place, but most sites these days take that as a given and try to force-feed it into you.

Don't get me wrong, UX is an extremely valuable concept and an essential part of our job building websites. And in its core incarnation, it's actually very beneficial for the end user, if applied properly. And sure, sometimes a site itself can awe its users, but generally speaking I believe that good UX design cannot be experienced directly. It's something more subtle, something that engages users on a more primal level. Abuse is growing quickly though and we as an industry are partly to blame for that, constantly pushing forward creative and innovative sites that just aren't all that great to use.

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Wed, 10 Aug 2011 13:58:25 +0200
<![CDATA[the detective 2/oxide pang]]>http://www.onderhond.com/blog/personal/detective-2-review-oxide-pang

Oxide Pang's solo projects (Basic Love, Som And Bank) are always worth checking out. The Detective 2 is his first solo sequel though, which raises the question whether Oxide Pang would be man enough to withstands the usual pitfalls of sequels and whether he would be able to deliver a worthy successor to his first Detective film. Opinions may differ of course, but I believe he succeeded surprisingly well.

screen capture of The Detective 2

While the Western title doesn't really give away too much about the film itself, the original title is a bit richer in meaning. In B+ Jing Taam our detective has moved up a rank from C+ to B+, making him a little less gullible and overall more serious when it comes to solving his cases. In the first film he pretty much solved the riddle on good luck alone, here Tam puts in a little more effort before catching the bad guys. It's a rather funny bit of wordplay that leaves an interesting opening (A+) for a third and final film in Pang's Detective series.

What struck me while watching The Detective 2 is that Oxide Pang is pretty much making his own spin on the trademark Johnnie To flick here. It may differ a little in style, characters and pacing, but the unique mix of stylish noir with in-your-face quirky interludes is unmistakably there. The quirky elements surface in several scenes, from deadpan comedy to silly Thai pop songs, they clash heavily with its stylish counterparts but somehow the combination of both works wonders.

As for the story itself, don't expect too much of it. The Detective 2 follows a tried and tested pattern where two seemingly unrelated stories are brought together, mixing up a case which is then solved by detective Tam by piecing all the bits and pieces of information together and filling in some notable gaps with magical detective power. It works well enough, but it's hardly the main attraction of Oxide's latest film.

screen capture of The Detective 2

Visually Oxide Pang knows his trade. The Detective 2 might lack a little of the much appreciated experimentation of the first film and its overall look is just a little slicker, but the film still features a very welcome collection of beautifully shot scenes. Detailed and rich backgrounds, wide and well-framed shots, excellent use of lighting, watching an Oxide Pang film is usually a feast for the eyes and once again he delivers.

The soundtrack is, as always, a different story. I was a little better prepared this time around though, and found the quirky intermission songs extremely entertaining. One silly Thai song in particular turns the atmosphere of a single scene 180 degrees around. It's a solid example of the way a soundtrack can influence the atmosphere of a scene all by itself. Classroom material if you ask me, which elevates the film to a whole new (or at least different) level in certain scenes.

The acting is strong too, with Aaron Kwok putting in another solid performance as the main lead. But in the end it's actor Kai Chi Liu that makes the biggest impression here. He's an actor that's grown with age, cultivating strong facial features that allow him to wear deadpan expressions and still look like he's telling a whole story with one single glance. It would be nice to see him carry a whole film rather than have him act as mere support for the leads. Kwok and Chi Liu prove a golden duo once again and play an essential part in the underplayed comedy of The Detective 2.

screen capture of The Detective 2

If you're looking to be entertained by a well-developed detective story then Oxide's film might be a little on the fluffy side. Sure there are a couple of twists and halfway through the film there are a number of valid choices that could all be made into the true killer (these days I don't even bother with trying to guess who's the killer any more), but in the end you've all seen it before, probably even better.

But if you look past its somewhat simplistic plot there lies a lovely film, balancing two very different moods and blending them against all odds into a very stylish and entertaining film. Be prepared though as the quirky elements might come as somewhat of a surprise and might put you off at first. More seasoned viewers (and/or Johnnie To fans) will recognize them as the treats of this film though, settling for a very atmospheric and enjoyable experience.

The Detective 2 is a very solid sequel, somewhat different in tone and execution as the first film, but that's not really a bad thing. Oxide Pang is on to something here and I for one hope that the third film will bet made to complete this grade scale trilogy. If Oxide Pang can get Kwok and Chi Liu on board again for the final instalment, there's very little that can go wrong I think. Recommended, but watch C+ Jing Taam first. 4.0*/5.0*

There's a subbed trailer, just mind the mild spoilers.

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Tue, 09 Aug 2011 10:38:14 +0200
<![CDATA[i don't want to sleep alone/ming-liang tsai]]>http://www.onderhond.com/blog/personal/i-dont-want-to-sleep-alone-review

Ming-Liang Tsai's films are an acquired taste, no doubt about that. If you plan on watching I Don't Sleep Alone without any prior knowledge of his previous films, I would advise you to reconsider. Not that I Sleep Alone is a (direct) sequel or anything, but even I, a seasoned Tsai fan, felt remarkably lost at some points. Familiarity with Tsai's typical style of film making will definitely help you through those moments.

screen capture of I Don't Want To Sleep Alone

Tsai's films are often advertised as humorous dramas, but don't be fooled by this categorization. While it's hard to contest the facts (his films are essentially a mix of drama and comedy), Tsai's humor is so dry and absurd that many people won't even pick it up. On top of that the pacing of his films is incredibly slow and the dramatic tension is quite low, so those of you expecting to sit down for an amusing piece of entertainment cinema will end up bored to death.

Even though I Don't Want To Sleep Alone sees Tsai experimenting just a little with his trademark style, it's still very much a Tsai film that will leave haters perplexed and annoyed. Once again we follow the adventures of Lee, who is now roaming the streets of Kuala Lumpur. It doesn't take long for Lee to get beat up and he ends up with a local guy taking care of him.

From there on things get a little vague. Since we only get to observe it's not always easy to keep track of the actual story. Tsai makes it even harder by having Lee play a second character, a rather dubious decision that complicates things a little too much. For a long time I figured the film was making time jumps, turns out these characters just aren't even related to each other.

screen capture of I Don't Want To Sleep Alone

Visually not much has changed. Tsai cuts as little as possible, playing scenes until they become just a little absurd, or until something genuinely moving happens. Kuala Lumpur provides some welcome variation from the usual Taipei sights, but apart from that Tsai paints his shots with as much precision and patience as he used to.

The soundtrack mostly consists of natural sounds and old Asian pop songs. The best is saved for last though, when a pure voice bursts through one of the most epic images in the whole film and blesses I Don't Want To Sleep Alone with one of the most immersive endings I've seen in a long time. Pure bliss, drawing strength for minimal resources, this is Tsai on top of his game. The beginning is a bit more noisy than I had come to expect from a Tsai film, but that seemed to be part of the Kuala Lumpur flow.

As always Kang-Sheng Lee takes on the lead role. He's been a constant throughout Tsai's films and will no doubt remain like that until Tsai's last film. It's an interesting career experiment that paid off for both parties quite well indeed. The acting is solid as always, though you have to appreciate the lack of dialogue and the more visual (yet still subtle) style of acting of Lee. His character is not all that easy to read, which will no doubt form a serious barrier for many of the viewers.

screen capture of I Don't Want To Sleep Alone

I Don't Want To Sleep Alone excels in showing the mundane. Simple actions that are usually left out of other films because they are deemed too boring, but which become touching and real when the camera remains fixed on these simple events. It's a somewhat unusual approach to cinema though, and so it's difficult to predict how an individual will react to it. There's only one way to find that out, which is by experiencing it yourself.

Still, the structure of the film is just a little too complex at times, which pulls the viewer's attention away from the core of Tsai's film, trying to find out what exactly is happening plot-wise. Lee's double role plays a big part in this and even though Tsai might have a proper motivation for this choice, I feel the film would've worked better if he had just chosen a different actor, or at least hinted more at the meaning behind the double role.

In the end I Don't Want To Sleep Alone is another typical Tsai film, with some slight experimentations that are in no way big enough to attract new viewers or to push away existing fans. If you're new to Tsai, try some of his earlier films first as they are a tad more accessible while still displaying his trademark style. This is a film that pretty much recommends itself and hopefully it will attract some new fans to the work of Tsai. 4.0*/5.0*

There's a nifty little trailer available, no subs needed, no spoilers.

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Tue, 02 Aug 2011 12:55:20 +0200
<![CDATA[form mark-up/the holy grail of front-end development]]>http://www.onderhond.com/blog/work/form-html-markup-conceptual

If you aim to run a respectable front-end blog there are certain subjects that need to be tackled in order to build up credibility. IE bitching is a popular one, whining about lacking css support in browser X another, but there is one subject that could be considered the holy grail of front-end development. A subject that most of us fear and dislike, but is still one of the absolute cornerstones of the web today: forms. Be it styling or mark-up, forms remain a fickle element of our job.

the form attribute

Sure I've talked about forms before, but never about the real thing. I wrote a piece on tabular forms and a quick css post on styling equal height forms, but the traditional, full-length, expanded form I've tried to avoid so far. The reason is pretty straight-forward: I've never really felt at ease with the code I've been using. That's not to say that the code I will deliver in this article is absolutely perfect, but at least it shows some interesting connections to other popular web components and it serves as a solid starting point for future improvements.

learning from the mistakes of others

It's ironic how glaring mistakes can sometimes uncover core truths about particular problems. If you've been doing front-end development long enough, you might remember the days when back-end developers represented a data sheet (typical lists of label/value pairs on detail pages) as a form with the input fields set to disabled. This particular structure made their work a lot easier as they simply had to remove the disabled attributes from the input fields to put the data sheet in edit mode (creating a regular form).

While all of that sounds pretty silly nowadays, there is still something to be said for their line of reasoning. Both data sheet and form are basically the same semantic entity, a form simply being the edit mode of a data sheet. This semantic link between both elements is very real and obvious, so in all fairness this link should be equally apparent in our html code. After all, semantics and structure is what html is all about.

With that in mind, we can adequately define the challenge ahead: come up with a piece of html code that can handle the specificities of both data sheets and forms while keeping the differences to a minimum. html minimalists beware, the result might be a little too verbose to your liking, but we're not aiming for minimalism here.

cutting options

An old (but popular) way of marking up forms is by using tables. This has actually become somewhat of an accepted practice as most screen reader programs feature specific table-form modes which guides their users through the unsemantic mess. Taking into account the mark-up for data sheets though, tables are simply not a valid option here. We're not going to use tables to mark up label/value pairs, on top of that I'm not very happy with using tables for form mark-up either.

So what's the best way to mark-up label/value pairs then? Well, according to the html5 spec, the dl-dd-dt structure got a recent overhaul to encompass exactly that. It's a reasonably elegant solution for simply data sheets, but if you consider all the extras a regular form needs (user feedback, input hints/help, multiple inputs on a single row) then the drawbacks of the parentless dd-dt pairs become a real pain in the ass. The structure simply doesn't allow us enough flexibility for styling, nor does it provides us with the means of building a logical html structure. Just another reason why I have my reservations about the proposed structure of definition lists.

So all that is left is to build our own data sheet/form structure using divs and some proper classes. Let's give it a shot.

basic setup

<section class="dataSheet (editable)"> (<form id="formID" action="#" method="#">) <header> (heading/form feedback/required indication) </header> <div class="main"> (label/value pairs) </div> <footer> (crud links/options/submit) </footer> (</form>) </section>

What we have here is a very typical (and generic) component setup. The optional .editable class serves as the form mode toggle, apart from that we use a simple base class for our data sheet component. Note that the form tags are added only in .editable mode. If you're a real purist you could argue that the header shouldn't be wrapped inside the form tag (as it should not hold any input elements), but that would take us a little too far. I left the header inside the form tags as it puts it on the same structural level as the main and footer containers, which feels more natural to me.

The header and footer elements are not always necessary, but they come in pretty handy to separate the label/value pairs from action-related components and/or meta data. The header can be used for headings, form feedback (form error overview or general help) and the classic required indicator explanation. The footer can be used for submit buttons and cancel links in form mode, or for the typical crud options in data mode. And if the design/css doesn't permit it, the crud options can always be added to the header instead.

It's a generic setup I use for many components that have unpredictable and varying degrees of complexity. It's nothing much out of the ordinary so far.

label/value groups

<section class="fieldset"> <h1> ... </h1> </section> <fieldset> <legend> ... </legend> </fieldset>

As you can see, the tags change according to their context, but the structure remains the same. For ease of styling you can add an extra wrapper div following the legend/h1 which can be used for better cross-browser padding/margin control (fieldsets are notoriously hard to style). Similarly, you can nest a span inside the legend tag for some cross-browser pos:abs magic, but those are all cosmetic changes and have little to do with semantics and/or structure.

This part is of course optional, if your data sheet/form doesn't have any subdivisions then you won't need fieldsets or extra sectioning elements. To make the implementation easier you can also opt to drop the fieldset syntax and always use the sections, that way no extra work is needed when switching between data and edit mode.

wimpy html concessions

<div class="row"> ... <div class="feedback (error) (confirmation)">...</div> </div>

The html bit above is something I would rather avoid using, but sadly it's a necessary bit of code if you want to build a little flexibility in your form design. I add it to ease the process of fitting multiple label/value pairs (think first/last name or city/postal code) on one single line. Its semantic value is rather vague (sometimes the pairs are linked, sometimes it's just a matter of saving space), but there's still a practical side to web design that has to be taken into account. It's also the easiest way to provide immediate input feedback, which happens on row-level and not on pair-level. I know this is not ideal, but fitting multiple pairs on one line and providing pair-specific feedback is virtually impossible in most setups.

label/value pairs - finally!

<div class="spec (inputtype)"> <div class="label">(<label for="id">)...(</label>)</div> <div class="value">...</div> </div>

And so we finally reach the code for our label/value pairs. Notice the seemingly obsolete div.label element, which is used to allow extra hint/help information to go together with the label. You could of course nest the extra info inside the label element, but that way it is always included for screen readers, which can be a bit much at times. At least this way you have the choice, only adding it where needed.

Within the div.value you can either add the actual data or the input controls + all the extra typical form tidbits (calendar overlays and help flyouts) that go with the input element.

conclusion

Putting all that together, you get a pretty mean piece of html code. From a semantical and structural point of view it's a rock-solid, flexible and reusable code setup, but I'm aware that it brings some overhead and it's rather verbose. If minimalism is your html ideal, this is definitely not for you.

The cool thing though is that it provides a very generic solution to capture the semantics and structure of data sheets and forms with a minimum of impact on the actual code. Not only is it easy to implement, it also makes a lot of sense from a semantical point of view. In its easiest setup the only things that change are the extension class on the root elements, the addition of form tags, the extra label tag and the input elements. To make it a bit more specific there's some extra work to convert fieldsets, but that's about all there is.

Not only will developers be grateful (unless they're using auto-generated CMS form code), it actually makes a lot of semantic sense to work like this. This kind of abstraction always leads to a little overhead, but it's a price I'm willing to pay.

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Tue, 12 Jul 2011 11:27:55 +0200
<![CDATA[36 taipei exchanges/ya-chuan hsiao]]>http://www.onderhond.com/blog/personal/36-taipei-exchages-review-ya-chuan-hsiao

36 Taipei Exchanges is one of the latest Taiwanese entries in the "cinema that makes you go hungry" category (Rinco's Restaurant, Kamome Diner). A pretty terrific entry too, as it adds some extra spice and flavor to what is essentially just a very simple and subtle light-hearted drama. Just make sure you have something to nibble on while watching as the will to fight your appetite will be tested quite heavily along the way.

screen capture of 36 Taipei Exchanges

If you own a restaurant and you need a promotional video for your business, you're best bet is to hire an Asian director and let him go berserk on your food. They seem to posses a special quality to make food appear even more tasty, almost mythical on film. I admit that it's a rather specific quality that's not very beneficial to the whole of mankind, but if you're planning to make a film on diners and restaurants it sure comes in handy.

36 Taipei Exchanges is a modest story about the start-up of a small café. The café is Doris' childhood dream, her sister is forced into the deal by Doris' rather pushy mom. At first the establishment is nothing special, serving coffee and tasty desserts only. But when the two sisters try to get rid of some unwanted opening gifts, Doris' sister comes up with a strong gimmick that steers the film in a whole new direction.

The opening gifts are put up for trade all over the café. The objects are not for sale (and will not be sold under any circumstance) but can only be traded for other goods. At first Doris is a little weary of the idea, she wants people to come and enjoy her pastry and not for the swapping gimmicks, but shortly after business picks up and Doris' place is becomes the talk of the town.

screen capture of 36 Taipei Exchanges

Like most Taiwanese dramas, 36 Taipei Exchanges has a solid visual foundation. The camera work is subtle and beautiful, the use of color is stylish and the editing soft and dreamy. From time to time Hsiao breaks through this traditional styling with some nifty little animations and a few documentary segments. These add a definite younger and fresher feel to the film, giving it a more unique and differentiating identity. Not a bad thing as many Taiwanese dramas tend to look quite alike.

The soundtrack too is a real asset to the film. Warm, soft and moody jazz-like tunes that slowly transport you to a fuzzy state of trance. It eases the mind and puts you in a comfortable little universe where life is good, the pastry tastes great and problems are never as serious as they would be in real life. The score has an essential part in defining the entire experience of the film, something that is as great as it is rare.

Acting too is solid. The two sisters are quite different in character and are not people you would usually expect to get along very well, but both actresses do pull it off with considerable grace. The supporting cast is rather small and insignificant, but they do a pretty decent job too. The focus remains on bother sisters though, who carry the film with deceptive ease.

screen capture of 36 Taipei Exchanges

At the surface 36 Taipei Exchanges is a simple film about the happenings of a start-up establishment, but there is a little more to it. Along the way the film questions the life choices of both sisters, inserting short street interviews where actual people are presented the same dilemmas. It's an interesting technique that highlights the main themes of the film without muddling them away in secondary layers. 36 Taipei Exchanges remains above all a light-hearted film and Hsiao doesn't jeopardizes that with too much highbrow abstractions or symbolism.

In the end the film reminded me a little of Café Lumiè, not because of the topic or because both directors are called Hsiao, but because both films feature that same dreamy, fuzzy, borderline sleepy atmosphere. 36 Taipei Exchanges allows you to drift away for a short while, feeling at ease and contented, enjoying the delicate beauty of life without too much negativity in sight.

If you like Asian food cinema, 36 Taipei Exchanges is a pretty wonderful addition to your list of must-see films. It's a small, delicate and subtle little film that feels fresher than its peers and excels in just about every way possible. One final note: I found that online people are using "Taipei Exchanges" as the official international title, but the 36 is clearly part of the title in poster as well as intro credits design. Definitely recommended, if you know what you're dealing with. 4.5*/5.0*

There's a subbed trailer available, small spoiler alert but watch it to catch a glimpse of the film's atmosphere.

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Thu, 07 Jul 2011 12:53:04 +0200
<![CDATA[oblivion island/shinsuke sato]]>http://www.onderhond.com/blog/personal/oblivion-island-review-shinsuke-sato

Oblivion Island (Haruka and the Magic Mirror) was promoted as Production I.G's first real full-CG feature. This should have made it quite a bit easier to market to film to international audiences, but apart from a few festival screenings Oblivion Island failed to make a big international splash. It's not difficult to see why, though in my opinion these very elements only turn the film into a better and more interesting experience.

screen capture of Oblivion Island

Production I.G used to be Japan's prime studio for mature, feature-length and quality animation films. There was no studio out there that could equal the level of excellence that went into their films. Once they started to go down the TV series road though, the drop in standards was instantly visible. It's not that they haven't made interesting films since, but somehow they failed to provide the constant stream of masterpieces they used to deliver. No doubt a very conscious decision from the higher-ups, but it was a real bummer for fans of the old I.G.

Oblivion Island may not be a true return to form (it's difficult to qualify it at the same level as films like Ghost in the Shell or Jin-Roh), but it's still a real delight for people who crave creative fantasy films. The story of Oblivion Island may follow the traditional road of a young girl tumbling into a fantasy world by accident (think Alice in Wonderland or Spirited Away), but there's a bit more to it. This particular world is filled with fox-like creatures who live of objects forgotten and abandoned by humans, building their society on what we left behind.

Once Haruko enters the other world and remembers a lost memento of her dead mother, she sets out to find it, trying to reclaim her property. Of course things don't go as smoothly as planned, as an evil baron has snatched it for his personal collection and he proves rather unwilling to return the memento to Haruko. A simple and typical structure that admittedly adds very little to existing fantasy stories, nor does it go through much trouble to provide decent background plots or decent motivations for its characters. If you think that's a bad thing, you might end up more than a little disappointed by the film.

screen capture of Oblivion Island

As for the visuals, they are sure to divide audiences into two opposing camps. If you crave technical excellence than you will find quite a few flaws within the film. Even though Oblivion Island primarily features CG-based animation, there are some odd mixes of styles that don't always integrate too well together. Apart from that, character animation can be a little edgy from. But if you're looking for creativity and composition, this film easily beats the crap out of the competition. Oblivion Island's visual style brought back happy memories of Kakurenbo and Noiseman Sound Insect, two gloriously beautiful Studio 4C productions that feature similar detailed and colorful worlds.

The soundtrack is on the safe side, but still fits like a charm. It somehow reminded me of older Squaresoft RPGs (say Chrono Trigger), invoking that same feeling of light-hearted adventure and discovery. It's not the kind of music I'd listen to outside the context of a film, but that's not really what a good soundtrack is about. I can't say that it ever becomes an essential part of the experience, but it does lay a good basis for the adventurous atmosphere the film thrives on.

As for the voice acting, Production I.G never seems to fail there. Well-cast voice actors give an extra dimension to their characters. Never too obnoxious or in your face, the voices blend in very well with their surroundings and sculpt the characters as they move along.

screen capture of Oblivion Island

Oblivion Island is not a film that will win many hearts with its elaborate plot or character development. It's a film that is mostly concerned with giving fantasy fans what they're craving for. The fantasy world that Haruka enters is lush, rich and colorful. It's creative, it's beautiful and diverse. Oblivion Island is a true roller coaster ride, trying to show you as much of it's fantasy world as humanly possible, within the tight constraints of its running time. Which, at least to me, is much more interesting that spending time on character development or motivations for the bad guy's actions.

Combine the work of Hayao Miyazaki with the work of Koji Morimoto and you'll have something that closely resembles this film. It's a true fantasy film that betrays I.G's struggle with full-CG animation, but makes up for that with excellent art direction and bucket loads of creativity. It's a fair trade-off and many will not be contented with what this film puts on offer, but I wouldn't have it any other way.

It's still a little sour seeing a production company like I.G focusing on lighter films like these, especially as there's no-one around to fill the emptiness they left behind. But in the end that's not this film's fault, and when judging Oblivion Island on its own merits it turns out to be a surprisingly lovable film. Definitely recommended if you're like me and consider its weaker points as necessary flaws that are aptly compensated in other, more important areas. 4.5*/5.0*

There's a subbed trailer, though I don't think it does much justice to the film.

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Mon, 04 Jul 2011 10:49:52 +0200
<![CDATA[fighting the tr/css styling restrictions]]>http://www.onderhond.com/blog/work/styling-tr-issues-cross-browser

How can it be that with several years of intense front-end experience, you can still get stuck implementing the most trivial of things from time to time. Not too long ago I okayed a design that seemed simple enough, but once I sat down to implement it (keeping in mind IE6/IE7 support) I hit a wall pretty quick. I've questioned the usefulness of html restrictions before (html headings and the footer attribute), the same argument can be made for restrictions on css properties.

table rows

The requested design wasn't anything special really. It was a simple product list where each product was presented as a horizontal block. Whether this warrants a table structure or not is a discussion I'll try to avoid here, the thing is that the html was already there (and implemented), so everything had to be done using css only. When I first saw the design I figured it wouldn't be too hard to separate the tr elements from each other, but once I tried to implement it cross-browser I lost a lot of time trying out different options. None of them wielded good results.

The design exercise was made a little harder by two extra conditions. First of all it should be possible to add a drop-shadow to each product box, secondly the list should be able to exist on a gradient background. These conditions don't show up on the design above, but the site was set up to be themable to a certain degree, so we had to take those possibilities into account.

Using borders to fake the effect was not really an option, considering the uncertain background color and browser support for older versions of IE. Faking the gap using background-images on the td elements inside was equally unsuccessful, as you ended up screwing the inner td borders. The only way to do this was to create an actual gap between the tr elements. For that we usually define a margin, but margins don't work on tr elements.

A short how-to

table {border-collapse:separate; border-spacing:0 10px;}

The clean way to do this is by using border-spacing. Apparently there are a few subtle nuances between the border-spacing and margin properties, but broadly speaking they create a very similar effect. It's important to note that the border-spacing only kicks in when defining a border-collapse:separate though, so don't forget to do that first.

The line above creates a vertical gap of 10px between the cells, without creating any horizontal gaps (0px). The inner td borders need a little fiddling with (:last-child to the rescue), but the line above pretty much does the trick. Sadly IE8- support is crap. You can add a position:relative; on the td elements for less crappy rendering, but that's about as far as you'll get. Not good enough.

As a side note, you might have noticed that you need to set the border-spacing property to 0 10px, where a margin would be set as 10px 0 to created vertical padding. Heh.

table, tr, td {display:block;} tr {margin:10px 0;}

A dirtier, but ultimately more browser-proof way of doing this is by removing all table-specific display modes from the table elements. Just set everything to block and you can start using your margins on the tr element.

That's fine for creating the needed space between the product blocks, but creating an equal height effect for the td elements becomes a whole lot more difficult than it should be. So while this method is fine by itself, you're probably setting yourself up for some pretty messy css when you start styling the inner elements of the product block.

what this is really about

I understand that display:table-row and display:block are two different display modes. But in the end they both result in a single rectangle form that would (and should) interpret properties like margin just the same. If a tr can handle a drop-shadow, why can't it make a simple margin work (and/or why does it need a specific property that's far more obscure than margin and uses a reverse shorthand?).

There are historical reasons (border-spacing was created to replace the cellspacing attribute on a table), but in the end I still get the feeling that sometimes html and css are a little over-engineered and too focused on backwards compatibility. In the end all these restrictions amount to very little. They might seem logical at first, but five years down the road people still run into use cases where certain restrictions are simply blocking the way to easy development.

conclusion

I must say that things are definitely improving (remember how they lifted restrictions on the footer element), but it would still be nice to see a more self-aware shift in mentality.

I'm all for best practices, but restrictions built into html and css that try to enforce these best practices often turn out to be counter-productive. Blocking margins from tr elements is one of those, ruling out the use of divs in headings is just another random example. At some point these restrictions might've seemed like a good idea, but the web is vast and infinite and there is just no way of foreseeing all use cases. Especially not those five years into the future.

To style the simple design above, I spent way too much time cursing at the restrictions of css, without knowing why they were even there. It's not like I was trying to do something extremely creepy or cutting edge, I just needed a little space between the tr elements in a table.

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Wed, 29 Jun 2011 13:36:47 +0200
<![CDATA[insidious/james wan]]>http://www.onderhond.com/blog/personal/insidious-review-james-wan

James Wan (the man behind Saw) is back with a new film. It would be naive to expect him to reinvent the genre with every new horror film he makes, luckily Wan himself is smart enough not to fall into that very trap. Insidious is a film that borrows a lot from others, but originality is not something that is required to make a good horror flick. In the end, it's all about execution, and so there's no need to worry, Wan definitely knows what he's doing.

screen capture of Insidious

Whether you liked Saw or not, it's hard to ignore the influence that Wan's film had on the horror genre as a whole. Not only did it spawn a trillion sequels and rip-offs, Saw helped to polish up the image of the genre, urging other directors to use it once again as a springboard to broader recognition of their talent. Dead Silence and Insidious are nowhere near as influential and/or innovative, but as horror films they work just as well.

Wan's latest starts off as a typical haunted house flick. A young family moves into a new house, hoping their lives will make a turn for the better. Of course the house isn't as pleased as they are and before long they start seeing and hearing strange things. Wan simply goes through the motions of genre expectations, but from the very first scenes it's obvious that the man has mastered his trade. Even the simple scares (loud noises and flash edits) are very accurate and to the point, never missing their intended effect.

Halfway through the film Wan gives an interesting spin to the story and we're getting really close to Poltergeist territory. It's an interesting shift in focus that renews the interest of the audience and makes the second half not as obvious as initially expected. It's not that the film becomes wildly original all of a sudden, but the small twist is interesting enough by itself and makes for a more engaging finale.

screen capture of Insidious

When I left the theater I was convinced Wan must've had a decent budget to play around with. The camera work is slick, with many interesting pans and shots, the editing sharp and vivid and the general look of the film feels very consistent throughout. I was surprised to find out that the budget for Insidious was hardly any higher than Saw's original budget, and as much as I loved the rawer visuals of Saw, you can only show considerable respect for Wan if you see what he accomplishes with such a (relatively) small budget. Another testament that a film doesn't need a big budget to look attractive.

The soundtrack plays a big part in laying out the foundation for many of the scares and it's an essential part of the overall atmosphere of the film. It's true that loud noises are the quick road to jumpy audience reactions, the real trick is to have the audience accept it rather than have them feel cheated by a cheap scare. Wan's build-ups are near perfect, properly introducing scares, building them to considerable levels and still succeeding in surprising his audience. Of course timing is important, but the soundtrack is key in bringing it all together.

The acting overall is pretty decent, it's a shame that Patrick Wilson is not the most charismatic of all actors. He takes the lead but is easily surpassed by Byrne. A nice surprise was Lin Shaye's addition to the cast, a female horror icon who's perfect for characters that are a little off. Someone should have the nerve to offer her a lead and to go all out. As it stands now, the acting is definitely not the strongest part of the film, luckily it's not the most important part either.

screen capture of Insidious

In the second half of the film the tension is slightly broken by the addition of the secondary characters tagging alongside Shaye. It's a small miracle that Wan manages to introduce some lighter moments without touching the tense atmosphere found in the rest of the film. The intermissions are actually fun and entertaining, but their lightheartedness never stretches outside the borders of their respective scenes.

Strictly speaking Insidious is an extremely generic horror film. Apart from the little shift in focus halfway through there is very little that you haven't seen before. But Wan's execution is spot on, keeping away from cheap scares but building up the tension with a lot of patience and class. It would be the perfect genre flick if it had actually stayed within one single horror sub genre, but as it is the film is just heaps of fun and old-fashioned scary. Not many horror films still succeed in evoking such scares nowadays (I'm probably just spoiled), Wan definitely succeeded though.

If you love bitching about horror cliches and lack of originality, you'll have a swell time bitching about this film. But if you have a spot spot for genre films and you can accept its somewhat generic build-up, Insidious is one of the best examples in recent years. Give this film to any other director and I'm sure it would've turned out absolutely trite. Wan puts a lot of class and experience on display here, and proves his worth as a horror icon. Very enjoyable indeed. 4.0*/5.0*

There's a trailer of course, but it's better to go in blank.

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Thu, 23 Jun 2011 14:11:48 +0200
<![CDATA[html5 form attribute/breaking structure]]>http://www.onderhond.com/blog/work/html5-form-attribute-breaking-structure

Forms have been outsiders in the html spec for a long, long time. Just like links they don't really provide semantic value, rather they describe behavior. From day one forms have been posing problems for front-end devs, misbehaving when multiple submit buttons are defined or when forms get nested inside each other. To ease the pain, an attribute was introduced to separate inputs from their actual form structure, but whether that's such a wise decision is still unclear.

the form attribute

<form id="form1"></form> <input form="form1"/> As is often the case, the spec explains what the new attribute represents and how it should be implemented, but it fails to give real insights into why it was introduced in the first place. After all, why would you want to put an input element outside the form element it belongs to? As someone who values structural logic, it sounds like a very weird use case to begin with.

I asked the whatwg for an explanation and I must admit they did come up with a pretty good example. As you will already know, html has a couple of fixed tag-structures that cannot be broken or interrupted. There's ul>li, fieldset>legend and table>tbody>tr>td. In most cases this won't present much of a problem as the structure consists of only two elements, allowing you for example to wrap a form inside a li-element if needed.

But structures like table>..>td and dl>dd+dt won't allow you to do such a thing. You cannot provide a form that spans the contents of an entire tr, nor can you provide one that does the same for a dd+dt couple. This is where the form attribute comes in handy, as you can simply put a form in a td (I guess the one that holds the submit button) and link the inputs in other tds to that particular form.

It would've been a lot easier to take the xhtml2 route (remember the proposition to introduce the href attribute on all elements - a similar idea could be raised for forms), sadly backward compatibility restraints prohibit such changes in the html5 spec.

reservations

My main reservation is that this proposition breaks the logical structure of html. In 99% of all cases it is possible to identify one logical (semantical) unit with one single html element (+ combination of classes or whatever extra-semantical method you like using). Very few exceptions exist, and the only one I know of (dd+dt) doesn't exactly enjoy my approval either. But even that example exists only within the confines of its parent dl element.

Now, it's not the first time an html element is allowed to detach itself from the structure it logically belongs to, but it is the first one to actually require this. Other similar pairs (like label-input and img-map) can also be linked through attributes and ids, but a responsible htmler will still make sure that his code remains structurally sound. The form attribute was conceived to counter such sound structures and to allow people to break through these typical structural html limitations. My gut feeling tell me this is not a good thing.

Another big issue is support for screen reader users. Until their software supports these extra form specifications, they will have no clue whatsoever that they missed some form fields in the process of filling in the data. But it's not only screen readers that will suffer, regular users too might be confused what form fields they are actually submitting, as the front-end might be wired completely different that the design suggests. This is of course already possible with css and javascript today, but those technologies do throw up an extra barrier. The form attribute is not a direct attack on accessibility and usability of course, but it does make it easier to break such best practices.

Finally, I'm a little afraid of how easy it will be to abuse this attribute. Similar to the remark above, it's already possible to position a "receive newsletter" checkbox outside the designed form and still have it submitted, but it still requires some dirty work to make it all work. The form attribute actually invites such behavior and makes it just a little too simple for malicious marketeers to fuck around with us.

nested forms

One final advantage of this new attribute is that it will be a lot easier to avoid problems with nested forms, as you can play around with the actual input fields and just link them to their respective form elements using the form attribute. Then again, I would've just preferred native support for nested forms instead of this somewhat hacky and undeniably dirty solution.

conclusion

The form attribute improves on one interesting use case, but it doesn't exactly fix anything that was impossible to accomplish in the past. At the same time, it opens a few doors I'd rather see kept shut. Structural validity and structural logic are two important aspects of writing quality html code, and if a property like this leads to a slippery slope situation than we'll end up with code hell real quick.

I might opt to use it for its intended purpose, namely to generate tr-spanning forms, but aside from that single use case I hope it's not a property that will become widely spread. If people not familiar with the ins and outs of writing html come across a property like this (ie back-end devs writing html code), I predict the end of the world, full apocalypse with lots of fire and blazing horsemen included.

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Tue, 21 Jun 2011 13:56:03 +0200
<![CDATA[la meute (the pack)/franck richard]]>http://www.onderhond.com/blog/personal/la-meute-review-franck-richard

There was a time, not too long ago, when every other French horror flick (A l'Intérieur, Frontière(s), Martyrs) was an innovative piece of genre cinema. Ever since new releases have been fighting high hopes of genre fans across the world and only a few have managed to at least approximate those expectations. Enter La Meute, a film that bears the potential to entertain a portion of the French horror wave fans, though others will no doubt walk away from it disappointed.

screen capture of La Meute

New French horror films often struggle because they don't hold up to people's expectations. No doubt La Meute will have to fight that same battle, especially because it's not a particularly graphic, gore or tense film. Another big handicap for La Meute is its absurd, dark sense of humor, which will not be picked up by everyone. It's the only film I know of that ever came close to the dark comedic genius of Du Welz' Calvaire, which encountered a very similar reception amongst certain audiences. If you believe Calvaire is mere horror/thriller, I'm pretty sure La Meute will probably not be your cup of tea either.

Furthermore, the film is split in three rather distinct parts, traveling through different subgenres of the horror spectrum. The first part clearly belongs to the freaks in a cabin genre, the middle part tips its head to torture/captivity horror flicks and for the finale La Meute morphs into a creature film. Underlying these different parts though is a constant stream of dark, amusing comedy that contrasts heavily with the grim and depraved setting. No doubt it won't be to everyone's liking, but if you think you can get past these particularities, there's plenty of fun to be had with Richard's film.

The film starts simple enough, with a lone girl picking up a hitchhiker and being led to a remote diner. Things start to get a little weird when she sees a girl in bubble wrap running by, her situation doesn't exactly improve when shortly after everyone in the diner turns out to be an odd mixture of equal parts French and Hillbilly. When the hitchhiker suddenly disappears the girl starts to suspect something is amiss, but by then it is far too late for her to turn back. As I said before, the script of the film travels several different places and none of them are very original or innovative. The story is little more than a mere hook to have some mean-spirited horror fun.

screen capture of La Meute

As for the look of La Meute, Franck Richard hits the mark right in the middle. The remote diner, the inhabitants and the environment all look equally barren, depraved and ruined. The camera work is solid, effects are old-style but well-realized and some of the night shots near the end are simply stunning. The film can be a little too dark at times, obscuring some of the visual thrills, but these moments are quite rare and don't spoil much of the fun.

The soundtrack is what you've come to expect from a film like this. Haunting noises, low-hum ambient soundscapes, small and subtle touches of industrial left and right. It's not particularly innovating but it sure works wonders for the atmosphere. It complements the dark and grim look of the visuals and serves as a perfect contradiction with the humorous moments.

Part of what makes La Meute work so well are the actors. There aren't that many, but Richard got his hands on some of the most reputable French (horror) actors available. Philippe Nahon (Haute Tension, Calvaire, Seul Contre Tous) is a legend, but it's Yolande Moreau that steals the show. A Jeunet regular so she must be quite used to playing weird characters, but her interpretation of La Spack here is simply epic. The way she walks, laughs and barges through the film is hilarious and absolutely unforgettable. The attentive viewer will also notice the presence of Matthias Schoenaerts, a cameo as tiny as they come, but still nice to see one of Belgium's finest actors make a small appearance.

screen capture of La Meute

There are no real jokes or funny oneliners. Richard's sense of humor is more absurd, best illustrated by the bubble wrap girl or a scene where Nahon is sitting at home, sticking pencils in his ears and nose while the lead girl is being tortured by the diner's patron. Add to that some nice edits and Moreau's comedic talent and what you have is a darkly disturbing yet very funny film. Richard also earns some extra credits with the inclusion of Ghost 'n Goblins footage, what a tough little game that was.

In the end, La Meute is a film that uses it's horror influences to build up the comedy. It's best not to expect to find the thrills of a real horror flick here, even though there's plenty of gore, ugliness and monsters around. The constant current of underlying comedy blocks most of the tension and shock that people have come to expect from films like these, instead you get plenty of opportunities to smirk and to raise some eyebrows in delighted disgust.

I found La Meute to be a very pleasant surprise, but I encountered plenty of disappointed reactions elsewhere. If the humor doesn't get through to you, the film is just nowhere as fulfilling as a good horror film should be. But if you manage to catch a ride on Richard's dark, humorous vibe, La Meute is one of the best horror comedies produced in the last ten years. It's a difficult film to recommend, but it's still worth finding out which side you're on. With a little luck, you'll enjoy it just as much as I did. 4.0*/5.0*

There's a trailer, mind some slight spoilers though.

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Thu, 16 Jun 2011 12:35:25 +0200
<![CDATA[the design axiom/why css will never catch up with design]]>http://www.onderhond.com/blog/work/the-design-axiom-css-will-never-catch-up

With time comes experience, and with experience comes a sense of caution. You slowly lose that gullible edge and you learn to see hypes and promises from a different perspective. And sometimes you hit an obvious truth that has been laying there all along. A few weeks ago I joined a small freelance project, a real eye-opener for someone like me, who still believed that browser legacy and vast differences in platforms/vendors were the main challenges of css development.

As someone who experienced the rise of css3, there once was a time I bought into the hype. I was told that css3 was going to make our jobs easier, after all it was conceived to fill a few obvious design gaps that proved quite demanding to achieve with css2.1 (if you're wondering what I'm talking about, just think rounded corners, drop shadows and other (by now) simple visual effects). And for a while the future looked quite rosy indeed. If you were able to do cutting edge front-end development (ie not having to worry about legacy browsers and all round css support) development was actually quite easy. At least, for a short while.

But with css3 gaining more momentum every day, and with an ever increasing range of browsers/versions supporting the newly introduced properties, a different reality is slowly developing. If you still believe rounded corners and drop shadows will pose the main challenge of visual web design in the years to come, better take some time off to reconsider the future of your job.

the design axiom

Graphical design is a complex balance of functional and aesthetic requirements that compliment each other to create both a distinctive and pleasant experience. For a graphical web designer, these requirements are often a real burden on their creative freedom, so creativity comes from multi-dimensional rule-bending and playing around with smaller details. After all, from a functional point of view a button should always look like a button and when you're designing for a specific client you need to stick to a strict graphical styleguide, so you can't do much there to really distinguish yourself.

That's why you'll see that many design trends in web design are often focused on smaller visual cues. Just think of rounded corners, vertical stripes, obvious transparency effects, text-shadows, flaps and whatnot. These are all design-hypes of the recent past that defined modern (generic) site designs, up until the point where everyone was using them and designers were forced to find something new to play around with. If you're looking at the near future, expect subtle animations, uneven drop shadows, triangles and similar elements to pop up all around the web.

So recently I was faced with two interesting design challenges in the small freelance project I mentioned earlier. Simple visual tidbits on paper, but once I sat down to put them into practice it quickly became obvious that even with the current css3 propositions it would be quite a challenge to get them to work. Here's what I was supposed to do:

  1. 1. make a transparent search box in a full-width header that has a background color. Underneath the header is a (moving) background image which should shine through the transparent part of the search box.
  2. 2. create a box with a transparent background which uses the color multiply effect from Photoshop. Again the box lies on a moving background image.

The first challenge is tricky because you can't cut holes in a background, especially not if this needs to be done by a deeper-lying (dom-wise) element (the search box positioned within the header). The second challenge is simply impossible to do in css, though some tricky canvas wizardry might help you out there.

css left in the dust

One key problem is that css development is currently aimed at fixing existing shortcomings. We look at design elements that are hard to accomplish with our current css standards and we try to find solutions to fix those shortcomings. But once these solutions exist, there is only a very short period of time where we can happily use them to make our job easier. At the same time, these very elements are become stale and boring at a frighteningly fast rate.

That's the exact moment when designers set out to find new elements to distinguish themselves from their peers, starting the whole cycle anew. Mind you, it's not that we suddenly lost the need for rounded corners and drop shadows, but these elements simply degraded from actual eye-catchers to common design elements. So even if css design could almost immediately match designer's demands, it still wouldn't fix our problem. It's even impossible to try and outsmart designers by adding new graphical options they haven't been using so far, as the bottom line is always the same: once a design trend picks up, designers will look elsewhere for inspiration and the trend will pass just as quick as it surfaced.

conclusion

The web is here to stay and browser competition is more alive than ever. A couple of years ago development was slow, but these times seem to be officially over. In the coming years we'll see many design hypes as sites and companies will invest more energy in trying to distinguish themselves from the competition. css standards will face the impossible task to keep up with these trends and css developers will still need to enter hacky territory to create that one visual effect that others will find hard or even impossible to accomplish. Until the code is broken of course, and a new design trend is needed.

The bottom line for the front-end developer is clear. Even though the css spec will keep expanding, designers will continue to come up with elements to challenge the reigning design standards, to set their designs apart from the competition. And the harder something is to accomplish, the more exclusive a design will be. It's an interesting realization that offers both job security and a lifelong career of stress and challenge. Hopefully you are ready to face that challenge.

Gone are the days I believed that css development would be made easier by new, upcoming standards. The only thing that changes is the base standard of web designs, which will continue to grow more complex and challenging. It's actually a rather comforting realization, but one that is necessary to keep yourself from getting disappointed by the work people are putting into the css-X spec. They do a great job though, even when they are constantly two or three steps behind the demand.

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Wed, 15 Jun 2011 13:05:25 +0200
<![CDATA[let the bullets fly/wen jiang]]>http://www.onderhond.com/blog/personal/let-the-bullets-fly-review-wen-jiang

Wen Jiang films aren't known to be all that accessible. My first experience with his work (The Sun Also Rises) was a somewhat bewildering experience, but it definitely left me with a taste for more. His latest stays true to his trademark style, but turns out to be surprisingly accessible. If you've always wanted to see a Wen Jiang film but were afraid to try, here's your chance. Let The Bullets Fly is an admirably entertaining film that is sure to amuse novice and hardcore film fans alike.

screen capture of Let The Bullets Fly

Let The Bullets Fly is Jiang's first outspoken comedy. The Sun Also Rises contained its fair share of humorous moments, but still featured strong dramatic undertones. These are all gone here, leaving the viewer with a simple and rather frivolous tale of rivalry, following the battle of wit between two infamous criminals. It's a Chinese period film, meaning it's not exactly void of any political or nationalistic sentiments, but these are merely circumstantial and never get in the way of the film itself.

Jiang himself plays a small-time thief with big plans. He and his Robin Hood-like gang of crooks are planning to kidnap the newly appointed governor of Goose Town, take his place and rid the town from a well-settled criminal (Huang) who's been controlling the city during the short-lived reign of the previous 52 governors. Things don't go as well as planned though, Huang proves to be a worthy adversary and the dethroned governor seems to possess a pretty sharp mind himself. What follows is a nifty game of chess.

Jiang hired 9 scriptwriters to finish his script, challenging them to integrate Huang as neatly as possible while keeping actor Chow Yun-Fat in mind. This definitely shows in the final result as Huang's character fits Yun-fat like a glove. It illustrates Jiang's dedication to making a good film, even though it is one merely created for entertainment, without any deeper levels or ulterior motives.

screen capture of Let The Bullets Fly

Let The Bullets Fly is visually accomplished, though it never reaches the heights of The Sun Also Rises. Jiang's style remains a little too slick for my taste, but that doesn't mean there isn't plenty to admire here. Great use of color, neat editing, great visual pacing and some very well-planned shots. There is some sub-par use of CG, especially near the beginning and ending of the film, but it's all functional and doesn't really detract from the experience.

The soundtrack is quirky and fun, pretty playful in places and goes very well with the overall atmosphere. Sound effects in particular are outspoken and deliberately over-the-top, adding to the amusing vibe that run throughout the film. The score itself is once again handled by Joe Hisaishi who's name is synonymous with quality, clearly audible here. It's nothing too out of the ordinary or mind-blowing, but it just oozes refinement and grants the film an extra boost in just the right places.

As for the acting, if you want to understand Jiang's sense of humor it suffices to observe the way he portrays his character here. Seeing him act in Let The Bullets Fly, I was very much reminded of Takeshi Kitano. Jiang blasts through his own film with that same hint of a smug smile, perfectly aware of the nonsense he is shouting but still putting 200% effort into his role to reach maximum effect. Opposite of him stands Chow Yun-Fat who looks like he hasn't had this much fun acting in a long, long time. The both of them create an epic stand-off between two small-time yet successful crooks, unable to admit defeat and taking the battle one step further each time they face each other. You would almost forget that You Ge is also in here, playing the sneaky governor and acting as a perfect third wheel, boycotting both Jiang's and Chow's plans whenever it is convenient to his own wellbeing. To put it short: the acting is absolutely incredible and a real joy to behold.

screen capture of Let The Bullets Fly

It's obvious that Jiang is making full use of his freedom as a director. This is his film and whatever he seems fit will happen. Some scenes don't make much sense, some comedy bits are a little far-fetched, others completely random, but whenever Jiang appears in the frame it's clear he's just toying with his audience a little while still providing all the necessary entertainment. It might be that you don't appreciate such follies, but Jiang never comes of as condescending or pretentious and is simply having a blast making his film.

The ending isn't the big climax you might've expected, it's a little more refined than that, but it definitely fits the film. For all the entertainment value on offer here, Let The Bullets Fly is just not a regular big budget affair that is held down by conventions. It's a remarkable blend of arthouse and commercial cinema that strikes a perfect balance between entertainment and cinematic wonder. In that sense, the ending is just perfect and finishes off the film with a final nod of genius.

Whether this film will strike a cord with seasoned Jiang fans is a little uncertain, you have to appreciate the kind of humor he puts on show here, but I'm certain this film has everything to appeal to a very large and wide audience. It's been a while since I've been this amused by a film, happily taking in all the joy that emits from its every pore. Definitely recommended and I'm already looking forward to his next film. 4.5*/5.0*

Don't miss the trailer, it's short, to the point and subtitled!

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Wed, 08 Jun 2011 12:27:40 +0200
<![CDATA[html5 data- attribute/feed content to scripts]]>http://www.onderhond.com/blog/work/html5-data-attribute-scripts-content-feeder

For most of you the new html5 data- attribute should be quite familiar by now. It was one of the first additions of html5 to become available right away. No problems with backwards compatibility, no browsers/browser versions being a pain in the ass, just clear and easy to use. But it's just not a very sexy addition, which is why you'll only read about the property's best practices in more specialized places. A real shame, as it is an important step in further cleaning up our html code.

what and why?

Custom data attributes are intended to store custom data private to the page or application, for which there are no more appropriate attributes or elements.
These attributes are not intended for use by software that is independent of the site that uses the attributes.

That's what the spec has to say about the data- attribute. Basically it's an attribute (a label/value pair) that holds data which doesn't belong in the html as a text node. This data is not intended for users, it's there to aid scripts in their tasks. Following the "data-" prefix is a string that can be freely chosen (within the boundaries of regular xml constraints), allowing multiple data- attributes with different suffixes to be placed on one single html element.

Before the data- attribute was introduced to the spec we had to be creative when script-only data was needed in our html code. We abused hidden input fields, we hid html elements from view with css, we even used title attributes to stuff our script data and the really adventurous amongst us just made up their own attributes, extending the dtd if validation was a requirement. None of these methods were perfect, some were just plain hacks or failed to work in all circumstances. An standard alternative was needed and so the data- attribute was born.

Use cases

The above explanation has been quite theoretical so far, so let's find some real-life use cases for our attribute. These past months I've been able to distinguish three main use cases where the data- attribute proved to be an invaluable tool. As an example, let's take a run of the mill web shop and see where our data- attribute comes in handy:

1. data for computations in scripts

< .. data-quantitystep="100" .. >

Adding products to your basket can be somewhat tricky depending on what you're trying to sell. If you are an online media shop things should be quite straightforward, but if you sell products that are sold in different unit quantifiers (like a 6-pack of coke vs 500gr of cheese) than there are more things to consider. If you use a custom +/- control to change your quantities, it will behave differently for different products. For a 6-pack of coke you could simply up the quantity by 1, but for the cheese you might opt to up the quantity in steps of 100gr at a time.

This value differs depending on the product people are trying to add to their basket, so instead of sticking the quantity step data in hidden input elements or making a lengthy passage through the back-end every time you add a product, we can now add this value as a data- attribute and have our scripts use that.

2. data for changed state

< .. data-replace="close extra information" .. >

Sometimes you encounter data on a page that changes depending on the state of a certain component. A typical expand/collapse component will often feature a control handler with a textual open/close indication. This open/close text is dependent on the state of the expand/collapse component, so putting them both in the html as text nodes is not really the way to go. If you would disable your css, both text nodes would show up, which is confusing the say the least. Another option is to add the changed state text in javascript, but if your site is multilingual this makes quite a mess of your javascript file. And all things considered, javascript is just no place for managing your content.

Using the data- attribute though, we can have the changed state string in our html without it ever showing up. The script can extract the data from the attribute when needed and can substitute the original value back into the data- attribute (anticipating the next state-change of the component).

3. help your back-end developer

< .. data-productid="025652156" .. >

And ultimately the data- attribute can even be used to help out your back-end developers a little. Sometimes it's easier to just add extra meta data to your html code, facilitating ajax calls and other back-end operations. If you can include the database product identifier for each product in the html, ajax calls handling a product could be made quicker and easier as the product identifier can be passed on, instead of going through a few extra loops and queries on the back-end side trying to find out which product is being added.

In the past this was usually done through hidden inputs, now we can just use the data- attributes. Mind though that in some (most?) situations a hidden input element might still be preferred, especially if you are planning for form-submit fallback (when the user has no javascript). The hidden input is then submitted while the data- attribute is lost to the back-end. Definitely something to keep in mind.

internal vs external

If you check the spec again, you will also notice that the data- attribute is only meant for data that is to be used by internal scripts, meaning scripts you have specifically developed to work on the website you're building. A strange limitation that begged for further explanation, but none was given in the spec itself. My first guess was that they included this to prevent abuse of the data- attribute (seo keyword stuffing that would be picked up by search engines) but that felt like a big price to pay for something that cannot be stopped either way.

So I went to the whatwg (irc ftw!) and asked around for more concrete information. It turns out that it's not really an issue of abuse, but of possible conflict. Since there is no governing entity and everyone can freely decide the name of the attribute, collisions might occur. Google might be using data-contentid for one thing, while Amazon might be using the same attribute for something else.

Fair enough, but that doesn't solve our problem when we need to provide extra data for external scripts. I pushed the whatwg for alternatives and even though their first options were all less than satisfactory (using microformats - meaning you still need to add your data as text nodes - or using the itemid property - meaning you're limited to only one property), there is one way to work around the scope limitations of the data- attribute:

<div itemtype="..."> <meta itemprop="productid" content="025652156" /> </div>

Apparently there's an edge case where meta elements can be used outside of the head of a html document. When combined with an itemprop attribute they serve the same purpose as data- attributes, but for data targeted at external scripts. This was the first I ever heard of it, but all in all it's a decent solution that fits the whole microdata implementation worked out in html5.

The only problem of course is that this is way more complex than introducing some or other data- attribute to hold your data, as you need external documentation for your microdata semantics and structure. Figuring this out as a front-end developer is hard enough, getting your back-end developers on board is a completely different challenge. I fear that the cost of microdata is just too high too make this a very workable solution, especially when nothing is holding you back to just use a data- attribute. And if you choose your attribute name wisely (what's the chance of data-amazonproductid ever appearing on some site not intended for amazon?) there shouldn't be much of a problem.

conclusion

Apart from the internal vs external discussion, the data- attribute is ready for use (and has been for quite a while now) and proves a very handy way to conceal script data from agents and users alike. It's an valuable addition to help you clean up your html, remove unnecessary text nodes and hidden inputs where they aren't needed, even helping out in cleaning up your javascript files to make them more robust and less data dependent. Just remember that you might still need some hidden input elements, especially if form-submit fallback is required.

As for the microdata alternative (external scripts), I'm still not too sure. I'd be inclined to ignore it for the time being, hoping that we'll once again face a "pave the cow path" situation in future releases of the html spec.

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Tue, 07 Jun 2011 14:07:40 +0200
<![CDATA[whispering of the gods/tatsushi omori]]>http://www.onderhond.com/blog/personal/whispering-of-the-gods-review

Tatsushi Omori's Whispering of the Gods is one of those films that should come with a clear and visible warning attached to it. It's blatant non-entertainment, constructed to leave you with a bad feeling and sure to slap a fair few people flat in the face. It's a string of unpleasantness, bleak and relentlessly presented, that only caters to a very select audience. But if you believe you are up for it, Omori's film turns out to be a real treat.

screen capture of Whispering Of The Gods

Director Tatsushi Omori (Nao Omori's younger brother) took no creative risks when releasing his first feature film. Fearing cuts from the Japanese censors, his entourage built a mobile theater and screened the movie there, safe from unsavory characters trying to ruin Omori's original vision. And it worked, as it not only landed him critical acclaim across the world but he was also allowed to screen his film untouched in Japanese theaters afterwards. No doubt a good lesson for Hollywood whiners like Snyder who prefer to point fingers to the studios rather than making sure nobody is allowed to mess with the films they want to make.

Omori's fears were definitely justified as his film is a hard one to swallow. Filled to the brim with broken, unsympathetic characters, placed in a bleak and lifeless religious setting, his vision of humanity is a depressing one. It's a cinematic corner apparently reserved for true authors, which makes it difficult to compare Whispering of the Gods to other films ou there. If you push me towards name calling though, I guess Omori's film can be linked to Grandrieux (La Vie Nouvelle, Un Lac) or possibly Ryo Nakajima (This World Of Ours), sharing a similar bleak outlook on humanity. That's as far as these comparisons stretch though.

The film starts when Rou returns to the Christian community where he was raised as a young boy. What could've been a safe haven for this young man is quickly uncovered as a sexually perverse place of filth and decay. Handjobs, blowjobs and rape are tools in unfair games of power play, animals suffer a similar fate in this miniature struggle of the fittest. There is no clear story arc developing, we just follow Rou through his daily routines of maintaining the farm and abusing those in his immediate surrounding. A slice of life kind of film, but without the laid-back atmosphere usually expected from these type of films.

screen capture of Whispering Of The Gods

Whispering of the Gods is not as overtly stylized as his cinematic relatives, yet Omori makes sure the color palette and overall cinematography emit the same bleakness as the rest of the film. No bright colors, no beautiful shots of nature, no sugar coating things. Rou's surroundings are brown, dreary and murky settings filled with withered snow, mud and dirt. This visual style is applied quite consistently throughout the whole film, leaving the audience no room for a little breather.

The soundtrack emits a similar quality and adds plenty to the barren atmosphere. Not quite special or memorable, but fitting and moody alright. Omori mixes a typical dramatic score with menacing soundscapes, a safe combination but one that usually works wonders for films like these. It could've used a little extra spark, but that might've clashed with the more subtle overall styling of the film.

Acting is no less than superb, with a mostly young cast that deserves credit for taking on such daring roles. It's fine if your film gets critical acclaim, but taking on such roles could just as well ruin your further career if you're just starting out. Arai and Sawara do a great job though, sprinkling their characters with just the tiniest bit of humanity while keeping their rock-hard facade intact. You can also look forward to another stellar performance of Renji Ishibashi, that man has played the weirdest parts in his career and doesn't back down from hard parts like this, even at his respectable age.

screen capture of Whispering Of The Gods

The first half of the film is mostly reserved for common, straight-forward abuse. As the film nears its climax, things get a little stranger and the perversion level is slowly raised to rather disturbing heights. You're sure to walk away from the film a bit more versed in the ways of the world, but any newfound knowledge is probably best left unexplored. Crazy as it may sound, the perverse finale actually makes the tone of the film just a little lighter (relatively speaking that is), but without sacrificing any of the film's bleakness

Whispering of the Gods feels like the film that Antichrist was supposed to be based on it's pre-release image. It's a bleak, vile, perverse look at human kind and religion, lacking any sign of beauty or poetry. Where Antichrist concentrated its shock and contrasted it with poetic moments, there isn't any of that in Omori's freshman film. It numbs you down and wears you out, leaving you with very little except a strong sense of dread and confusion.

Like I said before, this is definitely not a film for everyone. If you want to be entertained for 120 minutes, just ignore this film. If you get off on perverse stuff, also ignore this film. But if you appreciate Omori's uncompromising and bleak look at our society, Whispering of the Gods is one of the purest films you'll find out there. I for one am looking forward to watching his latest film (A Crowd of Three). Recommended viewing for all who still dare to watch it after reading this review. 4.0*/5.0*

Still interested? Check the trailer.

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Mon, 30 May 2011 12:32:34 +0200
<![CDATA[rinco's restaurant/mai tominaga]]>http://www.onderhond.com/blog/personal/rincos-restaurant-review-mai-tominaga

Even though female directors are on the rise in Japan, they often limit themselves to directing films within a rather strict frame of genres and themes. Mai Tominaga is a welcome exception and seems to feel more at ease amongst directors like Satoshi Miki and Katsuhito Ishii, staging a set of quirky characters within a colorful, manga-inspired universe. After Wool 100%, Rinco's Restaurant is her second full-length feature, and I must say it turned out to be a real beauty.

screen capture of Rinco's Restaurant

Tominaga's style is no mere copy of her male companions though, she sets herself apart by introducing an underlying current of tragic emotions, one that actively conflicts with the bright and humorous overtones of the characters and events. That's where she draws her strength from, creating a rather unique niche that only knows distant relatives. At the same time, Tominaga seems to have a little trouble finding a dedicated audience because of her particular style. Her films aren't the easiest to recommend to other people, as you really need to appreciate the mix of the different elements featured in her films.

Rinco's Restaurant may be not as edgy or abstract compared to Wool 100%, it remains a film that should be approached with caution. It's easy to draw comparisons with films like Instant Numa or Taste of Tea (the film features a similar kind of gentle weirdness), but Tominaga's work isn't all about laughs and feel-good. Deep inside her characters are hurting, living a painful life, unable to put past traumas behind them.

Tominaga's latest film sees Rinco returning back home after she got cheated of all her possessions by her husband. The shock turns Rinco into a mute, not wanting to speak to anyone ever again, even to the people close to her. Rinco's mother is somewhat reluctant to take her back and shows little compassion for the girl. Things start to look up when Rinco starts a restaurant of her own, but the relationship with her mother remains difficult and loveless as they are wildly different people with little interest in each other's activities.

screen capture of Rinco's Restaurant

Visually Tominaga made good progress. It feels as if she is more in control over the visual elements she juggles around, molding them into a whole while retaining their unique, separate qualities. The film features some very nice animation sequences (not traditional anime mind), brightly-colored set pieces, lushly detailed locations, but also more subtle settings and less deliberately styled scenes. It's a small miracle that they work so well together, but looking back the style of the film still comes off as very singular and definite.

The soundtrack is a little easier on the ear this time around. I must admit that it flows a tad better with the more gentle atmosphere of this film, but at the same time I was also slightly disappointed. The soundtrack did seem to have lost its edge, something that really stood out when watching 100% Wool. It's rare to come across directors who dare to experiment so boldly with music, having lost that here seem like a missed opportunity. People who haven't seen Wool 100% won't notice this of course, but personally I prefer Tominaga's more demanding approach.

Acting performances are all-around strong, with Enami (Rinco) and Shida (Rinco's mom) carrying most of the weight of the film. They find a nice balance between the human and cartoonish aspects of their characters, continuously swaying between fun stereotypes and genuinely moving human beings. Secondary characters are a little less refined and are clearer stereotypes, but none of them feels out of place or intrusive.

screen capture of Rinco's Restaurant

While redemption lies right around the corner for most characters, there are still some tough pills to swallow when the films nears its climax. Rinco's Restaurant never becomes depressing or mean-spirited, but Tominaga keeps a consistent balance of light-hearted fun and heart-felt tragedy throughout the whole film. While I consider this a definite strong point, it also means that people who can't get a grip on Tominaga's unique mix of comedy and tragedy won't get many chances to find their way later on. If you're not enjoying yourself during the first 20 minutes, Rinco's Restaurant might prove to be a rather tiring experience.

One final word of warning: make sure you are either pretty well stuffed or you have quick access to food while watching this film. The "restaurant" bit of the title isn't merely there for show, the film features quite a few cooking scenes which are mouth-watering sublime. It's something in the way the Japanese think about food (think Kamome Diner) which turns their preparation of food into an almost sacred art. There is no shortage of people cooking in front of sun-lit windows, enjoying the sound and smells of steaming, sizzling pans in front of them, so beware.

It's hard to say which of Tominaga's films is better. Rinco's Restaurant is definitely more accomplished, illustrating Tominaga's growth as a director. But as is often the case, that same growth means she has lost some of her edge present in her first film, that little spark of uncaring experimentation that often leads to pure genius is just not as apparent here. That said, there is still plenty to enjoy and even more that sets Tominaga apart from her fellow directors. Rinco's Restaurant is an excellent film, which deserves an appreciative and caring audience. 4.0*/5.0*

It's a little spoiler-heavy, but there's a fully subbed trailer.

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Wed, 25 May 2011 11:46:24 +0200
<![CDATA[the fourth portrait/mong-hong chung]]>http://www.onderhond.com/blog/personal/fourth-portrait-review-mong-hong-chung

While Taiwanese cinema isn't the most sprawling well of creativity, it is the perfect breeding ground for first-grade arthouse dramas (Juliets, Eternal Summer, Island Etude). Stilted, subdued dramas are the main export product of the Taiwanese film industry and The Fourth Portrait definitely belongs to the best Taiwan has on offer. If you're looking for a slow-paced yet emotionally powerful and visually stunning film, look no further.

screen capture of The Fourth Portrait

To make it clear from the start, The Fourth Portrait is not a plot-driven drama. Rather it's a vignette of small events in a boy's life, interwoven with visual poetry. There's an overarching back story where 10-year old boy Xiang (who has lost his father to a fatal disease) is reunited with his mother, but this is merely a basic setup, meant as a hook for individual scenes. Some scenes and events might seem a little too detached at first, but throughout the length of the film they do manage to create a very delicate and beautiful portrait of the main character.

Xiang doesn't have a very easy life. His mother abandoned him at a very young age, leaving him to live with his father. When his dad dies Xiang tries to manage on his own for a while, but he is quickly picked up by an old man living in the neighborhood. The old man reunites Xiang with his mother and the both of them decide to make the best of the situation. She has already remarried though and Xiang's step dad is not too fond of having another mouth to feed. Then there is the mystery of Xiang's older brother, someone who only seems to be alive in Xiang's memories, only adding more confusion to the little boy's life.

While this sounds like ideal material for pulling a shameless tearjerker, Chung keeps his film remarkably light-hearted and frivolous. Sure it isn't without its darker moments, sometimes handling rather grim and delicate issues, but the overall atmosphere is quite upbeat and soothing. It's a wonderful balance that is mostly fueled by Chung's exquisite styling and his ability to take the edge of some of the more questionable actions of the characters.

screen capture of The Fourth Portrait

The Fourth Portrait is a true visual masterpiece. It's visually delicate, subtle and controlled, betraying an eye for perfection that is virtually unmatched in this line of cinema (which is quite a compliment). In that sense it may not be all that in your face, on the other hand Chung is not ashamed to spend a whole scene exploring the life of the young boy purely on a visual level. This all results in a fair few magnificently orchestrated moments that set out to create a wonderful atmosphere, providing the film with a serious emotional boost.

The soundtrack emits a likewise quality. In essence it is not all that different from many other similarly constructed films, but somehow it feels more distinguished. Just that little bit classier than its competitors. The music also flows very well with the visuals, creating a perfect blend of audiovisual splendor that drives the film to some exceptional heights.

The acting is traditionally subdued. There isn't too much dialogue and what there is doesn't necessarily convey the actual emotions of the characters. Most of the acting is done in silence, translated through physical actions and cinematic gestures rather than words. The quality of the acting is all around great though. Especially Bi Xiao-Hai does a great job playing Xiang, not a very easy task for such a novice actor.

screen capture of The Fourth Portrait

If you go around looking for other reviews you'll quickly run into a few who'll criticize the film for being aesthetically boring and utter lack of emotion. If you don't pick up the audiovisual, abstract layer of emotions present here than these critiques are no doubt understandable, but considering the poetic undertones of the film it pains me to read such comments. The Fourth Portrait is anything but boring and cold-hearted, quite the contrary really. It just lacks the sentimentality and emotional loudness often found in Western dramas.

As for the laid-back and somewhat vague structure of the film, it reminded me a lot of Á la Verticale de l'Été, which features a similar free-form approach, resulting more in a collection of impressions (hence the four portraits) rather than a fully realized and finished storyline. Some plot points reach a conclusion, others don't, other scenes don't even involve any plot points. Sure, this kind of cinema is not for everyone, but if you like these slice-of-life kinda films than The Fourth Portrait is a pretty safe bet.

No doubt this is one of the best films I've seen this year. It's powerful, poetic, lush, atmopsheric and ultimately gripping. It's not unique or wildly different, but a perfect execution of a popular genre, lifting the film far above the competition. It might not be a good entry film as the film isn't all that accessible, but if you've been looking for another prime example of stilted Asian drama, Chung has made just the film for you. Absolutely recommended for those who know what they're getting themselves into. 4.5*/5.0*

Enjoy the luxury of a fully subbed trailer.

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Wed, 18 May 2011 13:03:54 +0200
<![CDATA[super mario galaxy 2/mario reborn]]>http://www.onderhond.com/blog/personal/mario-galaxy-2-review

Nintendo single-handedly sculpted the platform game genre throughout the history of gaming. Ever since they introduced Mario Bros on the NES, they controlled the evolution of platform games where others could only follow in Nintendo's footsteps. The arrival of the Wii saw a new step in this evolution, one that even sparked a sequel to quench the thirst of crazy platform fans everywhere. That sequel is Super Mario Galaxy 2.

box art of Super Mario Galaxy 2

With every console upgrade the Mario games have expanded in scope. No idea what Nintendo is planning next, but no doubt Galaxy will be pretty hard to top. This game sees Mario travelling between galaxies and planets (small ones though), even inside single stages. This concept allowed the designers plenty of freedom to experiment with the level designs, an opportunity they used to maximum effect. Every single level is unique, which goes a very long way to avoiding repetition and level boredom (something most platform games are suffering from).

How you'll experience this game will depend a lot on whether you've played the first Mario Galaxy game. The mechanics and general concept are pretty much the same, so if you've had prior experience this will make the start of Mario Galaxy 2 a lot easier. I myself never played the first Galaxy game, so I really needed some time to learn how to navigate between planets, working around the sometimes strange and unnatural perspectives in each level and getting used to the controls.

For a novice the game knows a rather steep learning curve, but it does force you (subtly) to get the hang of the basics rather quickly. The game keeps a perfect balance between providing a challenge and forcing players to learn new tricks which can be used to find bonus levels and open up new parts of the stages. It's a bit odd, but it wasn't until the very last stages in Galaxy 2 that I felt I had really mastered the game.

screen caps of Super Mario Galaxy 2

If you fear that Mario Galaxy 2 might still be a little too easy, Nintendo made sure you don't need to worry about longevity. There are 242 stars to collect in total, each star taking up at least a minute or 3 to reach. To get the final star, I spent no less than 2.5 hours slaving away at the final level. All stages contain one or two normal stars and one prankster star. These stars are unlocked by collecting prankster coins, one hidden away in each level. Once you have collected all the gold stars in the regular game, a whole new set of green stars is added which allow you to enjoy each stage on a different level.

The regular stars are usually not that difficult to get to, but the prankster stars require you to finish a level meeting certain requirements (time, not taking damage, ...) which is a whole lot harder to do. Finally, the green stars are hidden in the most unlikely places and are often notoriously hard to reach. Luckily they make a soft sparkling noise, so make sure you listen well when setting out to find them.

Visually the game is superbly executed, rich in color and extraordinarily detailed. You do need to be able to appreciate the colorful, somewhat child-like visual style, but that's just part of the whole Mario charm. The same goes for the soundtrack, which is jolly, upbeat and fun, but might strike a false note if you're expecting anything stylish, or at least something more serious. It's somewhat of an acquired taste, definitely amongst more hardcore gamers, but if you take it for what it is, it houses a surprisingly depth in visual detail.

promotion art of Super Mario Galaxy 2

Not only the level design is varied, the different Mario morphs really add something to the gameplay. There are quite a few different forms (I believe the boulder one is my favorite), each of them aptly developed and receiving enough playtime as to become something more than just simple diversions. And if you like other players to join in, there's a nifty two player co-op mode where the second player can help out collecting power-ups, coins and gems. It's also possible to keep obstacles from getting in your way, even stopping enemies in their tracks.

The main game itself (ie, get to Bowser and kick his ass) isn't too difficult to beat and should be doable for most regular gamers. Collecting all the stars, especially those located in the bonus levels, is an entirely different challenge that will demand a lot from your platforming skills. I'm sure that people who've finished the first Galaxy game will have a serious advantage and will move through the game a lot quicker, but if you fall in fresh there are some rather tough challenges hidden away in this game.

Having spent a lot of time getting all there is to get, I can safely say that Nintendo's Mario series is still on top of the game. It's a perfect platform game that doesn't get stale, is extremely varied and boosts the game time up to RPG-like levels. There are some small nitpicks (like why the camera isn't controllable in all places), but those are minor and have almost no impact on the overall enjoyment. Excellent stuff. 4.5*/5.0*

Don't forget to check the nice gameplay trailer.

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Tue, 10 May 2011 13:35:55 +0200
<![CDATA[crank 2/neveldine and taylor]]>http://www.onderhond.com/blog/personal/crank-2-review-neveldine-taylor

Neveldine and Taylor are quickly turning into personal favorites of mine. The first Crank film was a blast, Gamer was right up my ally and having just watched the sequel to the first Crank I can safely say that there isn't anyone in Hollywood that can match their spirit and flair when it comes to explosive action cinema. Crank 2 is every bit as good as the first film and then some. A perfect adrenaline rush with unparalleled entertainment value.

screen capture of Crank 2

These past couple of weeks I've been busy catching up on American action cinema, but without too much positive result. Sucker Punch was a PG-13 bore lacking any serious action, Predators was a miscast disaster and The Expendables a rather iffy piece of 80s testosterone nostalgia. I still had a few films lying around (In Bruges and Transformers 2 amongst others) but not wanting to run out of steam I picked the remaining Neveldine/Taylor film, knowing the duo had everything to restore my faith in American action cinema.

Crank 2 is really a textbook example of what I believe is necessary to cook up a successful action flick. It is self-aware, exploitive of its own silliness, witty, in-your-face, focused on impact and brutally exhilarating. It doesn't spend too much time building up a decent story and whatever story is in there is exploited for laughs and extravagant action scenes. It does not take itself too serious (story-wise, action-wise it takes itself damn serious), and the film is all the better for it.

The film starts off where the first one stopped. Chev is of course not dead (how could he not survive that drop out of the helicopter), but he is captured nonetheless and brought to a back-room clinic where he is kept alive by people wanting to harvest his vital organs. Chev manages to escape, but not before his heart is replaced by a battery-operated substitute. Not a very pleasant way to live, so Chev goes after the guys who plundered his inner workings while keeping his body electrically charged in whatever way possible. Plausible? Not really. Entertaining? Hell yeah!

screen capture of Crank 2

If you enjoy your action flicks moderately paced, Crank 2 will definitely not be your cup of tea. Visually there is tons going on, from exaggerated stop-motion running sequences, to on-screen text and strange, unnatural filters. Almost every scene in the film is heavily stylized. The editing it snappy and chaotic, the camera work agile and all over the place. Not everyone will be able to stomach it, it's just too demanding and in your face, but I loved it to bits.

Even though the soundtrack is also quite hyper, it's just not up to par with the visual side of things. It might be that I expected a little too much from the music here, after all the electronic-themed score is pretty decent, but for someone who listens to electronic music day in day out it's just not as challenging and/or wickedly insane as it could've been. On the other hand, it keeps the blood pumping and creates a nice, energetic atmosphere, so it's definitely not all bad.

Jason Statham has a vital part in the success of the Crank franchise, his bad-ass attitude and perfect delivery of one-liners drenched in a lovely British accents are just perfect for his character. While the secondary roles range from plain freaky to quite amusing, they are only their to support Statham, allowing his some severe verbal and manual retaliation.

screen capture of Crank 2

If you see both films back to back you might be a little disappointed by the many similarities, Neveldine and Taylor often revisit similar ideas in different settings, but in the end Crank 2 one-ups the first film on every level. A few scenes in particular stand out, like the classic Godzilla scene (major geek point earned) and the static electricity scene featuring the old woman, but to be fair the whole film is like a never ending string of memorable moments and one-liners.

You need a particular kind of humor to like the Crank films though, and if you want clean, clear-cut action cinema you could end up being disappointed. Crank 2 is not just rough around the edges, it's all edge from start to finish. There are some rather crude jokes, insanely ADD camera work and the whole concept of suspension of disbelieve is thrown overboard from the very start. To some this will sound like 21st century cinematic hell, to me it's the stepping stone to a rosy cinematic future.

If you liked the first Crank film but thought it was just a little too tame, this sequel will cater to your needs. If on the other hand you hated the first film, don't even think of watching this one as it won't be a pleasurable viewing experience. I myself absolutely loved this film, as it aptly displays the talent of both its directors and takes American action cinema to new heights. 4.5*/5.0*

There's a trailer but it's best to go in blank.

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Wed, 04 May 2011 11:13:42 +0200
<![CDATA[life during wartime/todd solondz]]>http://www.onderhond.com/blog/personal/life-during-wartime-review-todd-solondz

Todd Solondz returns to the silver screen with a semi-sequel to Happiness and Storytelling, two films that are often regarded as modern classics. But the reception for his latest film was rather lukewarm, and even that's overstating it a little. There was a slight buzz when Life During Wartime was announced in 2007, but by the time it found a definite release most people seemed to have forgotten about it entirely. I too plead guilty, but I'm going to make it up to Todd.

screen capture of Life During Wartime

Solondz is the king of awkward. That said, he is also somewhat of a one-trick pony so maybe that's why Life During Wartime quickly faded into obscurity. To make matters worse, Life During Wartime is rather big on referencing his earlier works, making it not very suitable to welcome newcomers into the Solondz universe. But as a warm-hearted Solondz fan I can only welcome his latest film with open arms. I don't mind that Solondz keeps revisiting the same themes and characters as there really isn't anyone out there who manages to explore the fragile balance between snide, crude, insensitive humor and the warm, humanistic love felt for the film's cast.

See, it's okay to laugh with Solondz' characters. They are losers, they may have some physical defects (or at least, look a little strange), sometimes they are just plain creepy and perverse, but as an audience we grow to love them like we love our dearest friends. We can laugh at their misadventures and mistakes because there is a bond of trust between the audience and the characters, ensuring that whatever they might have done wrong, or whatever defects they have, we can live with that. There is no other director that manages to balance these opposing emotions like Solondz can.

Life During Wartime starts when Bill, the pedophile from Happiness, is released from prison. His sons are made to believe he's dead but he decides to seek them out anyway. At the same time, Joy is experiencing serious trouble in her marriages and decides she needs some time off from her husband, moving back to Florida where the rest of her family resides. The film doesn't really work up to a climax from there on, rather it follows a particular period in the character's lives.

screen capture of Life During Wartime

Visually this is a serious step up from Solondz' earlier works. Almost every scene is dipped in strong, powerful colors that immediately sculpt the atmosphere of the scene. The film feels more idealistic, almost fairytale-like in some part, which makes it a little easier to go along with the strange conversations and awkward characters. Great camera work, aptly editing and simply very enjoyable to look at.

The soundtrack quite nice too. Rather simple, a little frivolous but generally classy. Safe one funny bit featuring an electronic dance version of Hava Nagila Solondz picks an elegant and consistent score that goes very well with the mood of the film. It stays away from overly dramatic tension to keep the lighthearted spirit of the film alive, keeping in tune with the fairytale-like approach of the film.

Acting in Solondz' films is always strong, Life During Wartime is no exception. It must be said that the acting here is a little less life-like, as the conversation and actions are getting stranger and more abstract with every new film, but that only adds to the fun. Actors are chosen as much for their acting qualities as for their distinguishable features, creating a very interesting and varied blend or actors/characters. Most notable addition to the cast: Paul Reubens. Never ever dreamed of seeing him in a Solondz film, but boy did that turn out well.

screen capture of Life During Wartime

The pacing might be a little slow and the film relies heavily on his previous films, which makes Life During Wartime a little less accessible that it should be, but fans of Solondz shouldn't worry. Ultimately this film works even without seeing his previous films, just know that you're missing out on a few running gags. Apart from that, Life During Wartime is a logical continuation of Solondz trademark style, so if you didn't like his earlier films you're bound to dislike this one too.

I would advise against making this the first Solondz film you watch, just try Happiness or Storytelling first as these films are a bit more accessible. If on the other hand you feel confident enough to tackle this Solondz there's little to be disappointed about. His trademark style is very much intact and the film received a big audiovisual boost, making it one of the best films he's made yet. As a Solondz fan, I can only hope he'll keep making 'em like this. 4.0*/5.0*

Check out the trailer if you wish, but mind the spoilers.

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Mon, 02 May 2011 12:16:33 +0200
<![CDATA[metropia/tarik saleh]]>http://www.onderhond.com/blog/personal/metropia-review-tarik-saleh

Say hi to another example of fine European animation. Metropia is a film that sparked my interest from the very first screen shots that found their way online, but after its initial release the buzz around this film quickly faded. Undeservedly so, as Metropia is a lovely little film that caters to animation enthusiasts with a taste for the unfamiliar. Set aside your preconceptions on animation in general and let director Saleh work his magic.

screen capture of Metropia

To be fair, there really is no such thing as "European animation". Asian (mostly Japanese) and American animation films usually lead up to certain expectations amongst their respective audiences (and yeah, of course there are exceptions, there always are), but there is no clear bottom line when it comes to European animation titles. Each director seems to come up with a style or theme of his own, leading to an extremely varied if not wildly voluminous selection of titles. European animation ranges from the oddly cell-shaded Nyocker to the black and white overstylized sci-fi of Renaissance. From the strangely innocent-looking revenge flick Princess to the more comic-book like sexual parodies of Blanche Neige.

Metropia fits well into this list, as there really isn't much out there to compare it with. Sure it draws from many other sources, not in the least the Orwellian look of the future where the whole of Europe is connected by an underground metro structure and people are living bleak, controlled lives. But coupled with its distinct look, its unique pacing and quite the novel spin on the setting Metropia stands well on its own two feet.

The film follows Roger, a dull and extremely average guy who's only rebellion lies with riding a bike to his workplace. Something that is actually illegal as people are expected to spend their hard-earned cash riding the metro, feeding the system. But Roger's live is bound to change as he starts hearing voices in his head around the same time he meets up with his dream girl (a shampoo ad girl). While both events seem unrelated at first, they trigger a chain reaction of events that will change the world ... hopefully for the better.

screen capture of Metropia

Metropia is a very visual experience. The animation technique used was specifically developed for this film and might take some getting used to. The faces of the characters look frighteningly real, but they are sparingly animated and appear too big for their bodies. The film looks like a dark, realistic spin on the Japanese chibi fascination, which is somewhat disturbing to say the least. But it works well enough and it gives the film a very distinctive flavor on which is able to build. Know that this style is consistently applied throughout the whole film, so if you think it looks quite bland, don't expect to see much improvement further on.

The soundtrack is equally dark and brooding, featuring a layer of dark ambient that flows well with the visuals. It's not as adventurous or exciting as the visual side of things, but it does the job. Voice acting is solid too, with Vincent Gallo taking up the lead role (his soft voice works well for Roger) and Juliette Lewis and Stellan Skarsgard filling in secondary roles. They do a pretty remarkable job as their voices are separated sufficiently from their real-world selves, keeping the characters very much unique rather than have them become an extension of the voice actors (something which happens all too often in American animation films).

screen capture of Metropia

If you don't dig the visuals, I'm pretty sure that the rest of the film will have a hard time convincing you of its other merits. While the story is interesting enough to entertain, the pacing is quite slow and the visuals are so very much in your face that they play a large part in the overall impression of Metropia. It comes down to personal taste, but if you're not afraid of people trying something different then there is much fun to be had with Saleh's experimentation.

Metropia is a film that will appeal to people who like a dystopian future coupled with a craving for unique animation. If you fall into that category there's really nothing that will hold you back to discover the full potential of this little masterpiece. But even if you can't find yourself in this description Metropia could still prove to be a welcome surprise as there really isn't anything like it out there. So if you're feeling adventurous and you don't mind the chance of walking out a little disappointed, Metropia is still a very worthwhile bet. As for me, I loved it to bits and I'm already looking forward to Saleh's next project. Definitely recommended. 4.5*/5.0*

There's a nice trailer, English subs and everything. Mind the mild spoilers though.

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Thu, 28 Apr 2011 12:37:40 +0200
<![CDATA[villain/sang-il lee]]>http://www.onderhond.com/blog/personal/villain-akunin-review-sang-il-lee

When Third Window Films acquires a film, it's time to sit up and take notice. This past year they've been scouting the best of Japanese cinema, so when they revealed their newest acquisition I was pretty excited to see how Sang-Il Lee's latest film would fare. Even though the setup of Villain (or Akunin, if you want to stick with the Japanese name) sounds like a pretty standard Japanese drama, there is a lot more going on underneath the hood.

screen capture of Villain

Sang-Il Lee keeps jumping back and forth between comedy and drama in his oeuvre. Nothing out of the ordinary you might say, but there's a really big gap between his fluffy comedies and his edgy dramatic works. When I first watched 69 I was ready to ignore Lee's others films, but Scrap Heaven restored my faith in his talent. Villain ties in with his dramatic side, leaving all the teen comedy follies behind and focusing on more subtle and deeper human emotions.

Even though this film won quite a few prizes in Japan (5 Japanese Academy Awards), it hasn't been doing all that well oversees. Not that I believe the film deserves the poor attention, but I can somehow understand why Western (festival) audiences aren't really lining up to watch this film. The first hour is a tad bland, has a hard time distinguishing itself from its peers and feels a little aimless at times. But stick with Lee's intentions and you'll be more than compensated throughout the second part of the film.

The first hour we get an ill-disguised whodunit focusing on the murder of a young girl. There are two likely suspects but Lee never goes to the trouble to add any layer of ambiguity there. It's pretty obvious who the real culprit is, then again Lee takes his time to unravel all the events so you start pondering about the point he's trying to make. It also makes you wonder how he's going to fill the remaining 80 minutes and where the film will go once the puzzle is complete. No worries though, Lee has it all worked out.

screen capture of Villain

Villain looks nice enough, but it's hard to contest that the current Japanese releases aren't as visually distinct as they were a couple of years ago. The film features decent camera work, some nice shots from time to time, but nothing overwhelming or really outstanding. The pacing is not as slow as it used to be and overall there just aren't as many visual impressions that remain after the credits start to roll.

The soundtrack is not all that spectacular either, though very fitting and still quite atmospheric. Good, solid piano music with a few edgy frills to underline the thriller aspect of Villain. It's safe to say that the audiovisual experience of this film is made to fit the themes and story rather than to dominate and steer the atmosphere.

As for the acting, nothing but praise. Eri Fukatsu has a tough role to play and does so with great conviction, but it's Satoshi Tsumabuki that really blew me away. His character is almost impenetrable but at the same time he's the center of the dramatic complications, so in the end it all comes back to his performance and his ability to transfer the dualities of his character to the audience. It's one of the strongest roles I've seen in quite a while. The supporting cast is nothing but perfect either, though their impact is not as dominant as that of the two main actors.

screen capture of Villain

Once the whole whodunit story is cleared, the second part starts to erase any clearcut impressions and feelings you might have developed for the characters up until that point. Even though their former actions remain, the "good guys" are slowly turning black, while the "bad guys" are slowly gaining the viewer's trust and appreciation. Lee repaints the whole setting and blurs the boundaries of good and evil, aptly illustrating that criminal behavior is not necessarily a logical result of a person's self, just as much as lack of criminal behavior doesn't necessarily make you a good person.

The second half of the film holds the key to the success of this film. While Lee reveals his true intentions, the audience is brought to a state of utter emotional confusion. It's funny to see how the first part of Villain features a fuzzy script with clear emotions, which is then reversed to a clear script with fuzzy emotions. The climax is all the more powerful because of that, leaving you with a mixed bag of feelings and some nice bits to contemplate about afterwards.

Overall Villain is a strong film with a clear goal in mind. Know that you need to get through the first hour, trusting Lee that the second half will be much richer and better. Lee could've payed a bit more attention to the audiovisual side, which is decent but a little underdeveloped, but overall Villain is a strong and powerful film that messes with the viewer's emotional state in a very sneaky way. Recommended watching.4.0*/5.0*

Check out the trailer, no subtitles though.

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Wed, 27 Apr 2011 11:54:00 +0200
<![CDATA[twitter communities/the living dead]]>http://www.onderhond.com/blog/work/twitter-noise-and-overhead

Not a month passes by or some blogger launches a moan about how the initiative to comment on blog articles is slowly declining. This is definitely not a new phenomenon, 3 years ago I wrote my own whine to preserve the noble art of commenting, but even I was just a link in a long chain of bloggers complaining. One of the most cited arguments is that the discussion has shifted over to Twitter. A statement that can be easily verified, so why not try to do that with some numbers?

the setup

A few weeks ago the people of Smashing Magazine launched a pretty interesting question through their Twitter account. They asked themselves (and all their followers) how the skills of a good front-end developer could(/should) best be tested. While the answer to this question seems mostly relevant to team leaders and HR people, the core of the question is something that should speak to every professional front-end developer out there: "What makes a front-end developer a good professional".

It prompted me to write an article on hiring front-end developers, but at the same time I was pretty interested to read what others would consider important qualifications for becoming a good front-end developer. So for the first time in my life I clicked on a Twitter hash tag (just for reference, I'm using Tweet Deck to manage everything Twitter related), quite anxious to dive into this hidden layer of Twitter's social communication platform.

For those of you who don't know the Smashing Magazine Twitter, it's pretty much set up like a direct feed of interesting links on web development. Because of that it garnered a pretty extensive base of followers. Current numbers are flirting with the 400.000 mark, so when they present a question on Twitter it reaches 400.000 people without any form of further social intervention. That's a lot of possible replies, right?

the numbers

I did my reply count a couple of days later, by then not many new replies where added to the list. Since it was the first time I was trying out filtering on hash tags, I really had no idea what the multitude of replies would be, but even then I couldn't have imagined how poor the actual results looked. From a potential audience of roughly 400.000 people, came ... 50 replies.

That's a 0.00125% reply rate, meaning only 1 in 8000 people took the time to write a (133 characters maximum) reply. Now of course not all followers are probably active accounts and Smashing Magazine has a pretty strong focus on design, which probably eliminates a percentage of people who aren't all that interested in front-end, but no matter how you look at it, 1 in 8000 is a pretty sad statistic.

On the upside, speaking in absolute numbers, 50 reactions is still a pretty solid result. But let's not get too excited yet. 20 entries in that list of 50 are mere retweets. I don't know why a program like Tweet Deck doesn't filter these as retweets merely functions as information noise when scrolling through the list of replies, but a good 40% of what you're getting is just other people asking the same question again. An important part of the social Twitter structure no doubt, but not at all interesting to someone like me, who's looking for actual answers. So without those 20 retweets, we still have 30 actual replies left.

on comedy, feminism and other nonsense

This being the web and all, everyone can say and post whatever he wants. There isn't much in the way of moderation possible on Twitter either (at least, as far as I know), so those 30 replies are not necessarily all on-topic. Of course it's the same with comments, though those are a lot easier to moderate. So what did I find among these 30 replies?

Well, we all know the web is full of comedians, and so I found some nonsense on Star Wars and IE6 not worth reading, totaling 4 tweets. Apparently there are also a few active feminists watching the Smashing Magazine Twitter, as there appeared to be some consternation on the usage of the word "he", which obviously needed a swift intervention. Together with retweeting and some sucking up to these remarks, it totaled 5 tweets. One random tweet just listed the hash tag, so that one could be scrapped from our list too. This leaves us with 20 factual replies to the posed question.

It's a tad risky to discuss the quality of the contents of these replies as everyone has his own ideas on front-end development, but I for one don't believe that implementing front-end code in any kind of CMS is part of the basic front-end skill set. If you're looking for people who can do that, you're probably not looking for hardcore front-ender developers but a cross-over profile who's versed in both back-end and front-end development. So to be fair, let's just keep it at 20 replies in total (one of which was my own though).

the bottom line

The stone-cold bottom line: 1 in 20.000 people actually found the time to write an actual reply to the question. That's 20x133 characters, mostly comprised of straight keywords lacking any form of decent argumentation. Only 1 tweet contained a link to a blog post that actually went a bit deeper than listing things like "writing clean code" and "make him do a practical test without internet connection".

Maybe the Smashing Magazine Twitter is a bad representation of the web development community living on Twitter, but considering all the limitations the Twitter format presents to holding a decent discussion (the 140 character limit, hardly enough to fit in a full sentence) and the poor quality output of such a huge community, I'm hardly convinced that Twitter is the right place for us to talk about our work.

I do believe it's the perfect place to share links (though not in any shortened form) and to post funny/thoughtful oneliners, but beyond that it remains a rather poor communication platform. If you take the above figures into consideration, I believe it's hard to contest that conclusion. If I'm missing something though, don't tweet it to me, just list it in the comment section.

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Tue, 26 Apr 2011 13:41:14 +0200
<![CDATA[ip man 2/wilson yip]]>http://www.onderhond.com/blog/personal/ip-man-2-review-wilson-yip

The magic Hong Kong action duo, (Wilson) Yip and (Donnie) Yen, are back for more. After the first Ip Man film became quite the success a sequel couldn't be avoided, even more so because the current Yip Man hype (with Herman Yau and Wong Kar-Wai joining in) is still raging around the globe. So if you feel comfortable watching 120 minutes more of the same, Ip Man 2 has everything to keep you glued to your seat.

screen capture of Ip Man 2

Even though I really liked the first Ip Man film, I was still a bit surprised by the critical acclaim it gathered around the world, even earning fans where you normally wouldn't expect them. I myself prefer the more gracious and dancelike martial arts forms, but apparently audiences also dig the more factual, precise methods of Wing Chun. Maybe because it's a bit more down to earth and it looks doable without a whole set of wires, an often cited critique on films like Hero or House of the Flying Daggers.

Ip Man 2 simply starts where the previous film ended. We get some quick flashbacks to freshen up our memories and we see how Yip Man moves away from his old town to try his luck in Hong Kong, setting up a small martial arts school for Wing Chun trainees. For those of you expecting Bruce Lee to join the school right away, pack up your hopes because his character only gets a little cameo at the very end of the film. This film is all about Yip Man settling down (the first hour) and defending the honor of the Chinese once more (the second hour).

In that sense this sequel follows a very similar structure to the first film, only now the Japanese are traded in for the British and Sammo Hung has joined the crew to liven up the first part of this film. Needless to say, if you're hoping for a realistic, historically sound biopic, Yip's Ip Man films probably aren't really meant for you. Better to wait for Wong Kar-Wai's version I presume.

screen capture of Ip Man 2

Visually Ip Man 2 proves a slight step up from the original. The locations, costumes and general setting all look lush and detailed. The camera work is grand and stylish, while the editing perfectly illustrates the essence of the Wing Chun style. Controlled, stemming from defence, but lethal when going for the kill. It really helps the action scenes to flourish and provides a nice change of pace from the dramatic scenes.

The soundtrack is just as grand, only a bit more generic in nature. A bit overblown at times, but subtle and beautiful in other scenes. It's a typical Chinese score which usually goeswell with these type of historical big-budget films. Ip Man 2 isn't really the kind of film to play with originality in its soundtrack of course, but I believe the genre could use some fresh impulses on a musical level. As it stands though, the soundtrack does the job.

Just like the first film, Donnie Yen is absolutely perfect for the role of Yip Man. His slight smile, his compassionate eyes, the perfect control over the martial arts he puts on display ... he's a real joy to behold and quite easily carries the film all by himself. Sammo Hung is still pretty agile for his age (and size), the others don't get much beyond being simple cameos. Sadly, the British actors are complete nobodies with no visible acting experience whatsoever. It's a known fact that Asians have trouble scouting good English-speaking actors, but it's been a while since I've seen such horrible casting. Luckily they are mostly there to get their faces pounded by Yen, so it's not all bad.

screen capture of Ip Man 2

Ip Man 2 is very much like the first film, so your appreciation will greatly depend on your expectations. If you watch this film too close to the first one, or if you expect to fully relive the wonders of the first film, Ip Man 2 will never be able to top it's older brother. If on the other hand you can accept that this film is pretty much a carbon copy of the first, only filled with new fight scenes and a slightly different setting/different bad guys, than nothing will stand in your way of enjoying this just as much as the first film.

The acting of the British will probably appal you, the cameos of characters from the first film don't really bring much to this sequel (Simon Yam is incredibly underused) and the schism between both parts is a little too obvious, but all of these critiques fade away when Yen and Hung are battling on a single table top, playing a game of full contact chess.

Ip Man 2 is pretty much what I expected from it, and I just couldn't have asked for more. Visually a little better than the first film, awesome fight sequences where Yen is allowed to shine and a fully satisfying finale where the final blow caused a big fat inner "Yeah!". This is as far as Wilson Yip needs to take the Yip Man saga though, something he seems to realize as well as he's now doing his own take on A Chinese Ghost Story. Good stuff. 4.0*/5.0*

There's a nice trailer, English subs and everything. Mind the mild spoilers though.

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Tue, 26 Apr 2011 11:36:32 +0200
<![CDATA[the film distribution model/a failure for consumers]]>http://www.onderhond.com/blog/personal/film-distribution-model-how-it-fails

We are taught never to bite the hand that feeds us. Generally speaking that's pretty good advise, but what if that same hand is slowly starving you, or giving you food that's spoiled? Now what if we have to pay hard cash for this kind of service? Would you ever consider that a healthy economic model? As a film fan living in Belgium, this is pretty much how I feel, and it pains me to see that every attempt to improve this situation is killed from within the industry itself.

Fellow Twitcher Peter Martin launched a rant toward theater owners for allowing people to ruin the theater experience for others so easily. While I whole-heartedly support his opinion, I was even more shocked to hear that not only theater owners were opposing the initiative to get new films quicker to the people, but a list of reputable directors had the nerve to shoot down this initiative in the most mind-boggling way possible.

Previously attempts by Soderbergh (Bubble) were vigilantly countered and a lot of fuzz surrounded Disney's relatively short theater run window for Alice in Wonderland. Theater owners really don't like the idea of films getting spread to the masses shortly after their initial release, which, if you put yourself in their place, is actually quite normal. For years the theater business has enjoyed the luxury of offering films exclusively to the public for a short period of time, and it will no doubt hurt their business when people can freely decide whether to watch a film in cinemas or in the comfort of their own living room.

But this is the Western world you know, we are supposed to live in a consumer society where the consumer's demands impact the supply, and the voice of the consumer is quite clear on this subject. We want our films quicker, in our own home, when we are ready for them. The consumer is not here to artificially uphold an entire industry we don't really want or need (as a collective group). That's not to say that people don't like going to the theater anymore, but if the business is just too costly to run for the group of people that wants it, there really is no room for that business anymore. That's indeed harsh, but an economic reality that lives in just about every industry today.

There are two things in particular that struck me as completely surreal when reading through the letter. The first is that the people who wrote the letter describe the current distribution model as successful, the second is that they describe the system as "working well for the movie industry". In both statements there's an utter lack of respect for the people going out to buy and watch the movies they produce. The past 15 years have shown us that consumers are not happy with the distribution model of the movie industry, leading to illegal downloads, mass importing and a general lack of confidence in the powers that be.

The internet changed the game, not only because it gave way to illegal downloads, but because it took control away from the distribution of information. From the moment a Japanese production company puts a trailer online, audiences everywhere around the world are sparked to see this film. To some degree the movie industry realized this potential as they slightly improved their marketing strategies (yay, more and better ways to influence us to buy their products), but when it comes to actual distribution of the goods, they've remained mostly unmoving, hoping that their old model would stand all the heat.

As a film fan, I can only hope the current model crumbles quicker that a sand castle struck by a tsunami. While the whole world is buzzing about the newest releases, a lot of people are denied to joy of joining in on the conversation. Huge films like Black Swan are only released in Belgium during the Oscar weekend, for others (Ghost In The Shell 2) I had to wait more than 2 years before they made a theater appearance (note that it was already available on DVD in other parts of the world by that time), other films never appeared at all, not even on DVD. For someone willing to pay for watching a film, the industry is particularly uncaring to provide that most basic service to me.

I know distribution of goods is more complex than consumers see it, but over a period of 15 years time not much has changed for us. What's worse, there aren't even that many initiatives from the industry to change their distribution model. Some parts of the world have it better than others (America has VOD services with a pretty decent database of titles) but there still isn't much of a comprehensive distribution system that comes close to the illegal circuit. To cite a recent example: 13 Assassins is out on DVD in Japan, it's available on VOD for those who have access to it, but in Belgium you still need to wait more than 2 months for it to appear in cinemas. At least, the way the schedule stands now, which is hardly a guarantee for a "small" film like 13 Assassins. And if things turn really sour, it will receive a single-week release in a selection of cities that take longer to reach than it takes to watch the actual film. Is this really supposed to motivate me to wait for a local release?

In essence, film distribution isn't any more difficult that putting your film online and offering it to the world, streamed or downloadable, gradually opening up to new markets when subtitles (or god forbid, dubs) are added. The whole world is your customer as long as they can reach your site. This is of course an ideal customer model where we can see a film as soon as it is uploaded, no doubt there are countless reasons why this would not work as well as described here (outside of the fact that they might earn less - a good time to lower the wages of some actors no doubt) and no doubt it is incredibly naive, but it would surprise me that these problems are actual show-stoppers for an industry as big and wealthy as the movie industry.

See, I as a consumer don't understand why I can't get access to the films I want to see, or even want to buy. Marketing everywhere is getting us high on a buzz, then forces us to wait, sometimes indefinitely. This model worked in a time when only the biggest movie geeks were well-informed about upcoming releases, but with information available everywhere for everyone, this model is just too outdated and restrictive. By now I've had my fill of buying 50 dollar Japanese imports and watching them with a printed translation of the dialogs (Tenshi no Tamago - still no official English-subbed version for an animation landmark film from 1985), how insane must one be to continue such practices only to see the films he cares to see?

The worst thing about the letter though is that it reflects the inability of such a huge industry to acknowledge the actual problems it is facing. People have been yelling for a better, more correct and consumer-centered distribution model for the past 15 years, how is it possible to completely neglect (and even bluntly contradict) this and to state that the current model works "fine". Especially when almost every other official press release is targeted at declining sales and the effect of illegal downloads on our precious hobby.

While the premium VOD model itself doesn't really appeal to me (30 dollars, 60 days after a film is released in theaters, really??) it sounds like an important step in the good direction. The model itself will probably fail because it is incredibly overpriced for a relatively weak service, but it might spark some new life in finding better and fairer distribution systems, restoring some faith in the minds of those who pay for their 300 million ventures about some Smurfs in the jungle.

Then again, maybe I should just consider myself lucky that I know enough English to import my films from Hong Kong or Japan directly, otherwise I probably wouldn't even be an avid film fan. And maybe I should just believe those who tell me to "find another hobby" if I don't agree with the supply. One thing I know for sure though, if everyone out there with a grudge against the distribution model would turn against the film industry, they'd be in a lot more trouble than they are now.

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Thu, 21 Apr 2011 11:14:25 +0200
<![CDATA[hiring front-end devs/an extensive checklist]]>http://www.onderhond.com/blog/work/hiring-a-front-end-developer

Last week Smashing Magazine launched a pretty interesting question through their Twitter account: "What's the best way to test if your new front-end developer is really good at what he does". It's one of those questions that seems quite simple at first, but once you start writing down requirements there's a lot more to it than producing clean code and providing quick results. Let's run through a couple of criteria that determine the overall quality of your new recruits.

so what is front-end development?

This might be a silly thing to say, but first you should fully understand what a front-end guy does. Us front-end people, we limit ourselves to writing html, css and javascript. Flash is already borderline, but asking us to incorporate html code in a CMS system is not really part of our job description, so don't be offended if we give you a funny look. It's a skill that many of us have mastered though, but if you truly expect this from your future employee, it's probably best to list it as one of the main requirements right away.

And if you are specifically looking for a profile to incorporate front-end code in CMSes, make sure to find someone with a good feel for both front- and back-end coding. While many front-end developers have some experience with dropping their code in WordPress or Drupal, it's best to find someone who's had sufficient experience in both areas and willing to focus on this particular skill.

size matters

Not the size of your front-end developer mind, but the size of your own company. Before you start looking for people, consider what kind of profile you need for your company. There's a big difference between looking for a lone developer (who can tackle everything from html to javascript on small projects) compared to a team player (who can focus on one or two aspects of front-end, working on large-scale projects). If you're not interested in building a team of skilled front-end people, you should be looking for overall skills and the ability to balance quality across all three major aspects of front-end development.

If on the other hand you plan on building a team of experts, you should look for people who don't mind specializing a little. As a front-end developer you should definitely know the basics of all three fields, but it's not necessary to be able to execute all three. I for one don't feel very comfortable working on javascript-heavy projects, but I know the basics of good javascript code, being perfectly able to write html and css to go with the javascript. At the least, you should be able to find people who can recognize the quality of the code written in all three areas.

Finally, if you need to assign a team of 3 developers to 3 different projects, it's better to split responsibilities (html, css and javascript) and assign them as a team to all 3 projects, rather than giving them each a project and letting them do all html, css and javascript for a single project.

brainwash vs brainwar

Then there is the question of hiring a junior or senior profile. Both have their advantages and disadvantages and depending on your reason for hiring the outcome of your decision will be different.

Junior profiles are perfect if you are fortifying your team for the future. These profiles are easy to brainwash with your company's guidelines on quality coding and even though they are hardly billable at first, they will adapt quickly to the needs of your company. Junior profiles are best hired before the storm, when there is time to learn them about the tricks of the trade, not overwhelming them with stress and performance pressure. They will learn about that when their skills are sufficiently developed.

Senior profiles are perfect if you need quality output fast, without too much hassle. Sudden bursts in html and css work might require you to hire someone that knows what to do with a minimal amount of briefing and follow-ups. On the flipside, know that his ideals and preferred method of working might clash with your own quality standards. It's good to challenge your own standards once in a while, but make sure that you don't create schisms in your team and that you have one single person who has the power to decide when conflicts don't get resolved.

quality

It's hard to define the quality of someone's work, because we as an industry lack an extensive set of best practices. That's why you could probably use an internal document that lists your company's requirements for quality front-end code. If you don't have that, look for someone who has strong ideals and knows to defend them so he can make you such a document. Whatever the actual quality of your internal guidelines and whatever the critique from outsiders, just make sure you'll be able to stand behind your own ideals.

Also make sure to differentiate between html, css and javascript in this document, regulating just about anything you can regulate. This is easy when new guys join the company, ensuring standardized quality output that can easily be transferred to other developers.

do skills matter?

Well, yeah, of course skills matter, but know that most skills in our trade can be learned through experience. There is not much that cannot be learned through extensive reading and years of coding. You'd do better to look for certain characteristics in a person as this indicates how he can and probably will develop himself to become better at his job. Some of the more important characteristics are:

  • Find someone with a clear opinion. Front-end work is quite messy, so if you hire someone who picks up ideas without critical reflection this will be reflected in the overall quality of his work.
  • Find someone who writes clean code. This can also be taught through experience, but only to a certain degree. Make sure your front-end guy can stick to his own guidelines.
  • Find someone who is willing to live by the general ideals of front-end development. HTML is not hard to learn, but it's much more difficult to understand. Find someone who is willing to invest the time to understand his job.
  • Find someone who doesn't like to give up. Cutting corners is very easy in our profession because both clients and visitors will find it difficult to judge the actual quality job you've done, but providing sub-optimal work will no doubt have its revenge later on.
  • Find someone who is dependent on his own skills. Don't believe people who'll tell you frameworks can solve everything.

there are no black, female nerds, right?

Finally, you're not hiring a demographic, you're hiring people. As long as they fit the profile, race, gender or any other personal, differentiating characteristic doesn't matter one single bit.

conclusion

If you want a front-end developer, start by deciding what kind of profile you're looking for. There are many people out there, with broad skills ranging from design to information architecture and html, but also front-end developers who like to specialize in a limited set of skills. One is not necessarily better than the other, but depending on the needs of your company it's good to know what kind of profile will fit your position best.

As for skills, examinations and questions are only profitable if you need someone good, fast. If you're looking for a long-term engagement, focus your attention on other things. And if all else fails, just depend on your gut feeling.

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Tue, 19 Apr 2011 13:47:33 +0200
<![CDATA[html-man/protecting consistency for your children's sake]]>http://www.onderhond.com/blog/work/the-future-of-writing-html

Five years ago I started work for my current employer. Evaluating those past five years, it's interesting to see how my core job has changed over the years. In my previous articles on the death of one man show development (part 1, part 2) I approached the topic from a rather broad and detached perspective, to make it more concrete this will be a personal evaluation, illustrating the changes I went through and the trajectory that is laid out for me in the coming years.

focus is key

When I started in the web business I simply "made websites". People gave me a design and I made them a working, fully functional website. ASP development, html and css, javascript, SQL queries, you name it. One thing I learned through all that is that when you have to do all these tasks yourself, it's hard not to compromise on quality. I often adapted back-end code to make the implementation of front-end code easier (and the other way around), but working like that doesn't really help the quality of the overall project. If you do everything by yourself, it's just a lot easier to cut corners without anyone noticing.

Working in a team proposes a different dynamic. First of all you have an obligation to the people who come before you, doing a good job of translating their work into your own deliverables. At the same time, there's an obligation to the people that follow you, making sure they are given proper deliverables to work with. To do that you need focus, doing the best job you can within the field that is assigned to you.

When I started at my current employer my focus was html, css and a little javascript (front-end work in general), which was already quite narrow at the time. But that focus shifted even further over the years, to just plain html work. It's not that I don't write css anymore, but that part of my job is slowly fading and it's being assigned to other people now.

becoming the html dude

There are various reasons and explanations for this change in focus, but ultimately it feels like a very natural shift that comes forth of our growing industry rather than from my own growth.

First of all, writing html and css were more related to each other five years ago. Today we can depend on the power of css3 to do a lot of the dirty work for us, but back then writing html was 50% semantic and structural work and 50% getting your code ready for the css. That is slowly changing nowadays, so we can spend more time on semantic and structural relevance in our code. Taking into account styling limitations is becoming less and less of a problem these days.

Another thing that influenced my job a lot these past months is the arrival of html5. New challenges presented themselves, allowing us to write richer html code, but at the same time making the html job a bit more difficult. Fiddling with sections, articles and only 1 heading level took up quite a lot of my time, which could not be spend on getting the hang of the latest css3 evolutions.

A third thing that changed a lot for me was the development of an inhouse tool to automatically construct static web templates. Rather than making static html pages and spending half of my time copying html from page 1 to page 30, I can now focus on writing a single component once, making it flexible enough to incorporate all instances and variations of this component on a whole set of templates. This part in particular will have a big influence on my job in the future as you really learn to write rock-solid, flexible and expandable html code.

siding with the wireframe guys

If you write static html, consistency is a tricky thing to uphold. It's just too easy to copy a particular piece of code and to make slight adaptations to it, according to the needs of the wireframe you're following. But experience taught me that many of these little inconsistencies are just there by accident, the result of actively working on a big set of wireframes and momentarily losing sight of the bigger picture, or simply by failing to see the connection between certain components on a page or site.

Working with instances of master html components brings these little inconsistencies to the surface, taking the job of the html-guy much closer to the people drawing up the wireframes. So while my "old" job started after the visual designs were finalized and continued from there on as "front-end development" (including html, css and javascript), I can now start work from a preliminary set of wireframes, do my html stuff and start consistency discussions a lot quicker.

The way I see it, html and css will keep growing apart from each other in the future. Which is only natural because the html work that needs to be done is more closely related to the job of wireframing a site anyway, while the css work ties in with the visual design part of building a website. This rupture between html and css will probably mean that people doing html and css at the same time will either be forced to take sides, or to jump ship halfway through a project.

conclusion

For smaller projects nothing much will change in the near future I guess, but more and more sizable companies are willing to invest in tailored html-frameworks to role out on all their sites. This goes beyond looking at a few wireframes and writing html for that, but it will become an essential part of our job to deliver solid, flexible and future-proof html components that can be used in a range of circumstances, most of them not defined beforehand.

This is a very interesting challenge that makes the song we've been singing these last 10 years very tangible and real indeed. If html is all about semantics and structure, then it a single component could and should be only defined once, to be used across multiple sites and projects.

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Wed, 13 Apr 2011 13:44:53 +0200
<![CDATA[juliets/yu-hsun chen, chi-jan hou and ko-shang shen]]>http://www.onderhond.com/blog/personal/juliets-review-chen-hou-shen

Most anthology films I've tackled so far were composed of a considerable amount of shorts. Juliets is a little different as it only includes three shorts, all of them keeping to a pretty well-defined concept. Juliets compares more to films like About Love or Eros, rather than the ones I usually review here. It changes the dynamic of the project a little, but in this case that's hardly a negative thing. If you want a look at Taiwan's upcoming talent, this film is definitely not to be missed.

screen capture of Juliets

The idea behind Juliets is a re-imagining of Shakespeare's classical character in a more modern setting (ranging from the 70s until now). Each short features a Juliet (the second film even has three) and follows his or her romantic misadventures. The re-imagining is quite broad and free-form, but the basic concept remains firmly etched in all three parts. The first two films are pure romantic dramas, the third one is more comical in tone.

The first short, "Juliet's Choice", travels back to the 70s and finds a physically disabled girl working in a little print shop. She falls for a student who tries to get his rebellious school paper printed and she decides to help him out behind the back of the print shop's owner. She doesn't really sit well with the friends of the boy though, and thus she gracefully sacrifices her own safety so the both of them can live together.

Juliet's Choice feels very much like a classical Chinese film. Hints of Wong Kar-Wai and Christopher Doyle are never far away, with lush camera work and vibrant colors set against dark shadowy backgrounds. The short is extremely elegant, stylish and well-acted. Hsu is almost unrecognizable here but she really carries the film well, effortlessly dragging the viewer down with her. It's a perfect opener for this anthology. 4.5*/5.0*

screen capture of Juliets

The second short is titled "Two Juliets" and features one real Juliet, a fake one and one that gets converted along the way (they should've named it Three Juliets really). A rather striking story about a girl that sees herself locked up in a mental institution to escape the life of being a wandering artist, waiting for her lover to come back for her. Sadly circumstances prevent him from returning, leaving Juliet alone in the mental hospital. The short reminded me a little of Kitano's second segment of Dolls, as the story itself is told from a similar perspective (the main character 30 years later), but also because the film itself has a rather Japanese feel to it.

Through some lovely flashbacks the relationship between the two young lovers is adequately illustrated, getting you to feel for them in only a couple of scenes' time. Visually warm and beautiful, atmospherically endearing and peaceful, the flashbacks really are the core of this short. The scenes in our current time are all the more dramatic because of them, aptly staying clear from any false sentiments or fake dramatic tension. A truly magnificent short, one which I would definitely like to see expanded into a full-length feature. 4.5*/5.0*

screen capture of Juliets

The final short, Middle-Aged Juliet, is quite different in tone and atmosphere. From the very first frames it's obvious that comedy plays a more important role here, trading in dramatic tension for feel-good gaieties. It's no doubt an agreeable short film, but it takes some getting used to after the two previous shorts. The Juliet here is actually a guy turning 40, wrestling with his bad looks and tendency to fall for guys rather than women. But when he finally decides to end it all, his suicidal ventures keep getting interrupted by a local film crew.

Even though there is nothing much wrong with Middle-Aged Juliet, it's far from as engaging as the first two shorts. It's not up to par on any level and so it would've been better if it had been put as second in line. It's a nice breather no doubt, but by the time it gets featured in this anthology I was just expecting something more from the film. 3.5*/5.0*

In between the shorts are some nicely animated intermissions, properly introducing each film. As a whole, the complete package is lovely, featuring three good film of which two are truly outstanding. The quality is solid throughout without any big dips or serious disappointments. Here's to hoping these directors get a chance to release more of their material in the West, earning them the proper international respect. If you don't mind romance and drama, this smart anthology film is among the best out there, definitely recommended. 4.5*/5.0*

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Tue, 12 Apr 2011 10:16:55 +0200
<![CDATA[on man show dev: part 2/frameworks exposed]]>http://www.onderhond.com/blog/work/frameworks-reduce-skill

A few weeks ago I wrote about the death of one man show web development, which resulted in discussions mostly centered around the use of frameworks. Many people (mostly back-end developers though, while my main target is the front-end crew) argued that there hasn't been a better time to tackle a full project on your own, thanks to the generous help of many frameworks out there. Let me explain why I believe this is not quite the case.

rise of the framework

Over the past years we've seen many frameworks spring to life. Just a few years ago we had one or two javascript frameworks to choose from, now we can also find frameworks for our html and css work. We can even go deeper and download boilerplates to build our own framework, going completely Inception on our everyday job.

Frameworks are usually built for one of two main reasons. Either the job has become too complex and time consuming to learn by heart, or there's a repetition of successive tasks that needs to be executed a lot. Being a professional web developer means you're using the framework for the second reason, saving yourself time to spend on more pressing issues. Sadly though the reason I stated first is one of the prime successes of the frameworks out there today, leaving many people clueless about the finer points of the job.

This ties in with what I explained in my previous post. Back in the days writing html used to be quite simple. You didn't have too many elements to choose from, writing an h1 instead of p class="title" was considered excellent coding and even though people were working hard on the next-gen html, nothing much ever changed. The need for a html5 boilerplate indicates that writing html these days is a bit more complex than it used to be, and so frameworks are created to help people overcome these complexities.

the beast within

I've voiced my concerns about frameworks before and I still believe these concerns are relevant, probably even more so, today. Frameworks can be extremely useful to get started with a language you aren't familiar with, hiding most of its nasty bits, but at the same time they will limit your knowledge and creativity.

Using the jQuery example once again, it's perfectly fine to use this fine library for avoiding the cumbersome task of querying elements on a page. The dom selector engine in jQuery is a real time saver. But even then, actually knowing how to do this cross-browser with regular javascript is definitely necessary is you want to sell yourself as a javascript expert. Once you start fiddling with jQuery UI components though, you're entering the territory of quick and dirty coding. From what I've seen from these components, the html code is crap and most components are far from accessible.

The bigger the task you are trying to capture in your framework, the bigger the chance you will yield sub-optimal results. And if you only know to work with a certain language through a framework, your output as a developer will never rise above the strengths (but more importantly, weaknesses) of said framework. You'll be confined by the limitations of what your framework can do for you, trying to solve problems with the limiting tools you have (or can find online) rather than going for the best possible solution.

conclusion

Frameworks offer many out of the box solutions, but most of the time these solutions are of moderate quality (trying to put it mildly). I have never seen a CMS out there that generates decent html by itself, I haven't seen too many javascript UI components that generate something I would put in my code without a definite sense of shame. Of course most of these out of the box solutions look quite okay when viewed in the browser itself, and if that's the level of quality you're aiming for then that's fine I guess, but I would hope that most modern web developers have higher standards.

Use frameworks when it saves you time on repetitive tasks or when you really lack the resources to get a pro for the job, just don't fall into the trap of relying on frameworks without knowing what it is actually doing in the background. You'll lose the ability to properly judge its output, which will directly reflect the quality of the job you're doing. It may be true that it's easier than ever to built a site all by yourself using frameworks, but the quality of the site will be reflected in this approach and in the end there will only be one person accountable for that.

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Wed, 06 Apr 2011 11:43:08 +0200
<![CDATA[the unforgiving/alastair orr]]>http://www.onderhond.com/blog/personal/unforgiving-review-alastair-orr

South-Africa might not have the most booming movie scene on the planet, from time to time some really interesting stuff is coming from over there. Just last year blockbuster District 9 stormed the world by force, now it's time for low-budget genre flick The Unforgiving to make a name for itself. World domination may be out of reach for this film, but signs of a respectable cult audience are lurking right around the corner.

screen capture of The Unforgiving

Director Alastair Orr must've had a clear vision when he started with this film, as it's been quite a while since I've seen a horror flick this bold and brash. From the very first frames Orr seems very much in control of his film and he doesn't let go until the final frames have disappeared from the screen. This definitely increases the love or hate factor of The Unforgiving, but I prefer that over middle-of-the-road cinema everyday.

The concept of the film is pretty simple and straightforward. The Unforgiving starts off with a cop interrogating two surviving victims of a rampant serial-killer. The police has been chasing him for quite some time now, but this is the first time he's left them some clues. From there on the story is told in a way that reminded me a little of Nolan's Following, with regular scenes, flashbacks and flash forwards all mangled up without any indication of which is which. Only time will tell how everything fits together.

Of course you can expect a twist, halfway through the film I was struggling a little to keep up with all the information, but as is usually the case with these kind of films, all you need to do is wait for the ending and at least the crux of it will be properly explained. For more details, a second viewing us usually required. Orr handles it quite well, though I wasn't really blown away by the main twists here. Pretty standard stuff compared to others films out there.

screen capture of The Unforgiving

The Unforgiving is a prime example of the digital aesthetic. Very sharp contrasts and strong colors create a harsh yet pleasing image quality that goes very well with the rest of the film. Quick motion and lots of moving on-screen elements (like rain, or running the camera through high grass) result in a somewhat abstract, almost animation-like effect. It won't be to everyone's liking, but I found it very impressive indeed. But most striking are the many close-ups of the character's eyes, which leave a lasting impression. Pretty awesome alright.

Even more striking is the soundtrack of this film. Orr doesn't want to play it subtle, the whole film sounds like one big climax. Usually I'm not a big fan of overblown music, but Orr makes it work. It's not that the music is constantly epic or loud, but at least once every five minutes a sprawling atmospheric climax is reached. Once again this might put people off, if you like subtle this film probably isn't for you in the first place.

The acting performances are a little fickle though, Macquet doesn't look quite at ease in front of the camera and can't really shape his character. Thomson and Opperman do a pretty decent job, the direction of Orr does the rest. Overall the acting suffices, but it would've been nice if the lead had been a bit more convincing. It's not a film that demands too much from its actors and their performances aren't crucial, but Orr shouldn't have had to work so hard to compensate.

screen capture of The Unforgiving

The Unforgiving is a pure genre flick, making it pointless to even begin and cite possible influences. Most surprising though is that the look and feel of the action is somewhat reminiscent of Tsukamoto's trailer, good stuff.

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Mon, 04 Apr 2011 10:31:28 +0200
<![CDATA[liar game: the final stage/hiroaki matsuyama]]>http://www.onderhond.com/blog/personal/liar-game-review-hiroaki-matsuyama

Maybe it's a coincidence, maybe people have been spying on each other's work, but with Matsuyama's Liar Game: The Final Stage and Nakata's Incite Mill appearing almost simultaneously, Japan has two conceptually very similar films on offer. The direction takes both films different places, but it remains hard not to compare both films. That said, Liar Game is the clear winner for me, getting much more out of its initial concept.

screen capture of Liar Game - The Final Stage

The title already suggests that this film is part of a bigger franchise. In 2005 the Liar Game manga was serialized, shortly after a TV-show was made. This film serves pretty much as the conclusion of that series, but no worries, even without prior knowledge of the characters or concept the film is pretty easy to follow. The beginning of the film is crammed with all the information you need to know, so you won't feel left out on anything later on.

Liar Game is all about deception and outsmarting the other contestants. A small group of people has gathered into a game room to start the ultimate game of deceit, only one of them will win the 50 million yen jackpot. The downside? If you end the game with a debt, the debt becomes real and should be paid in full to the hosts afterwards. The game itself is quite complex and the explanation at the start may be a little too hasty to take everything in the first time around, but the finer mechanics are adequately explained during the course of the film. Don't be put off if you're a little lost these first 10 minutes, everything will make sense by the end of the film.

All characters get their five minutes of fame, but the main focus of the audience lies with Nao, the most naive and gullible contestant of the group. Rather than deceive, she tries to get everyone together, hoping to maximize the profit of each player. Needless to say, her attempts are in vein and not long after the first of thirteen rounds people are eying each other from all parts of the game room, trying to outsmart the rest of the group.

screen capture of Liar Game - The Final Stage

While Matsuyama goes through great lengths to elevate this film above the visual limitations of TV series material, he doesn't quite fully succeed. The film looks pretty great though: strong colors, nifty camera tricks and a visually lush setting, but the editing and buildups of scenes often resemble the short attention span and hasty climaxes found in TV series. It's a small detail but within the film's 2 hours running time it does start to show after a while.

The soundtrack is pretty decent, high octane stuff that keeps the blood pumping and lends the film the necessary excitement in the right places. It's not something that would ever work outside the film and it's not all that in your face either, but it does work on a more subconscious level, granting the film some extra excitement and a definite sense of tension.

As for the acting, Liar Game is clearly a manga/anime adaptation. Don't expect realistic characters or well-developed human emotions, each character is a clear stereotype that keeps very close to his or her intended purpose. If you can't stand the typical Japanese overacting this will definitely turn you off, but with people like Erika Toda, YosiYosi Arakawa and Toshihiro Wada you have a capable team of actors to get the job done.

screen capture of Liar Game - The Final Stage

Even though the concept of the film is pretty interesting, you might even go as far as to call it original, the film itself is quite predictable. Of course there are a couple of nice turns and twists along the way (some a little far-fetched but that is part of the game really), but the ending is pretty much fixed from the start and the film doesn't make much effort to hide it from its audience.

And even though you could easily cite some films that served as possible inspiration for Liar Game (Battle Royale, The Experiment, Saw - just to name a few), the mix still feels fresh and the setup is more than interesting enough for two hours of tense gaming fun. Once everyone is properly introduced and the players are trying to outsmart each other, the entertainment value stands solid and remains constant for the remainder of the film.

Liar Game has a couple of minor flaws and doesn't quite escape its TV background, but it has plenty of positive elements to erase these minor shortcomings. It's highly entertaining, shamelessly in your face, visually gratifying and overall satisfying. Neat concept, strong execution, barrels of fun. What more could you ask for? 4.0*/5.0*

There's a trailer, no subs though.

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Fri, 01 Apr 2011 11:53:23 +0200
<![CDATA[balacing accessibility/setting priorities]]>http://www.onderhond.com/blog/work/balacing-accessibility-setting-prioritie

With all the recent progress in the web development scene priorities have clearly shifted. Canvas is the bomb, css3 is like pixie dust and experimentation equals attention from the community. We're living on a high, but at the same time we seem to have lost sight of some of the best practices of yonder. Once more accessibility is reduced to a mere afterthought, erasing five long years of sensibilization. But how do we counter this evolution?

levels of accessibility

Last week I read an article on html source order by Roger Johansson. I usually tend to agree with the articles he writes, but this particular one seemed to take accessibility concerns just a little too far. The article argues that the source order of a html page should match the visual order of element rather than follow a logical structural flow. The reason: accessibility concerns.

Don't get me wrong, it's good to see articles on accessibility these days (just this morning I found a comprehensive article on modals, completely lacking any kind of accessibility best practices and concerns), but accessibility is still just one of the many things we web developers have to take into account. It's important that our sites and applications are accessible for as many users as possible (I say users as it is broader than just people, it also includes crawlers etc), but it's virtually impossible to give everyone out there the best experience possible.

The difference between both opinions lies with the level of accessibility. It's not that either option will render the information inaccessible to anyone or anything out there, the question is who's given the most priority and who do we want to service best?

the tightrope dance

In the end it's all about balance. Compare what you gain with what you lose and make a decision based on that information. Now looking at Roger's arguments I can't say they are convincing enough to make me change my mind. It's not that I contest the things he says, but confusion between sighted and visually challenged users looking at the same screen seems like a very minor use case indeed. Confusion about focus order is a stronger point as this affects a bigger group of people (everyone using the keyboard to navigate), but as long as we're talking huge blocks of content (and not a single link that's positioned in a completely different area) I don't think this should be a real issue either.

On the other side of the fence lies structural validity (ie, is the order of elements in the source code logical). A popular use case here is sub navigation (usually found in a left sidebar, next to the main content of a page). Sub navigation is only relevant if the content on the current page is insufficient. To know whether the content is insufficient you have to read it first, so the sub navigation should be placed after the main content in the source. For visual users this is a little different, as they can scan really fast to judge whether to continue reading the main content (based on amount or structure) or to check the sub navigation for further drill-down. People relying on screen readers and other assistive tools don't have that luxury though.

We tend to read from left to right, so if you want to match source order to visual order the sub navigation should actually be placed in front of the main content. Now if you ask me, I prefer structural validity to raising the accessibility for a very limited amount of people, but maybe that's just because I put a lot of effort in creating structurally valid html.

conclusion

Accessibility has an important place in our job and currently it's being grossly overlooked. On the other hand, it's just on of the many factors that influence the judgments we make. In the end it's all about balance. Divide all arguments in two distinctive groups and weigh these groups against each other. Personal preference will always have an influence on the outcome as we still lack hard figures to back our arguments (how important is structural relevance compared to the group of visual/screen reader duos? Any numbers?), and maybe that's where experience will help you to make better calls. Just realize that definite answers are really hard to find.

To get back to my original question (how to raise awareness for accessibility once again), I believe its crucial for accessibility concerns to remain level-headed and useful, instead of going head-on against the current trend of neglecting them. We can grind hours about the finer points of accessibility, but for now there are more important issues at hand. Make people think about accessibility when they reach for the canvas element, turn it into an argument for choosing javascript frameworks or incorporate it into the newly emerging best practices. If we turn accessibility into a purist matter now, we will probably alienate people even more of this simple concept, digging our own grave. Just my two cents.

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Wed, 30 Mar 2011 12:09:56 +0200
<![CDATA[reign of assassins/chao-bin su and john woo]]>http://www.onderhond.com/blog/personal/reign-of-assassins-review-woo

I admit, I'm quite partial to big-budget martial arts epics. I wrote reviews for True Legend, 14 Blades and Tracing Shadows before, now it's time to promote John Woo's latest entry in the genre. Backing director Chao-bin Su, Woo delivers a prime example of wuxia wizardry with a serious injection of old-fashioned martial arts genre fun. The result is a nice blend of old and modern which looks stunning and doesn't leave you any chance to become bored.

screen capture of Women Play Twice

Opinions tend to differ, but personally I feel it's been years since John Woo managed to direct a truly satisfying film. His Chi Bi project was decent enough but didn't hold up against the competition and his late Hollywood work just isn't good enough to compare to the the highs in his oeuvre. A little ironic as Woo's name seems mostly attached to this film for the guidance he gave Chai-bin (and for obvious commercial reasons of course). Chao-bin is credited as both writer and prime director for Reign of Assassins, so it's really his film.

Plot-wise Reign of Assassins reminds me a lot of the martial arts productions from the early 90s, a golden period for Hong Kong cinema and its martial arts films. The film follows Zeng Jing, an assassin trying to retire from the world of martial arts. Complicating her retirement is the theft of an important artifact, which sets a crew of angry adversaries on her tail.

Zeng Jing is skilled enough to escape them and retires after signing up for cosmetic surgery to hide her old face. She marries and seems to be living a happy life, until fate comes to collect her dues. From that point, it's all battles and twists that make up the bulk of this film. Told in a somewhat atypical chronological order, Reign Of Assassins has a stronger and more developed plot than most peers, most probably because Chao-bin does a great job of handling both script and direction at the same time.

screen capture of Women Play Twice

Woo and Su turned Reign of Assassins into a true visual spectacle. The cinematography is stunning, using lots of dark yet powerful colors, trusting the majestic camera work to do the rest. All the fight scenes are a joy to behold and even the more toned-down and dramatic scenes are exquisitely photographed. It makes films like these a lot easier to watch. From the opening to the very last scene, there isn't a boring or dull scene to be found.

The soundtrack is of lower quality, but suffices for a film like this. Sometimes a little over-dramatic, though most of it is pretty bearable. Simple re-workings of classic themes that do fit the mood of the film, but don't go far in defining its atmosphere. Luckily the visuals are strong enough to counter this, otherwise it would've weighed a lot more on the overall feel of the film.

As for acting, I couldn't help but feel a little awed by Michelle Yeoh's performance. She's almost 50 but still kicks serious ass on screen. Her performance is elegant, powerful and stoic, but her moves are still fluent and agile. She easily carries the film as female hero, not many people in Hong Kong (or even outside of Hong Kong) can do that. The rest of the cast is pretty good also, but they are easily overshadowed by Yeoh's presence.

screen capture of Women Play Twice

Reign Of Assassins is a pretty good continuation of the martial arts genre. It's not often that female characters get a lead in these type of films, Yeoh demonstrates it's not because they lack the (screen)fighting skills. The only post-80s film featuring female leads I can actively remember is The Heroic Trio, which incidentally also features Yeoh in one of the key roles. I for one think the lack of testosterone is a welcome change of scenery.

The biggest problem is that Reign of Assassins has some stellar competition amongst its peers. It can't battle with the best, but still manages to impress on most levels. It's no new Hero or The Banquet, it simply doesn't push the boundaries as much like these films could, but apart from that (and the mediocre soundtrack) there really isn't much to complain about.

Chao-bin Su and John Woo delivered a great film, filled with awesome action scenes and above-par dramatic filler that stands its ground amongst all the other martial arts films coming from Hong Kong. If you're looking for a quality martial arts epic, look no further because this film has everything to quench your thirst. As long as you don't expect to be totally blown away by, there isn't much that will keep you from enjoying Reign of Assassins. 4.0*/5.0*

There's a trailer, just mind the spoilers.

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Mon, 28 Mar 2011 12:38:38 +0200
<![CDATA[one man show development/rip]]>http://www.onderhond.com/blog/work/one-man-show-development-rip

Being a web developer is not for the unadventurous, unless you're lucky enough to be able to evolve with the industry naturally. If you want to be stuck doing the same job over and over again for 10 years in a row, it might be better to try a different job. That's not to say you can't specialize in one of its many sub sectors, but it's essential to realize that your methodologies and actual job description will change drastically over time. And right now, I feel a shift coming up.

first of all: context

I'm sure this article will not be a very pleasant read for some of you. It's not my intention to offend certain people or firms, but I do believe that what follows needs to be said. Also, it's not that I don't respect the work being done by people out there in the field. On the contrary, I know for a fact the work and hours some of you are investing in your job as front-end developer are far beyond my own capacity. But sometimes reality is unpleasant and yet it needs to be dealt with. So much for the disclaimer.

In less than 20 years time our profession changed a lot. Not only on a technical level, I'm talking more about workflow and social context here. When we first started to build websites we had to battle the amateur site builder, nephews, relatives and friends who could build you a site for half the price professionals charged. At that time these people were necessary for our job to evolve. Everyone wanted a website and there simply wasn't enough professional capacity out there to fulfill that need. But once the web started growing up these same amateurs became a threat to our job. They simply couldn't guarantee the quality that was needed for the web to evolve as a business-minded ecosystem.

A similar shift is coming up once again. For years the middle regions of the web have been ruled by one-man show developers. People who were capable of handling a single project from start (initial meeting with clients) to finish (sometimes this meant front-end only, sometimes it even included back-end). These people really helped the web to grow and to attain a respectable level of maturity, but nowadays you can feel how they will be limiting further growth in the near future. Not because they aren't capable or they aren't putting in enough effort in their job, but simply because the complexity of building a site is rising exponentially.

from conception to front-end delivery

Taking a site from initial conception to a finished (front-end) delivery is still quite possible if you're talking about a website composed of 6 to 10 pages. Simple custom development set up in Wordpress or any other simple CMS is still somewhat doable. But even that is changing, with needs of customers that keep on growing. If you want a quality site these days, you need to think about taxonomy, wireframing, usability, accessibility, semantic and structurally correct html, css and browser compatibility, javascript and frameworks, design (functional and creative), performance, mobile solutions, cms or other autmated systems, copywriting etc etc. And that's just the technical side.

It is possible to do this all by yourself, but it becomes more and more difficult to do a good job in all these fields separately. Keeping track of all knowledge in even one of these fields is pretty much a daytime job, so the more you want to do and the broader you want to develop yourself, the more you'll have to compromise on quality. If you want to distribute these tasks over a team of people, you only need to take into account extra project management.

One-man show developers these days are a bit like those one-man orchestras. I respect them mostly because what they do is technically very difficult indeed, playing multiple instruments at the same time. But I usually don't respect them for the end product, which is never as good as a well-guided and well-educated team of specialists would have accomplished. This is not so much a critique as it is a simple observation, but it's important to realize this.

the way forward

If we want to respond to the ever-more demanding clients, we'll need to start doing things a little different. Solutions coming from people doing one-man show development are actually pointing in the right direction, but will fail if they are executed by one and the same person. Wireframing and designing in html is okay, but not when done by the same person. The subtleties and knowledge for each job is just too much for one single person to handle, and it will only continue to get harder. So there is a definite need for new best practices and better platforms to accommodate the different profiles working together, something that is still strangely lacking today.

As a html-guy I've noticed important changes in my day to day job too. A lot of what I used to do was copy/paste work from one template to another, from one site to another. These days I'm more focused on writing a specific html component once and referencing that component wherever I need it. It allows for maximum consistency, ease of adaptation and a minimum of errors. I can't really go in-depth here, but the steps we are taking to make our job easier are profound and will have a serious impact on the way I work on a daily basis.

conclusion

While many people are looking for ways to combine all the work they do into a simpler workflow, they are fighting for a lost cause. It's time to split responsibilities, specialize (without over-specialization) and see how each member of the team can cooperate as efficiently as possible, reducing the amount of work and overhead.

If you're still trying to do everything yourself, know that in a few years time you'll probably become a liability within your own community, holding others down and delivering sub-optimal websites that won't convince your clients of the full potential our web holds. It's a tough truth alright, but it's right around the corner and waiting to happen.

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Wed, 23 Mar 2011 13:56:17 +0100
<![CDATA[women play twice/isao yukisada]]>http://www.onderhond.com/blog/personal/women-play-twice-review-isao-yukisada

I've reviewed quite a few anthology films before (Taipei 24h, Genius Party and Beyond, Phobia and Phobia 2, Ten Nights Of Dreams), but quite a few is never enough. Women Play Twice is a little different from regular anthology projects , but still a real treat for those who like Japanese dramas with a dash of romance. Brace yourself for six different women and their peculiar relationships, as seen through the eyes of a novelist.

screen capture of Women Play Twice

People usually complain that anthology films lack coherence and consistency. To me it's one of the big perks, but for those people Women Play Twice might be the perfect compromise. Even though there are 6 different shorts, they are all directed by the same director and shot in a very consistent style. Each short handles a different type of woman as seen by one of the passing customers of a small bar. The result is a cozy little romantic drama that uses the variation of the different stories to stay clear from boredom setting in.

I usually write a mini-review for each separate short, that would be pretty impractical though as I would be repeating myself over and over again. There is not much difference in style and execution between the different shorts, keeping the quality of the film very consistent all the way through. Each short has a small climax near the end, but there isn't one short that really stands out or falls short compared to the other ones.

The subject for this film is also quite clear and defined. Each short zooms in on one particular woman who represents a certain type of female. Yukisada does handle his subject with a certain level of frivolity and it never becomes a real statement or life lesson trying to capture the whole female universe in one simple film. The film loses a little depth there, on the other hand I'm sure Yukisada would've lost himself if he tried to accomplish such a thing in the first place.

screen capture of Women Play Twice

Visually Women Play Twice is a pretty nice-looking film. Nothing out of the ordinary, but each short features a few beautiful shots and compositions. The camera work is overall solid and controlled, not overly slick but subtle and refined. Yukisada remains quite close to the typical style of Japanese dramas, taking only some risks in the third short (I'm talking about a rather strange scene in a bath house), so if that's your thing you'll find plenty to enjoy here.

The soundtrack is another typical example of an Asian drama score, aiming for soft piano tunes and similarly easy on the ears music. As always, it goes well with the film but it's hardly challenging. It does little to define the film and even though it helps to set a warm and fuzzy atmosphere, I prefer more outspoken music.

Acting is overall good. There are many different actors and actresses here as each short features a different set of characters, but they make the best of the little screen time they have. By the time each short ends there's a considerable bond between the audience and the characters, adding some extra weight to the overall feel of the film. Again no-one jumps out, also nobody stays below the norm. Consistency is key here.

screen capture of Women Play Twice

There was only one small thing bothering me when the end credits faded from the screen. Even though this is a film about women, each story is told from a male perspective, essentially becoming a film about how guys interpret women. Directors like Ryuichi Hiroki or Hiroshi Ishikawa get a lot closer to the essence of their characters when trying to bring female characters to life in their films, keeping to a female perspective at all times.

It does pull down the initial concept of this anthology a little, though if you're prepared to see Women Play Twice as a collection of 6 warm-hearted romantic shorts there's nothing to be disappointed about. Real anthology freaks should take notice that there isn't much difference in style and substance between the shorts, so if you're longing to be blown away from all different sides at once, it's better to skip this one altogether.

Considering the film as a whole it's not that much different from a normal feature-length Japanese drama, though the change in characters and perspectives do add some welcome variation. Production values are excellent, acting is great and Yukisada proves himself a competent director. An interesting film that deserves a broader audience, though a lacking release schedule and little fest coverage might be too much of a hurdle. 4.0*/5.0*

There's a short trailer, no subs though.

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Tue, 22 Mar 2011 15:15:08 +0100
<![CDATA[kollegiet (room 205)/martin barnewitz]]>http://www.onderhond.com/blog/personal/kollegiet-room-205-review-barnewitz

Scandinavian horror is on the rise. It's not booming or taking over the world like the French managed a couple of years ago, still some very solid genre outings are coming from this relatively small cinematic region. Kollegiet (retitled Room 205 in the West) will probably not turn too many heads, but should you take the time to watch it you might be pleasantly surprised with the things Barnewitz puts on offer.

screen capture of Kollegiet

It's clear Norway isn't going to revolutionize the horror genre. They are mostly copying existing sub genres, seasoning them with a dash of Danish goodness. The Fritt Vilt series provided some quality slasher films, Kollegiet is a strong continuation of the Asian suspense wave. The influences are more than obvious, Barnewitz never even tries to hide it, but the execution is pretty much perfect.

If you see enough horror flicks, genre films like these do lose their power to scare. Barnewitz remains within the realm of the expected, so chances are you've seen this all before. But if you change your expectations a little you'll find that Kollegiet is quite atmospheric indeed. And even though it might not scare you, or the tension might be a little lacking, there is still plenty to enjoy.

The story is pretty classic. A young girl moves into a dorm and finds herself struggling to get on with the rest of the kids. On top of that, she gets strange visions, which somehow seem to tie in with a haunted room story floating around the building. There's ghosts, there's mirrors, there's hair ... everything you'd expect from an Asian suspense film.

screen capture of Kollegiet

One thing is clear, Barnewitz loves light. He plays with it in just about every scene, contrasting darkness with strong light sources, bleeding light in just about every frame. It gives the film a rather dreamy, sometime eerie atmosphere. This is heightened by the grainy look of some scenes, giving the film some extra grit where needed. The camera work is quite beautiful too, nice editing and delicate shots.

The soundtrack deserves the most praise though. Barnewitz doesn't only love to film light, he also likes the sound of it. He distorts the noise of simmering lightbulbs to create a very creepy effect during the more tense scenes. The sound effects come close to being an ambient soundtrack by themselves. The score itself is pretty pleasant too, a little edgy and ultimately crucial in setting up the atmosphere of the film.

Acting is decent enough, though nothing out of the ordinary. Slightly above average for a simple genre film like this, just don't expect any great performances. Most actors seem to be cast for their looks, acting skills being a distant second. Luckily not too much is expected from them, Barnewitz relies on his technical team to make Kollegiet work.

screen capture of Kollegiet

Some parts of the film feel a little rushed. The ending in particular is somewhat messy and a little sloppy. The characters feel too much at ease with their situation (sure there are ghosts living in mirrors) and the solution presents itself rather quickly, without too much hassle or pondering. There's no twist, just a simple conclusion of what came before. It's not really a personal critique, I didn't really mind myself, but I'm sure some people might be a little disappointed.

What makes Kollegiet work for me is the great combination of visuals and sounds, creating an eerie, somewhat dreamy atmosphere that is strong enough to carry the film. It's not really a winner combination for most people and if you demand to be scared by a horror film, this film will a lot less impressive I'm sure.

Still, Barnewitz execution is almost flawless and if you're still looking for some good Asian suspense fun, even though it comes from Denmark, Kollegiet is a pretty safe bet. Enter the world of the white-haired ghosts and you're set for 90 minutes of proper genre fun with a little extra is you appreciate the atmosphere as much as I did. 4.0*/5.0*

Check the trailer, it comes with subs.

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Sat, 19 Mar 2011 07:03:50 +0100
<![CDATA[the road less traveled/sung kee chiu]]>http://www.onderhond.com/blog/personal/road-less-traveled-review

The Road Less Traveled is Sung Kee Chiu's latest feature film, pulling him away from HK crime cinema and landing him in more sentimental territory. Straight-faced romance/drama films are not really plenty in mainstream Hong Kong and while this film probably isn't going to change that, it will still be worth your while if you're up for something slightly different. The film turns out to be a pretty solid entry in Chiu's oeuvre and a big improvement over his earlier films.

screen capture of The Road Less Traveled

It's not to say Hong Kong doesn't do drama/romance films at all, but they usually end up in the arthouse territory while The Road Less Traveled should feel more comfortable in the mainstream. Chiu's style of direction is pretty polished and slick, not really suited for subtleties and moderation, but he still manages to find a nice balance in his latest.

The film starts when a truck driver accidentally hits a man crossing the road. The truck driver is without fault, but soon after he learns that the man he hit was to become a father. Guilt gets the best of him and he vows to help the victim's wife, keeping her little restaurant from going under. Of course things get complicated, love, guilt and twisted responsibilities start to mingle while the driver tries to protect his little secret from the widow.

The film feels a little over-scripted at times, like I said subtlety isn't Chiu's biggest strength, yet the basic premise is pretty interesting and isn't too much diluted throughout the film. There are some smaller dramatic lines that run through The Road Less Traveled, but they mostly help to flesh out the main dramatic arc. Mind though that if you're really big on plot, the film does show some cracks.

screen capture of The Road Less Traveled

Visually there are some pretty nice things going on here. Excellent use of color and great lighting make for some very atmospheric images, which helps the film a great deal during the more emotional scenes. The night scenes in particular are exceptionally well shot. It boosts the level of involvement and nicely compensates for some of the weaker plot parts.

The soundtrack is simple and safe, but works pretty well within the film. It's easy on the ears background music that layers the film with some extra atmosphere, while doing its very best not to offend anyone along the way. A somewhat more adventurous score would've been nice, but I guess Chiu wasn't prepared to take too much risks in this area. Understandable, but still...

The acting is more than solid with veteran actors Louis Koo and Karen Mok carrying much of the film's weight. Yi Huang is a perfect third to complete the triangle. Haven't seen her act much yet, but she sure knows to pick her films. The trio does a perfectly good job bringing some extra life to the characters, which is definitely needed to get the drama off the ground.

screen capture of The Road Less Traveled

In the final fifteen minutes Chiu loses focus a little and he probably should've cut his film 15 minutes short, but the more than decent acting performances and lush visuals keep the film from ending on a false note. I believe Chiu aimed to harvest too much drama from the story itself, rather than let the actors and direction account for most of the work. Hopefully something he will fix on his next attempt.

The thing with this film is that plot is not very high on my list of priorities. The Road Less Traveled features some awesome shots and good acting performances, which more than make up for the weaker parts in the storyline. I know that not everyone thinks like this though, so if you believe a film succeeds or fails with its plot it's probably best to just skip this one and look for something else to watch.

While not without faults, The Road Less Traveled is a pretty nice film featuring strong performances and striking visuals. It never becomes sentimental in a cheap way, nor does it become too bombastic in it's emotions. There is room for improvement no doubt, but as it is Chiu's latest is a fine film that holds more than enough qualities to cater to a large audience. 4.0*/5.0*

Check the trailer, there's subs and everything.

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Wed, 16 Mar 2011 14:05:16 +0100
<![CDATA[m/ryuichi hiroki]]>http://www.onderhond.com/blog/personal/m-review-ryuichi-hirokiu

By now the name Ryuichi Hiroki (Love On Sunday - Last Words, Kimi no Tomodachi, New Type, Girlfriend: Please Stop The World) should ring a bell. This past year no other director has received this much coverage on my blog. Time to extend the current list of review entries with M, a somewhat atypical Hiroki film that might leave many scratching their heads, even though the film still features many of his trademark elements. An interesting film indeed.

screen capture of M

Hiroki started his career as a pinku director, a typical Japanese genre where directors are pretty much given carte blanche as long as they meet the required amount of nudity on screen. It's a weird mixture of erotica and experimental filmmaking that gives birth to rare talents once in a while. With M Hiroki made good use of his former experience working in the pinku genre, handling the film's subject with ease and a much needed level of respect instead of falling for cheap shock.

M is a tale of a housewife looking for a little adventure and some extra cash. She meets up with strangers in motels, but falls into the trap of an eager yakuza who sees great pimping material in the woman. Meanwhile her husband recognizes his wife when browsing porn online, while a young paper delivery boy is trying to cut her ties with the yakuza. That all sounds like a lot of sensationalist nonsense, but there's way more to M than this recap from an apparently simple, sleazy thriller initially suggests.

Hiroki approaches his characters with a lot of respect, giving them room to grow and develop rather than stigmatize them for their actions. He keeps a little more distance compared to his pure drama films, but still manages to create a very naturalistic feel. He removes all the sleaze from the setup and rebuilds his drama with what is left. The result is a pretty interesting clash between two worlds, with no clear winner in sight.

screen capture of M

Visually Hiroki remains true to his own particular style. He keeps his camera close to his characters, he aims for a total naturalistic approach but still manages to sneak in some beautiful shots one in a while. His films are never visually striking, but pleasing nonetheless. It's no different with M, though I must say I am starting to become quite curious as to how it would turn out if he paid a little more attention to the visuals.

As for the soundtrack, it's pretty much the same story. Nice, subtle music that goes very well with the film. Occasionally small pieces jump out for a little extra effect, but on the whole the soundtrack is made to support scenes rather than steer them in a particular direction. It's solid, quality stuff, but not very adventurous.

The acting is as impeccable as always. Nao Omori and Tomorowo Taguchi have no trouble whatsoever with their characters, Taguchi in particular is perfect as the creepy yet controlled yakuza pimp. His character was probably the most difficult one to translate to Hiroki's approach but turned out to be the most believable one. Miwon also deserves credit for her character, as she captures the role of housewife and prostitute in a single person quite well. No doubt a rather tricky role to play.

screen capture of M

Hiroki keeps a pretty tight balance between drama and thriller elements, leaving the viewer with a certain level of unease while still ensuring a rather comfortable viewing experience. It's a rare talent considering the material this film handles, which usually lends itself for a very different approach. It's not a real first for Hiroki though, he did a similar thing in L'Amant, but he does take it one step further with M.

As for the ending, it would be a shame to spoil it, but safe to say it comes with quite a surprise. Many films go for twist endings these days, but the best examples are the ones that don't even make you realize one is coming up. It adds a level of complexity to the film where a second viewing is almost unavoidable to find out what Hiroki is really aiming for, for now though I'm just happy with the intrigue and the fuzzy feeling it left me with.

If you want another character drama, M might prove to be a too big a challenge and there are plenty of other Hiroki films you could and should be watching instead. But if you like to see him play with his characteristic elements within the realms of other genres then M is going to be a genuine hit. It's a strong film, intriguing and powerful while remaining respectful and subtle. 4.0*/5.0*

There's a trailer, no subtitles though.

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Mon, 14 Mar 2011 12:33:43 +0100
<![CDATA[zebraman 2/takashi miike]]>http://www.onderhond.com/blog/personal/zebraman-2-review-takashi-miike

Takashi Miike (Sun Scarred, Crows Zero and Crows Zero II) is back for another round of black and white Zebra fun. The first Zebraman was released in 2004 and marked Miike's first venture into the superhero genre, six years later he returns to build upon that legacy, more experienced and better armed. The result is enjoyable indeed, but not really a direct continuation of the Zebraman universe. Beware, this is a Miike sequel.

screen capture of Zebraman 2

Zebraman 2 isn't Miike's first sequel and it will definitely not be his last. It's always somewhat of a gamble how these sequels will turn out though. Sometimes they're simple and straight (Crows Zero), at other times there is hardly a connection between the films (think the Dead or Alive trilogy). Others are just 2-part films that should be watched back to back. The man is just unpredictable like that.

Zebraman 2 falls somewhere in between. Story-wise it's a pretty straight-forward sequel, firmly set in the same realm as the first film and expanding on the original story. But the feel of Zebraman 2 is completely different, making it more of a sequel to Miike's own Yokai Daisenso. The light, poppy, big budget atmosphere broken down with a serious dash of Miike weirdness seems directly taken from that film. The result is very pleasing indeed, but if you're expecting to get a simple expansion of the atmosphere found in the first film, you're in for a little surprise.

The story is quite nonsensical but a fun diversion nonetheless. Zebraman is captured and put in a giant centrifuge, meanwhile evil forces are taking over Tokyo and turning it into Zebra City, featuring their own Zebra laws and everything. Basically, there's a daily 5-minute window where all crime is justified and you cannot be prosecuted for killing, raping and doing other nasty things. Zebra City thrives, but Zebraman is slowly regaining memory of his former duties. If that sounds a little weird and all, don't worry, it's supposed to.

screen capture of Zebraman 2

Miike is a rare director that can handle both big and small budgets. Sure not all CG is top notch, but it always serves some purpose beyond being just CG for the heck of it. The centrifuge scene might not be cutting edge, it's still a lovely little addition to the Zebraman universe. The cinematography on the other hand is beautiful, even occasionally stunning, especially the scenes inside the car are a lovely continuation of the visual zebra theme found throughout the whole film.

The soundtrack is J-Poppy good(?)ness with a serious attitude. Rather than simply throw in some theme songs though, the music is integrated quite well into the actual storyline (turning the female protagonist into a singer and performer was a rather smart move). A pretty decent blend of pop and dance mixed with a heavy dose of girl power. It's not really something that would work outside the film (at least, not for me), but again it brings something extra to the film's universe.

Sho Aikawa has returned from the first film to fill the uncomfortable Zebraman suit, featuring bleached hair for the occasion (he pulled a Kitano there). He's a great (somewhat underappreciated) actor with a rare talent to bring humor to a straight-faced performance. It's a unique combination that makes him quite perfect for his role. Naka (didn't recognize her at all) does a pretty swell job of opposing Zebraman, bringing a lot of attitude and power to the table. The both of them hold up extremely well amongst all the silliness.

screen capture of Zebraman 2

Most of Miike's films suffer from a slight dip around the halfway point. It may be not as apparent here, but it's still hard to deny that most fun is to be had near the start and end of this film. The final 30 minutes is pure Miike genius though, featuring over-the-top action, creative weirdness, huge aliens and some genuinely laugh out loud comedy. Stop aids indeed. It's everything what I'd expect from a Miike film, which is extremely rare for a big budget flick like this. I just can't imagine any other director working with these kind of budgets that gets so much freedom.

The first Zebraman was mostly about Aikawa's boring character becoming a superhero. This sequel leaves all that behind and evolves together with Aikawa. There is some background morale (maybe even some interesting political material) but all of that is quickly forgotten when the explosions are making their entrance and when both Zebras are battling each other and a city-wide alien to save the world of disaster. The result? One of the most memorable closing shots ever.

Zebraman 2 is not all that easy to recommend. Depending on what you expect or demand from a sequel, it's either a missed opportunity or a definite improvement over the first film. It's doesn't follow the same path as the first Zebraman so people expecting to return to the same atmosphere will be a little disappointed, but if you're up for a Yokai Densetsu sequel set in Zebraland you're in for heaps of fun. As for me, I believe this is definitely an improvement. One thing is certain though, ain't nobody doing blockbuster like Miike does. 4.0*/5.0*

No subs on the trailer, but who needs them right?

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Thu, 10 Mar 2011 14:21:36 +0100
<![CDATA[black box browsers/shrouded in mystery]]>http://www.onderhond.com/blog/work/how-a-browser-builds-a-page

It's strange ... no matter what topic I write about, no matter from what point of view I try to approach our profession, the bottom line is pretty much always the same: we still have a long, long way to go before we'll reach an acceptable level of professionalism. That's not necessarily a bad thing, there's plenty of adventure to be found in our work, but sometimes you'd wish some issues just didn't exist. Why the mini-rant? Well, let's talk browsers.

the inner workings of a browser

Usually you hear people talking about browsers when there are rendering inconsistencies, javascript incompatibilities or features lacking. We love to complain about the tools that output our work, but we do so on a very basic level. We throw input at our browsers, we look at the output and start to grumble when something is not coming out well. That's alright I guess, but if we just keep it at that we'll never really learn to use the browser to our advantage.

In most other professions people are thought about the tools they work with. You can't fly a plane unless you know a couple of things about physics, math and electronics. The more complex the tool, the more important it is to understand it at a core level. That's not to say a front-end developer should understand the finer delicacies of rendering an entire page in every single browser out there, but some general knowledge will definitely come in handy. This broader understanding would form a perfect base for tackling problems, making connections and becoming generally better at what it is we do.

Currently most people know bits and pieces, based on information they just happened to encounter when they felt adventurous enough to actually sit down and read up. Or when they met a particular problem that needed fixing, forcing them to dig deeper into the inner workings of the browser. This is all fine of course, but hardly conform with the future-proof spirit I like to apply in my work. I prefer to prepare for problems when they arise, or try anticipating them so they won't even occur in the first place.

knocking on some doors

If you start looking around for information on browser activities when rendering/redrawing/leaving a page you'll come up with very little. Most of the information is related to specific problems, more often than not we get little more than tepid conclusions based on black box tests. So I took the time to do some extra research on how a browser performs his primary job, starting at the source. I opened up my IRC client and entered the Opera, FF and webkit chats for a little talk with the people who actually work on these browsers. The results were pretty interesting.

The bottom line though is pretty simple: the documentation I was after simply doesn't exist, at least not in any structured form. I asked for books, schemes, online or offline documents, but got nothing substantial from any of the channels. The webkit guys remained awfully quiet (though they seemed pretty busy discussing some bugs), the Opera guys told me they'd rather not reveal too much about their engine, the FF crew informed me that the browser core changes too much to maintain any kind of up to date document. They did say they were available for more direct and concrete questions, which was rather nice of them.

So even if you go through all the trouble to get some idea of how the browser handles our web pages, there isn't much info out there that will help you. Either browser developers don't like to share the exact details, or they simply don't have the resources to keep updated information. That in itself is an interesting find, one which is once again telling for the state of our profession.

meager findings

Along the way I did find an odd resource here and there, so I'm just going to share what I've got so far. It's pretty random and not very focused, but at least it's something:

conclusion

Knowing what exactly happens when you leave or enter a page is crucial if you want to spent time on optimizing web pages or when you happen to encounter timing issues. Sadly this information is not readily available today, nor did I find a source that gathers all the bits and pieces and puts it in one single location.

Finally I'd like to thank the people I bothered with my annoying questions for their time and help, they must've picked up my disbelieve/surprise but they were still nice enough to explain their situation. If I missed some vital resources or you guys have any more links to share, please do so in the comments. The more information I can get my hands on, the better.

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Wed, 09 Mar 2011 11:54:42 +0100
<![CDATA[rubber/quentin dupieux]]>http://www.onderhond.com/blog/personal/rubber-review-quentin-dupieux

Sometimes a film needs years before it reaches cult status, others attain it only based on a simple web trailer released (think Iguchi's Machine Girl). Rubber falls in the latter category. Ever since word got out on this film, pulp and genre fans have been eagerly awaiting the new Dupieux feature. Luckily it stands up to all expectations and delivers everything you might have wished for, and a little extra. Brace yourself to enter the life of a killing tire.

screen capture of Rubber

You heard that right ... this film is about a killer tire on the loose. The piece of rubber even has a name: Robert. Though it sounds pretty insane, every now and than a film like this does pop up. Not too long ago I watched Battle Heater Kotatsu (1990), a film about a killer table stove. These things just happen I guess. What's really crazy about Rubber is that Dupieux found the capital and people to turn this into something more than a juvenile, semi-amateurish feature length film. Now there's something that completely boggles my mind.

While the name Quentin Dupieux might not ring a bell, maybe his moniker Mr Oizo does. He's the electro/trash producer that made fame with Flat Eric (the yellow, head-bopping puppet) when it was first featured in a Levis commercial. He kept busy producing electro over the years, now he's also ventured into the world of film, Rubber being already his second feature (in 2007 he made Steak but that one completely fell off the radar). He did most of the work on Rubber by himself, granting him writing, music, cinematography and even editing credits. I guess he likes to keep control over the end result.

While the trailer and all other advertising material might have you believe this is a film about a killing tire, it's only half the truth. Robert is definitely the main attraction, but there's a whole absurdist addition of a live audience following the "film" from a distance (using binoculars to get a better view). A welcome diversion as 70 minutes of rolling tires would've been a bit much.

screen capture of Rubber

Visually Rubber turned out to be much better than I expected. There are a fair few typical genre shots here, showcasing Dupieux's love and knowledge of the genre, most notably a "behind-the-back" shot when the tire is looking into a hotel room. Little visual references like that add something valuable to the overall feel of the film. Rubber also convinces on a technical level. While Robert's traveling shots might not seem too impressive at first, it's actually quite an accomplishment to move the tire through these rough surroundings in such a believable way, even playing around with the lighting of the sun in the meantime. Good stuff.

The soundtrack too is pretty cool. Awesome sound effects whenever Robert is blowing stuff up using his telekinetic powers, some very nice tunes throughout and even some lovely misplaced music just for the fun of it. Dupieux's background in music is obvious, of which he makes good use. The entire soundtrack could've been a little tighter as a whole, but the result is more than satisfying.

The acting is the only really weak part of the film, not surprisingly the part where Dupieux had the least control. Stephen Spinella does a decent job, the speech at the start of the film is quite unforgettable indeed, but the rest of the cast does very little with what they are given. For what is basically a deadpan comedy, Dupieux should've picked a cast with a bit more talent for comedy. Guess he still needs some training when it comes to pushing his actors in the right direction.

screen capture of Rubber

Rubber's promotional material is somewhat misleading in the sense that it tries to sell the film as pure nonsensical pulpy fun, while the actual film is actually much more related to deadpan comedy heroics like Dai-Nipponjin. The humor comes from slow pacing and the somewhat serious approach towards its actual core story (a tire coming to life). Don't expect to see much beyond that in the way of pulp, because you might leave the film terribly disappointed.

The extra abstract layer is fun but could've been much better if Dupieux had used a more experienced cast. While the absurdity of the whole situation is pretty ingenious, the humor comes in stilted dialogues and badly acted scenes, doing absolutely no justice to the ideas behind it. A real shame, certainly considering the first monologue by Spinella and the absolute potential it held.

No doubt Dupieux's film is going to reach a substantial audience based on its trailer and some good hype alone. But if you go in expecting what the promo material seems to promise chances are you'll leave a disappointed man. Go with the flow of the film and you'll see that there is a lot more to Rubber than a tire going loose on a killer spree. Hidden behind some subpar acting work is an accomplished little abstract comedy that delivers more than it promises. 4.0*/5.0*

There's a trailer, don't miss it.

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Mon, 07 Mar 2011 12:15:59 +0100
<![CDATA[black swan/darren aronofsky]]>http://www.onderhond.com/blog/personal/black-swan-review-darren-aronofsky

"Nice timing!", you might be thinking. Nathalie Portman wins the Oscar for best female lead and here I am with my Black Swan review. Well, not to burst your bubble, but Aronofsky's latest only just premiered here in Belgium, so that explains why I'm so fashionably late with my review. It doesn't change the fact that this film definitely deserves a review though, no matter how belated it is. Brace yourself for another one of Aronofsky's descents into madness, and a good one at that.

screen capture of Black Swan

Back when Aronofsky was making name with Requiem For A Dream, he admitted to liking Perfect Blue (the animation version directed by the late Satoshi Kon), he even copied a scene into RAFD. Ever since people have been looking for references between the two, and those people are really having a field day with Black Swan. Parallels between the main character and similarities between the themes in both movies are not hard to spot. It's funny though how I missed all of that, but was only reminded of Perfect Blue during the train scenes early on. Not until afterwards did I remember the connection between both and did I link other aspects of both films.

This is mostly due to the fact that Black Swan floats on a completely different wave length, aiming for a more bitter, emotional and dramatic atmosphere rather than turn into a purposefully deceptive mind bender like Perfect Blue. And so that's where I'm going to leave the comparison between both films. Black Swan stands well on its own and deserves to be judged on its own merits.

The film follows Portman's character Nina from the point where she's finally granted the lead role in her mentor's latest re-envisioning of The Black Swan. She completely nails the white swan part, but her inability to let go of her emotions seriously hampers her black swan performance. Right then Lily shows up, the complete opposite of Nina's character. She reveals a hidden side to Nina's personality, opening doors to better interpret the black swan. At the same time, Lily turns into her biggest rival for the lead role.

screen capture of Black Swan

Once upon a time The Wrestler and Black Swan were meant to be one film, visually you can still see the scars of this separation. Black Swan looks a lot more like The Wrestler compared to earlier Aronofsky films, yet he still manages to sneak in quite a few special effects and some impressive visual trickery. Nothing mind-blowing, sometimes even so subtle it's hard to notice the technical competence here. The last half hour is a serious step up visually speaking, coming awfully close to Aronofsky's former glory and featuring a couple of awe-inspiring shots.

Clint Mansell is once again present for the soundtrack. He provides a good score, sometimes a little too bombastic and in your face, but overall very atmospheric and fitting. Sadly it's hard for me to not see him as the man who once composed the soundtrack for Pi, all his other work fails to compare to that. It's a personal thing, I know, but I always get the feeling there's unused potential when I see his name credited on a film's score.

As for the acting, I admit to having very limited interest in the whole Oscar parade, but Portman deserved that little statue like no other. She's virtually in every scene, the camera is constantly on her toes and even though it's a thankful role to play (lots of drama and emotion), it probably wasn't the easiest one she had access to. I haven't been a big fan of Portman these last couple of years, she made some pretty bad calls if you ask me (V For Vendetta, Star Wars, Closer), but here she proves she can shine in the hands of the right director. Kunis and Cassel live pretty much in the shadow of Portman and don't get much time to make something substantial of their characters, but they still do a pretty good job with what they're given.

screen capture of Black Swan

Aronofsky remains one of the best out there when it comes to filming a character's mental and emotional downwards spiral. He has excellent notions of how to use the visuals and music to heighten the impact of the emotional state of his characters. The entire finale is superb to behold, including a little body horror, awesome dance performances and some first-grade insanity, concluding the film on a definite high note.

Black Swan is definitely a step up from The Wrestler, not really up to par with his first two films yet but only barely lagging behind. Sadly Aronofsky's revival seems to be somewhat short-lived as he's currently working on a completely different project. I know he's been wanting to direct some kind of pulpy superhero fluff ever since Requiem For A Dream landed him some success, but after a couple of failed attempts (RoboCop, Superman) he seems to be getting there with The Wolverine. I'm sure he'll do a pretty good job considering the rest the genre has to offer, but I don't see this new film topping any of his former ones.

Black Swan sees Aronofsky back in good shape. Opinions differ, but I'm glad he left the gritty dramas alone and went back to more familiar territory. Black Swan is a splendid combination of horror, drama and tragedy, eerie and atmospheric from the very first frames til the very end, with a sprawling finale to boot. Can't miss this one, even if you think ballet is a dull subject for a film. Just like Pi, which wasn't really about math either, Aronofsky just uses his setup like a hook and aims straight for emotion. Recommended viewing. 4.0*/5.0*

Check out the trailer if you haven't seen it yet.

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Thu, 03 Mar 2011 10:55:20 +0100
<![CDATA[kingfisher/kuang sheng]]>http://www.onderhond.com/blog/personal/kingfisher-review-kuang-sheng

Cop thrillers with even the slightest dash of decent drama are pretty hard to find, but Kuang Sheng made a commendable effort when he directed Kingfisher. Taiwan is slowly expanding its reach into genre films, mostly following Hong Kong's guidance but also maintaining a distinct national signature. The result here is a classy, exciting and extremely well realized film that doesn't immediately wow, but convinces nonetheless.

screen capture of Kingfisher

Drama seems to be just another genre cliché when it comes to cop thrillers. It's necessary filler to keep them from becoming full-fledged action films, but more often than not it's so badly executed that you might start to wonder why they even bothered with it. Even high-profile films like Heat seem to be affected by this, so it's quite surprising to see a relative newcomer like Kuang Sheng deliver a pretty effective mix of both genres.

When A Gou moves with his soon-to-be wife to a new town he joins the local police force. On one of his first jobs he tricks a young boy, Yu Zai, to confess the murder on Zai's younger sister. A Gou is torn apart by guilt which slowly destroys his relationship, meanwhile Yu Zai grows up to become a small-time thug. The two meet again ten years later, setting in motion a serious of fatal events.

While not a very original premise the story and characters are handled with sufficient respect. At times Sheng loses himself a little too much in plot complications, but from every twists comes an interesting extra layer deepening the dramatic impact of the film. It's also nice to see the film is rather unapologetic when it comes to finishing off some of its main characters, making the outcome somewhat unpredictable until the very end.

screen capture of Kingfisher

If there is one certainty, it's that Sheng has complete control over the visual side of things. The film looks absolutely lush, each scene feels like another opportunity for Sheng to show some visual grandeur. Excellent color handling, superb camera work and some very interesting shots can be found throughout the film. Each and every scene is a true delight to behold, which lends the film plenty of additional atmosphere.

The score is equally classy, yet a little on the safe side. Soft piano music to accompany the more dramatic scenes, some darker tunes during the action-oriented parts. It works very well within the film but it doesn't leave a very lasting impression. Not that I'd expected a very experimental score for this type of film, but when all is said and done I prefer a more challenging musical experience.

Acting is solid and convincing, bringing some much needed credibility to the film to bridge the more far-fetched plot complications. The main characters are evenly matched, making the chase all the more interesting, supporting roles are pretty well cast too, bringing a welcome change in scenery from time to time. Excellent work from this rather young cast.

screen capture of Kingfisher

Actual plot progression isn't all that fresh or original, Sheng remains pretty close to what can be expected from the genre, but the ending is still a pretty effective twist. Nothing defining for the appreciation of this film, but well-executed nonetheless. There are a few surprises along the way that made a bigger impact, but they lie closer with the drama part of the film. The cop/chase part is nice but nothing spectacular.

If you like cop thrillers with a raw edge (think Pou-Soi Cheang's Dog Bite Dog) combined with a stylish execution (think Johnnie To's trademark style) then this film might very well be for you. Just don't go in expecting to be blown away by the story or by the final twist, it's really not that kind of film.

Sheng delivers a visually superb film, provides a good score and a set of strong actors. The drama element is impressive for this type of film, the thriller elements are more than sufficient. There are no real weak points here, the only thing missing is a more distinctive voice to separate it from other commendable genre outings. Still, it's a fine addition to your collection if your into this kind of thing and it might even surprise those with little affection towards the genre. 4.0*/5.0*

trailer

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Wed, 02 Mar 2011 11:43:56 +0100
<![CDATA[more or less css/first impressions]]>http://www.onderhond.com/blog/work/more-or-less-css-first-impressions

A couple of weeks ago I wrote a little piece on css variables and mixins. I promised to re-evaluate my initial reservations after spending some actual time around less/sass, now is the time to deliver my first impression. I've been using less to develop the entire css for a medium-sized project, ultimately leaving me with mixed feelings. Some benefits are glaringly obvious, some are related to personal preference, others are just disasters waiting to happen. A little overview.

nesting selectors

I'll start with the easiest part. I've tried to use the nesting pattern a couple of times, but quickly reached the conclusion that it's just not for me. That said, I don't think it's really worth much discussion as I believe it firmly belongs in the category of personal preference. Depending on your preferred formatting style (1 property/line) I can see how this could be useful to some, but I found it greatly reduced readability when writing 1 full selector/line css.

Additionally, the class names I use are pretty much fixed, even across projects, so the chance that I'll be changing them afterwards is incredibly slim. Even then, A simple double click and a couple of quick copy/pastes are hardly worth the mess it creates. I guess I just miss my visualized dom tree. To each his own.

css variables

While css variables are an interesting concept their actual use is quite limited. Most of the variables I used were targeted at widths (column width, site width, floated blocks) which had to be repeated over multiple selectors. A good example of this is the grid structure I've been using (padding on parent, width and negative margin on column). It's easier to play around with the widths of the columns if you only need to adapt one value. This ties is perfectly with my ideal to eliminate as many duplicate and related values as possible, leaving less room for errors.

I also tried to list my base colors as css variables but found it counter-productive in the long run. It's actually quicker to color-pick a certain color than it is to scroll up to look for the correct variable. Sure, using variables would prove efficient if you had to change the specific color for a certain class of object while not affecting other objects with the same color applied to them, but as I'm not a designer myself (I work with psd deliverables) these calls are impossible to make for me, so this benefit is entirely lost. I also doubt if most designer could actually make that call.

I'm still looking for a nice way to format the variables according to their scope. I identified three basic types of variables: the ones that work across the whole css, the ones that work across a selection of components (like the column width of grids) and the ones that remain within the scope of one component. Coming up with a clean way to separate them from regular css is a little difficult though.

mixins

Mixins can prove to be very useful. Their capability to capture all instances of browser-specific css (border-radius) and feed them the correct parameters is quite lovely indeed. Furthermore, classes like .hidden (position:absolute; left:-999em; top:auto;) are now much easier to apply to random elements, also eliminating the need to add them to the html itself. It does save you quite some time.

Also interesting is the option to capture certain styling combinations that form a design element used on multiple objects that don't have any semantic middle ground (meaning they don't have common classes that can be used for styling). Particular box layouts or two different renderings of headings (font-family, text-transform, font-weight, ...) can now be easily captured in one class to use throughout your css when necessary.

There's still the danger of taking mixins too far, but I haven't felt that urge yet myself.

functions and operations

Probably the most powerful addition of less, but also the most dangerous one. There are some interesting cases where operations can be used (float:left - margin-left setup where the left margins equals the width of the float + the width of the gutter), but I've seen more cases where possible abuse lies right behind the corner.

I've found very few use cases for css operations because I'm used to writing css with as few width declarations as possible. I use margins and paddings where possible and rely on block behavior for elements to fill in the available width. Nothing new you say, but when confronted with other people's css you might be surprised how a left padding on the parent is often substituted for a (width - padding) + float right on the child. Giving people access to an option like this is only going to make that worse, ultimately resulting in overstated and messy css rather than letting the css do all the hard work for you.

So while definitely useful for the experienced csser, I'm afraid what will happen to those just starting out with css. I believe they'll feel more at ease using some simple math instead of figuring out how to fix it using proper css, which is definitely not the way to go.

overall conclusion

I didn't have any difficulties finding the benefits of an extra layer like less, but the gain is actually quite small. Many of its use cases should already be covered by writing decent html and css, only a few edge cases will benefit from using a extra layer like less. On the other hand, it requires minimal effort to include the less layer, so while the gain might be minimal, the effort to work with less isn't all that big either.

My main reservation remains though. I'm pretty sure all the current functionality in less (safe the css nesting, which relies on personal preference) is useful for the seasoned csser, but I also believe it's harmful for those who are just starting out using css. When used wisely it's a powerful addition to your tool set, but it still has the power to turn your css into a complete mess.

For now I'll keep on using the less layer, if only to see what else there is to uncover. If anyone could point me to a quality resource of best practice though, that would be greatly appreciated.

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Tue, 01 Mar 2011 12:20:37 +0100
<![CDATA[koikyokusei/amiy mori]]>http://www.onderhond.com/blog/personal/koikyokusei-review-amiy-mori

The last couple of years there's been a noticeable decline in Japanese quality drama features. Directors seem to prefer a safer, more fluffy approach compared to the stilted and silent dramas of yonder. Koikyokusei seems to float somewhere in between both worlds, but manages to remain on the right side of the fluff line. Mori's film is a welcome return to the world of glassy looks and silent conversations.

screen capture of Koikyokusei

Koikyokusei might be Mori's first feature film, she's hardly a newcomer. Lauded photographer turned director (think Mika Ninagawa (Sakuran)), she's been around for almost 20 years now. Her professional background might not be as visible as in Ninagawa's first feature but if you look close enough you can still recognize the eye of a photographer here.

Mori's film is set during winter time amidst the idyllic landscapes of Hokkaido, quickly reminding me of Hou's Millennium Mambo and Shinkai's 5 Centimeters Per Second (though not actually in Hokkaido, the setting is quite similar). The film follows Natsuki who lives all by herself, stuck in her boring job and spending all her free time taking care of her mentally unstable brother. Her life is turned upside down when a former childhood friend, Sota, returns to make up for the lost time between them.

Somewhat reluctant at first, she can't help but give in to his charming aura. And when she finally believes there's light at the end of the tunnel, Sota decides to return to Tokyo, leaving their relationship hanging once again. Perplexed, Natsuki sets out to find why he flees from her for a second time, only to uncover the sad truth behind Sota's actions. Cue dramatic last half hour.

screen capture of Koikyokusei

Visually Koikyokusei is a typical Japanese drama. Somewhat stilted, controlled camera work, some superb shots spread throughout and consistently attractive. The beautiful setting pretty much does the rest. Quite a few shots from above, but I guess this is where Mori's former job experience is taking over. It results in some very pretty imagery though, so you won't hear me complain about it.

As for the soundtrack, this is obviously the film's weak point. Whenever a dramatic climax approaches the film reaches to fill the background with some shady Japanese pop songs, most of them of reputable quality. A more subtle, toned down choice of music, how tried and tested that might be, would've worked a lot better here, putting more focus on the actors and cinematography. Hopefully something Mori will take into consideration when she starts work on her next film.

Acting is solid though, Toda and Kato have no trouble carrying the entire dramatic weight on their shoulders. Maybe Kato's looks bear a little too much resemblance to those of a dashing Tokyo popstar idol, but that's just a minor quirk and I guess that has more to do with commercial appeal than actual acting skills. The supporting cast is nice too, but as the film is heavily focused on its two main characters, there isn't too much room left for them to truly shine.

screen capture of Koikyokusei

The third act of the film is definitely the best. While the first hour is effective and decent, the soundtrack keeps getting in the way of any real emotion. When the film nears its climax the impact of the music is lessened and the drama finally prevails, delivering some very touching scenes and some poignant moments.

The finale itself is stylish and respectful. Not what you call a happy ending but in true Japanese fashion the main characters find solace in their fate and find the strength to carry on. It's somewhat of an unrecognized cliché (some people only seem to think that happy endings are cliché), but when executed well it's very powerful indeed.

Koikyokusei is a beautiful little drama, only hampered by some bad musical choices. The acting is strong, the film is visually powerful (making the most of its lovely setting) and the drama is respectful and touching. Just about everything I wish for in a good Japanese drama. There is definitely still room for improvement, so let's hope Mori gets another chance to improve her skills. 4.0*/5.0*

Check out the unsubbed trailer if you're curious.

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Mon, 28 Feb 2011 15:06:43 +0100
<![CDATA[css efficiency/found inefficient]]>http://www.onderhond.com/blog/work/css-efficiency-scrutinized

Trying to come up with a checklist that constitutes the musts for becoming a good front-end developer is pretty much impossible. To make such a list one should have a selection of industry best practices, but since we never seem to be able to agree on anything we just won't get very far, even if we tried. This past few weeks I've been reading up on css selector efficiency, which seems like a prime example to illustrate the point I'll be trying to make here.

front-end quality

I'm pretty happy I joined the front-end ranks when things were still relatively calm. Sure, not much was happening in terms of technical innovation, but back then (I know I sound old) you had the time to read up on best practices and people were still actively discussing how to improve the general quality of our work. Since then our job has splintered into many different, smaller movements, all of which advance at different speeds and seem to hold to a different set of rules and ideologies.

Nowadays it's difficult to find articles that openly list pros and cons of what they are trying to preach. Blogging on web development is often about selling your idea, hoping nobody will notice the pitfalls and lapses. Some of these ideas go right against solid best practices we've helped to establish years ago, without even showing the guts to counter these ideologies directly. Especially when it comes to increasing site performance people seem to throw away all they know and go against the most basic rules we try to work by. The more vocal and charging your tone of voice, the more chance you have at succeeding. Earlier this year I already warned you about these types of articles, hopefully a live use case might prove more effective.

To illustrate my argument I'll refer to an article written a couple of weeks ago, preaching css efficiency. It's a short, smart and humorous little piece that has the power to convert many, but fails to back its claims with anything substantial.

faster is better

Knowledge is power, so when people write a detailed article about the processes behind interpreting and rendering css I can only applaud such efforts. But then others run off with that information and use it to sell their own ideas. See, they ask you if you would like to have your pages render faster. They tell you that your style of writing css is wrong and slows things down. Why not be cutting edge and improve the user experience by writing fast and efficient css, right? Right?

Nobody will doubt the fact that efficiency is good and should always be taken into account when considering multiple options. That said, it's definitely not the only factor and more often than not there is a price to pay. This is definitely the case when it comes to css selector efficiency. The idea here is to limit the elements within a selector as much as possible and to use the fastest type selectors possible (ids are faster than classes are faster than generic html elements). But no thought at all is spent on code readability, no one cares about future adaptability, no attention is paid to the actual gain of these optimizations.

Believe it or not, but some people don't even question the proposal to just add some extra classes to our html as to make certain css selectors even more efficient. And I'm not even worrying about html efficiency here, I just always figured the whole idea behind html(5) and css3 was to have better separation of style and content. I didn't know we were going to be adding classes to our html so our css would render faster when the time finally came to start using these new technologies.

catch phrases

Ideas like these are often sold on deceptive catch phrases. Faster rendering is better is what sells this particular idea, and by itself this is indeed a valid assumption. But once put into a broader context, listing all the downsides and the middle fingers to solid best practices, you should start wondering if it's really worth the gain.

You might even start to wonder what the actual performance gain is. How many milliseconds of rendering time are we winning by massacring our css files (and possibly our html too)? How much time is spent on rendering css when showing a page, and how is this theoretical gain perceived by the user? It's not because the actual rendering is a tad faster that it will be perceived as faster by the one browsing the page.

Such reservations are completely left to the people reading the article though. If you fail to notice these pitfalls (which is not all that strange if you're just starting out as a front-end developer) your trust is seriously tested by those who try to sell their idea to you.

conclusion

In the end you gain very little by posting articles like the one mentioned above. Sure you can try to form a troop of loyal followers who stand behind your own beliefs, but in the end this takes us just farther away from forming a solid set of best practices people can actually depend on, creating yet another schism within our small little front-end world.

And hey, maybe the author of the article is actually right. The gain might be substantial enough to warrant these optimizations, obliterating all the arguments against this way of working. Then again, if this is the case, you could wonder why he just didn't take the time to properly list all the pros and cons and to come to this conclusion together with his readers, rather than make fun of those who have their reservations.

My conclusion: screw efficient css, I'll rather write solid, readable and easily adaptable css code instead. And unless someone shows me some solid data that end users are effectively harmed by this, I'm not prone to changing my mind. Ridicule or not.

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Wed, 23 Feb 2011 10:44:54 +0100
<![CDATA[the sun also rises/wen jiang]]>http://www.onderhond.com/blog/personal/sun-also-rises-review-wen-jiang

Going into Wen Jiang's The Sun Also Rises without any prior knowledge is a somewhat bewildering experience. I couldn't get much grip on the film while watching it, constantly wondering what exactly Jiang was aiming for. At the same time, this gives the film a novel and adventurous shine, aspects I really appreciate. Looking back at The Sun Also Rises, I can only conclude it's a unique film that comes highly recommended, if you're open to it.

screen capture of The Sun Also Rises

Wen Jiang's directorial output is quite slim compared to his work as an actor. But with Jiang it's all about quality, not quantity, illustrated quite aptly by the prestigious prices he earned on both Venice and Cannes film festivals. You could do worse as a director I guess. In the end The Sun Also Rises didn't earn him much in the way of trophies, critics everywhere still lauded the film with positive comments and reviews.

At first I figured this was just another rural Chinese drama, much like Zhang Yimou's first couple of films. What it lacks though is the serious, social dramatic undercurrent. Even though the first segment of the film is quite dramatic plot-wise, there's a frivolous side to the presentation that's a little hard to match at first. In that sense, the film is not quite unlike Hu Guan's Cow, another film mixing rural drama and comedy in an unusual way.

Capturing the story of this film in a mere paragraph is an impossible challenge, so I won't even begin to try. There are four segments though, each of them linked superfluously, erupting in a big bang-like finale linking all of the characters and settings together. A second viewing will definitely help to iron out the details, but all in all you get a good sense of the overall picture once the credits start rolling. The film never really presents itself as a puzzle piece either, it's just a little structurally challenged.

screen capture of The Sun Also Rises

Wen Jiang has a great eye for beautiful compositions. The camera work can be a tad too slick and polished at times, but when he keeps his camera still and focused on composition and lighting, it often results in cinematic magic. The most beautiful shots are hidden away in the second part of the film (the third and fourth segment) so don't panic if the beginning of the film seems a little plain, visually speaking.

The soundtrack is handled by Joe Hisaishi, the man behind many of Kitano's films. It's not a typical Hisaishi score, but it works very well within the confines of the film. It's a quirky selection of music, sometimes grand, sometimes plain weird, but always in sync with the atmosphere of the film, even going so far as to define it at certain. In short, everything a good soundtrack should be.

The acting is flawless too. You get some real magic in the scenes between Joan Chen and Anthony Wong, Jiang himself (playing one of the lead roles) is equally strong. Yun Zhou (Jiang's real life wife) and Jaychee Chan complete the picture with equally commendable performances. No weak links to be found at all.

screen capture of The Sun Also Rises

No doubt Jiang put more in this film than visible on the surface, but you'd need to be pretty well informed to figure it all out. That said, the film is equally enjoyable without understanding all the subtexts, if you are able enjoy Jiang's playful style that is. The combination of rural drama and playful, quirky comedy is a strange one at first and might seems unsavory to the general atmosphere, but slowly the film grounds itself in its own particular rhythm, drawing the viewer deeper and deeper into Jiang's mysterious world.

The finale is sprawling, mystical and captivating. Also the final blow to the belief that this film is somehow grounded into our everyday reality, so even the most hardheaded drama fans would have to admit there is more at play here. A rare beauty of an ending that gives some extra polish to this film.

It's hard to predict how others will react when watching The Sun Also Rises. If you go in expecting a comedy or a drama you will probably be disappointed, but let the film carry you on its own rhythm and by the time it is finished you might realize what a unique viewing experience you've just had. Strong on every level, juicy and playful, it's a neat little diamond in the rough. Recommended for adventurous film fans.4.0*/5.0*

Not convinced yet? Check out the subbed trailer.

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Mon, 21 Feb 2011 14:57:50 +0100
<![CDATA[metroid prime: corruption/first person adventure]]>http://www.onderhond.com/blog/personal/metroid-corruption-wii-review

Metroid Prime: Corruption is the final part in the Metroid Prime trilogy, a subset within the Metroid saga that started its life on the Nintendo GameCube. More than twenty years passed since the first Metroid game was released but Corruption still feels strangely familiar, while at the same time making full use of modern gaming capabilities. This mix of old and new makes it an instant classic that belongs to the best the Wii has on offer.

box art of Metroid Prime: Corruption

See, I was there when the first Metroid game arrived on the NES. Times were different back then and with a paper manual as your only proper guidance you were supposed to save the planet from the Metroid invasion. The game was bitch hard, but ultimately rewarding. The Prime series moved their focus to other threats (the Metroid creatures are still here though), but the broad mechanics of the game haven't changed much. Walk around, solve puzzles, find upgrades for your suit and unlock previously inaccessible parts. And if you want all there is to find, there's plenty of backtracking to be done.

Corruption is no longer a 2d side-scrolling platformer though, but a combination of a third and first person 3d action game. While not exactly a first person shooter (the focus lies on adventuring, not so much on blasting enemies), the game does play like one. Now, before you start worrying that fps controls on consoles aren't that great, Corruption comes with a pretty novel control system that will make you forget mouse controls in a blink.

The nunchuk is used to walk around the levels, the Wii-mote is used to scan your environments. This makes looking around the place a much more tangible experience, pulling you into the game world like no mouse controls could ever accomplish. Once you get used to this setup (to be honest, it did take me a while) you can increase the sensitivity of your controls to maximize the experience. Making a full 360 still takes a little longer than necessary, but apart from that I've never experienced fps control this good, to the point where it actually defines the whole gaming experience.

screen caps Metroid Prime: Corruption

Safe the somewhat boring intro and the dull human character designs, the game looks absolutely striking. The environments are detailed, unique and especially on Elysia the views are awe-inspiring. There's a great sense of culture radiating from the individual planets, more so than in previous Metroid games. There are also plenty nifty visual details (like the morph ball - fps switch or the visor reflection in scan mode) that liven up the overall look, making it a serious visual upgrade from previous installments.

The music too seems a bit more integrated. I've played through a couple of hours of Prime 2 and while there are more recognizable music pieces there, the integration with the game is somewhat rough and stilted. Corruption aims for full atmopsheric immersion, which pays off in the long run. The voice acting is rather tame though, but I guess that's something games in general should pay more attention to. American dubbing usually aims for budget or big names, quality is often a distant second.

As someone who isn't quite up to date with modern gaming mechanisms, Corruption is quite player-friendly, giving you plenty of pointers and hints to find your way and to solve puzzles. Maybe a little too much at times, but from what I gather it's something modern gamers actually expect from a game. Usually it suffices to scan the room for special objects to figure out how to solve a puzzles.

promotion art of Metroid Prime: Corruption

Boss fights can be a bit trickier. Bosses are huge and usually require a sequence of attacks before their weak spots can be targeted. Once you get used to the controls and to switching between attack modes (normal, morph ball, hyper) things get a little easier, but the first few bosses where tough as hell for me, often resulting in 15 minutes of blasting without putting any kind of dent in their health bar. In fact, bosses should be approached more like actual puzzles instead of typical cannon fodder.

Where Corruption also shines is level and puzzle design. Even though there aren't too many suit and weapon upgrades, the game makes sure that even though some puzzles might require the exact same actions, they still feel novel and exciting. This is also due to the scale of some puzzles, which can sometimes require you to reorganize whole gaming environments or make maximum use of all the object present.

Corruption isn't without a few little flaws. The map layout could've been a bit more player-friendly (mark backtracking spots for future reference), the action often revolves around dealing more damage than receiving rather than planning tactical fights, traveling between locations could be more streamlined and the introduction of the game is a bit lacking compared to the rest, but none of these elements are serious enough to detract from the overall experience.

Metroid Prime: Corruption is definitely one of the more immersive games I've played in a long time. The controls are stellar, the worlds to explore are sublime and the puzzles are varied and rewarding. The game looks great, is a tad on the easy side once you master the gaming mechanism but will last you quite a few hours when you include backtracking for missed power-ups. A great upgrade from the second Prime game and one of the best games the Wii has on offer. It's a shame the trilogy had to end here, I wouldn't have minded another sequel. 5.0*/5.0*

Check out a nice gameplay trailer.

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Fri, 18 Feb 2011 13:12:15 +0100
<![CDATA[animation on the web/a status report]]>http://www.onderhond.com/blog/work/animation-on-the-web-status

The addition of the html img element and the possibility to use background images in css were a great step forward in the evolution of our web. Suddenly the web became visual, not just a black on white collection of text pages projected on screens. It helped us a lot to make the web more acceptable to the mainstream. But things didn't stop there. Images are nice but pretty static, so with that in mind the web started to explore ways to incorporate animation.

animation on the web

The introduction of Flash on the web caused a pretty big shock. It was a tool specifically built around animation, allowing web developers everywhere to go haywire with this new-found power. The result (as always when new techs arise on the web) was quite horrendous. Ridiculously long loading times, CPU killing websites and zero accessibility. It was obvious that there had to be better ways to provide animation on our little internet.

So we expanded our reach to javascript (and later css). And surely, soon enough people started to create whole javascript libraries offering various nifty little animation effects to use at will. Yay for web standards and all that, we love to battle corporate solutions and take matters in our own hands, coming up with solutions that use free and open languages. Sadly no-one seemed to be interested in the big loser of this particular success story: animation itself.

javascript vs css

Javascript animation has been around for some time now, since a year or two browser vendors and rendering engines have started experimenting with animation in css. Nothing very stable yet, all proprietary stuff that fails to work in any serious cross-browser way, but it's a start alright. Good stuff for the inner geek in us, but where is css animation supposed to be positioning itself compared to the other animation alternatives? It bothers me that css animation is often thought off as a simple alternative for javascript animation, which should not be the case at all.

I could be wrong of course, but I've always thought we were striving for a web development model where content, style and functionality remain as separated as possible. For animation this means that we should differentiate between graphical animation (just some nifty styling effects that don't have any functional merit) and functional animation (content is shown or hidden using expand/collapse, flip boards, state changes...). For graphical animation css is fine (graceful degradation comes naturally too if you plan it well), but functional animation should remain written in javascript. Chances are though that people will pick a solution depending on their own strengths (I'm better at javascript or I'm better at css), rather than picking the appropriate technique for the job.

I guess it would be nice to see some insightful discussion about this topic rather than run into the next browser-dependent showcase of badly animated nonsense. Just a couple of years ago there wasn't moving much in css and html land, but at least people were still interested in best practices.

fluidity and continuity

What bothers me more though is the decline in animation standards. Flash animation was pretty much okay for websites. It was too limited for animated films and such, but stretching, morphing and translating is all done pretty fluidly. It comes at a rather high cost of CPU power, but that's the trade-off you're up against when choosing to incorporate animation. Now, fluidity isn't going to be my biggest concern here. For example, I'm a big lover of claymation, a form of animation that's rather stilted by default, so that's not really the point.

What does matter though is continuity and that's where both javascript and css animation fall flat. Both languages aim for a best-effort implementation, often (pretty much always) resulting in performance spikes completely ruining the intended animation effect. Animations can start of fluid, turn choppy and end up being fluid again. The slower/CPU intensive your computer, the worse it gets. Of course it runs quite great on our beta versions of the next-gen browser when all other programs have shut down, but most people don't get nothing close to the intended effect and so the reason to include animation in the first place becomes moot.

conclusion

Maybe it's because I'm quite fond of animation as an artform, but I guess there's a little more to it than that. Many sites add animation to show off technical skills, but fail to awe with their actual animating skills. Recently people have been talking about the new beercamp site, to me this is the best example that if you can't do something right, it's better to not do it at all. The project is offensive to anyone with even the slightest grasp of the subtleties of animation, turning the whole site into one incoherent, laughable mess. And it's even worse in fall-back mode (but who uses Firefox these days huh).

Javascript and css will never quite succeed at providing quality animation if they keep clinging to best-effort performances. So far I've seen very few examples of animation on the web that work, outside the boundaries of Flash that is. Most developers don't seem to be bothered by this. Animation is equal to going from a to b, no matter how fluid or continuous the resulting animation is. The fact that it moves is all the thrill needed, while the standards of web animation have dropped far below zero as a result. A real shame if you ask me.

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Wed, 16 Feb 2011 14:43:30 +0100
<![CDATA[getting wild with our monkey/hideaki sunaga]]>http://www.onderhond.com/blog/personal/wild-with-our-monkey-review

The hidden gems of Japanese cinema are very hard to track down (unless maybe if you speak Japanese). There's a huge range of films that lived a very short life on film fests and completely failed to find their way to the rest of the world afterwards. No English-friendly DVDs, no theater releases, no nothing. Running into these films is a true delight, so you might imagine how I felt when I sat down to watch Getting Wild With Our Monkey. A true modern punk classic.

screen capture of Getting Wild With Our Monkey

Sunaga's Getting Wild With Our Monkey is a novel adaptation originally written by Kou Machida, who you might still remember from Sogo Ishii's Burst City. His punk background is found in every pore of this film, proving quite a trial for people expecting and demanding a simple a->b story. Getting Wild With Our Monkey goes nowhere in particular, doesn't even have a proper ending and leaves so many threads open you might be wondering if it's not just a collection of sketches. It's all about the journey though, not about getting somewhere. If you can't stomach that, it's better to just avoid this film altogether and find something else to watch.

The first hour or so is still somewhat coherent, though already filled to the brim with random weirdness. We follow a young writer facing writer's block. Machida (the main character) is obviously in a slump and seems unable to recover from it. Until one day a film producer shows up on his doorstep, offering him a job as scriptwriter. The only condition is that he visits the three primary settings of said film. Machida accepts, not knowing what he is getting himself into.

From there on the film pretty much goes haywire. The road trip forms a loose connection between several scenes and by the time the films reaches its blistering finale the whole idea and concept seem somehow lost, forcing Sunaga to just go with the flow of the final scene. A bit like Sabu does in his films (Drive, Monday), but taken to its extreme. It's 100% punk idealism translated to film, an acquired taste no doubt but I loved it just the same.

screen capture of Getting Wild With Our Monkey

One thing is certain though, the visual style Sunaga applies fits as a fiddle. Fish-eye lenses, crisp hyper-editing, dark color toning ... the works. The film looks and feels amazing and makes the somewhat outlandish characters and settings feel acceptable. Its beauty is hard to capture in single shots, but when edited together it all comes together rather wonderfully.

The soundtrack is just as cool. Crazy, somewhat experimental music which is well-integrated with the visuals. It grants the film some extra freak (not that it didn't have plenty already, but why do a half-assed job right?) and goes an extra step to alienate unsuspecting audiences. It's not as loud or hardcore punk as you might expect, but still pretty out there.

The acting is all-the-way over-the-top Japanese comedy play, with Nagase being his cool self once again. He plays a total loser alright, but still a very cool loser. Definitely an actor that deserves more praise outside the Japanese borders and who deserves a spot next to Tadanobu Asano and Jo Odagiri. The rest of the cast is pretty funny too, though none of them really venture outside the cartoony appearance of their characters. Still, they do a very good job nonetheless.

screen capture of Getting Wild With Our Monkey

Getting Wild With Our Monkey is a seriously demented, yet absolutely fun trip. A film that needs to be experienced rather than understood. The adventures of Machida are simply hilarious and the deeper he falls the stranger the people and events he encounters. The finale is pure punk absurdism with a serious dash of humor to finish it off. It leaves you with a whole lot of questions and no resolution at all for the main character, but at that point it hardly seemed to matter anymore.

Whether you'll appreciate a film like Getting Wild With Our Monkey is highly dependent on how hard you'll find it to accept the film's structure and lack of coherence. If you want a rewarding ending than there might not be much here, but if you can value a scene for living in the moment than Sunaga's film is truly one of the best out there.

A film filled with weirdness, humor, strange characters, visually charming and sporting a great soundtrack. And nobody seems to be interested in getting this film out to the West. I understand that stuff like this is not meant for broad audiences and releasing a film like this is quite a gamble, but there's plenty here for a solid cult following. A lovely little surprise that deserves a loving audience. Don't miss this if you ever get the chance to watch it. 4.5*/5.0*

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Mon, 14 Feb 2011 16:05:56 +0100
<![CDATA[honey and clover/masahiro takada]]>http://www.onderhond.com/blog/personal/honey-and-clover-review-masahiro-takada

Live-action adaptations of popular manga/anime dramas rarely turn out alright. The danger of producing something quick and cheap (because fans will turn up anyway) is always lurking right behind the corner. But there are exceptions to every rule and Honey And Clover lovers better take notice, the live-action adaption of their favorite manga/anime is one that takes its fanbase serious. A rarity that should be cherished.

screen capture of Honey & Clover

I never really watched or read anything "Honey And Clover"-related before. I was aware of its existence but it's not the type of anime that I regularly watch. This makes it quite impossible for me to judge whether the film remains true to its original story, but it does put me in a position where I can safely say that laymen should not worry, you don't need much background information to get into the film. Maybe a little frustrating for hardcore fans who were hoping for a continuation of previous story arcs (maybe even a completely new arc), but that's just the way it is.

Honey And Clover follows a group of young art school student well on their way to maturity. It's essentially a simple coming of age drama that differentiates itself from its peers with its rather unique setting. The film is mostly interested in first love, friendship and individual exploration of one's own self (nothing new there), but as it is set in a more liberating school environment it does feel quite different from other Japanese school dramas.

The film follows a group of 5 students. One trio where two boys circle around a genius girl painter, one duo where unrequited love constitutes the main course. In typical light-hearted drama fashion, things look up, trouble ensues and by the end of the film the youngsters have learned a value life lesson. This is hardly a spoiler, Honey And Clover isn't a film that tries very hard to bring a refreshing or unique story, it's a film more interested in the emotional life of its protagonists.

screen capture of Honey & Clover

Visually Takada does a pretty nice job, though there's nothing much to awe you right out of your chair. The camera work is clean and functional, the key scenes in the film received some extra attention and there are some quirky visual details (what's up with the animated cat?), but overall Takada plays it quite safe. It's a pretty decent film to look at, just don't expect to be dazzled.

At first glance the soundtrack appears just as safe as the visuals (actually quite hard to contest this) but for some reason the subtle score does manage to evoke more emotions. Very well timed and sporting some very nice tunes, Takada draws a lot of power from the music to heighten the impact of the film's key scenes. A nice reminder that a classic soundtrack can work wonders if executed well.

The film is carried by its five main characters, a pretty impressive selection of young talent. With actors like Aoi and Kase quality is assured, but the remaining three easily match their level. Iseya in particular makes quite a smashing appearance, playing the least agreeable character of the five, but arguably also the most interesting one. Together with Aoi he forms a pretty unique screen couple.

screen capture of Honey & Clover

Honey And Clover isn't very revolutionary, not does it bring anything you haven't seen before. But what it shows it does so with great conviction. It dwells on the beauty of being young and manages to lock down this feeling in more than a few scenes. One scene in particular (on the beach - how Japanese is that) feels like a melancholic throwback to an ideal vision of youth. Beautiful scene that illustrates the core power of this film perfectly.

If you're into Japanese dramas this film is a solid recommendation. Get yourself past possible reservations of the film's source and let Takada and his cast transport you a lost era of youth and discovery. If you are at ease with the simple clichés of the genre there is plenty of beauty to be found here. If you're not really familiar with Japanese dramas yet, it's a good entry film, pretty accessible yet boasting all the typical genre elements.

Honey And Clover is a nice, solid genre entry that sinks you comfortable to the back of the couch, letting a feeling of warmth and melancholy slip over you. There are no weak points, nor awe-inspiring landmark moments, only a few bursts of subtle genius, making this film worth the trouble to track down. Definitely recommended. 4.0*/5.0*

Subbed trailer available, don't miss it.

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Mon, 07 Feb 2011 14:21:33 +0100
<![CDATA[flowers in the shadow/yuichiro hirakawa]]>http://www.onderhond.com/blog/personal/flowers-in-the-shadow-review-hirakawa

Some films don't need to excel. They don't even feel the need to shine, they simply posses the rare ability to crawl under your skin, ever so slowly. You might not even realize it while watching, but by the end of the film, no matter how cynical you are, it reaches you right where it matters. Sure, there were plenty of opportunities to burn down this film, but somehow that didn't seem appropriate when the end credits started rolling.

screen capture of Flowers In The Shadow

Flowers In The Shadow is an ensemble film, mixing dramatic plot points with a lighthearted and sometimes even comic atmosphere. The film is way too silly to be a true drama, yet there is too much drama to make the film laugh out loud funny. And yet it does manage to work, in the same way Always - Sunset On Third Street worked. There's a certain warmth and cosiness dripping from its every pore that makes it all bearable. Call it the magic of cinema.

At the center of the film stands the chance meeting between a young country girl and a young gambling addict. The girl traveled all the way to Tokyo, looking for her mother's first love while the boy is trying to get over his mother's death, raising a hardheaded family brawl with his father. They seem to be attracted to each other, but somehow the issues they are facing stand in between their blossoming friendship, slowly driving them apart.

Spread around this duo is a cast of seven others, each facing their own difficulties in life (reuniting with a long lost son, pressure at work, coping with first love, ...) and trying to get by the best they know how. Each of these characters is blessed with enough dramatic tension to fill a whole separate film, so don't go in expecting too much depth or a full set of realistic characters, Flowers In The Sun really isn't that kind of film.

screen capture of Flowers In The Shadow

Visually Flowers In The Shadow is borderline passable. It's not like Hirakawa completely neglected the visual side of things. The camera work looks clean and slick enough and it definitely goes beyond just pointing a camera at what is happening plot-wise, but there simply aren't too many memorable visual moments here. It's all pretty basic and safe with seemingly very little intention of going beyond.

Pretty much the same could be said about the soundtrack. Sure it suits the film fine and it never comes off as irritating or overblown, at the same time it does very little to improve what is already there. It's just a collection of tracks to fill in the void of silence. Hirakawa would do good to pay a bit more attention to these things for his future films as it would help the overall atmosphere to ground a lot quicker.

The acting on the other hand is pretty strong. Sure not all that realistic but all actors succeed in finding the proper balance between the comical overacting bits and the more serious dramatic parts. Most of them have a pretty fancy resume already, still they do a commendable job making this film work the way it should.

screen capture of Flowers In The Shadow

Hirakawa takes Flowers In The Shadow near various barriers of bad taste, and yet he remains on the safe side at all times. There are no cringe-worthy moments, no scenes leaving a sour aftertaste or sections that feel particularly out of place. Flowers In The Shadow is a film that works even though it looks like a total disaster on paper, which is quite a feat really. Very few films get away with that.

Flowers In The Shadow does come with a serious warning though. How you'll experience this film is rather personal, and so it is pretty plausible you may find that Hirakawa does go beyond the borders of acceptable taste. If that's the case, I'm sure the film turns sour pretty quickly and the two hour running time may feel like hell on earth. There's a fickle balance that once its broken cannot be easily repaired.

If you liked Always - Sunset On Third Street I'm pretty confident to recommend this film, if not it might be better to catch that film first. With that in mind, Flowers In The Sun did work for me and after a good 90 minutes a fuzzy feeling set in, indicating the underlying strength of Hirakawa's film. A cute, small and endearing little film that deserves an appreciative audience. 4.0*/5.0*

Didn't find a trailer for this one, you'll just have to take my word for it.

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Thu, 03 Feb 2011 14:08:09 +0100
<![CDATA[on css variables, mixins and nesting/variable thoughts]]>http://www.onderhond.com/blog/work/css-variables-mixins-nestings

Last week the news broke that work on css variables was resumed. Nothing too official yet, but people felt it was time to give it another go. Not too much of a surprise, similar frameworks like SASS and LESS are gaining momentum quite rapidly, but not everyone is happy with the addition of variables (mixins and nestings) in native css. At the core of this schism lie crucial fundamentals of css, so let's see what's holding people back to turn css into a more program-like language.

css variables, mixins and nestings

For the full specifics and syntax proposals I'm simply going to refer to an article written by Johan Brook. He does a pretty good job of laying down the basics in a very organized and easy to understand manner. To me is article is not about syntax proposals or providing reference material, it's about coming to a conclusion whether to adopt these changes or whether to refute them.

In short, css variables will substitute a single css property value for a variable name. Changing the value (on top of the css file seems like a logical place) will change the values everywhere this variable is used. It sounds quite fancy, but in most cases it's nothing a well-aimed "replace all" couldn't fix. Mixins are a little fancier, bundling a set of css properties which can be used for further reference throughout the stylesheet. Powerful stuff, but potentially quite messy. As for nesting, they are all about reducing selector length and ease of adaptation when a class name is changed in the html code.

While these three techniques are not inherently connected to each other, they seem to be grouped together as one single proposition, so for the time being I'll handle them as such.

css ideals

Just like html, css was conceived to be a simple language. A pick up and play kind of tool that would be promoted to reach a broad audience. The web was meant for everyone and so css should be a language that anyone with a healthy interest would be able to pick up quite rapidly. If you look at the everyday difficulties you're experiencing with css this might provoke some cynical laughter, but know that most of your troubles are due to browser incompatibilities, not because of the spec itself.

Also, just like html, css is meant to be as backwards compatible as possible. We cannot break the web when we introduce new properties and property values, and if we do we should at least have workable fall-backs available. This can be quite infuriating at times, no doubt, but it's a core principle we can't simply ignore. Even if it would make our job a whole lot easier, we'll just have to cope with these basics as they are for the greater good.

Both principles seem to suggest that css variables (and company) aren't really the way forward, question is how relevant these principles still are today. As for the backwards compatibility I'm sure it's safe to say we better not touch that, but is it really feasible to keep css as simple as possible? I wonder.

simplicity and professionalim

Making css a simple, easy to use language was once a very smart and crucial choice. In the early days people coming from all different kinds of backgrounds could put their stuff online, authoring the design of their site themselves. It really gave the web the boost in needed, with amateurs everywhere publishing and posting their knowledge online. We've come a long way since then though and the web has changed a great deal.

Simplicity also brought many freeloaders and slackers to our profession. Since css isn't very hard to pick and everyone and his dog needed a site to represent themselves online, it was easy to call yourself a web developer and get started right away, asking terrifying sums of money for abominable jobs. It's the reason why the current web is in such a lamentable state, void of usable semantics, inflexible as hell and continuously falling apart when new browsers come along.

Where the introduction of css variables will lead us is hard to predict. Either people with insufficient skills will drop out and we can grow as a profession, or we'll just mess up the web even more. Without a set of well-considered best practices the addition of css variables will lead us to an almost mythical mess. Problem is that like most front-end related problems, there is not one single solution and nobody ever seems to agree on one single best practice (think css notations, use of paddings vs margins etc etc). So we'll just make things harder on ourselves.

other brainbits

I can see some good use for the mixins myself, though at the same time there are many situations where they will prove inefficient rather than beneficial. If you change the original declaration halfway through a project it will be pretty difficult to predict the consequences on the existing css. It will become even worse when using mixins within mixins. And what if for some reason only half the current selectors using a specific mixin need to be adapted.

The same goes for variables. What if you've assigned a blue color value to the variable main-blue, but somewhere in the next phase of the project this color needs be changed to red instead? Do you change the variable name too, or do you make sure that your variable names don't reference their styles. A valid option, but this will definitely put a strain on readability of your own code.

As for nestings, I just don't find this type of css very readable. Maybe it's nice for people writing css property/line css, but I prefer to see my dom tree represented in my css files. Something that a good css editor should be able to fix no doubt, but I can see this kind of css notation turning into a horrible mess within mere minutes of development.

conclusions

I'm not really against these propositions. I believe that within the right context and used by capable people, these additions will make our css cleaner, easier to maintain and more flexible altogether. But the chance of that happening seems rather slim compared to the various ways people can fuck up a css file using variables, mixins and nestings. And considering the state our profession is in, this seems rather likely. I for one do not look forward to taking over such a project.

Maybe I should dive into LESS and SASS to work with these improvements first-hand. That said these new additions will be much harder to adopt on a global scale, compared to current css3 additions. Unless every single (popular) browser out there supports them they are virtually unusable as they will completely fail to render in current browser versions, effectively breaking entire designs of a site. I guess that gives us plenty of time to make up our minds, leading me to believe there's no real reason to stop the current development.

For now, I'll just leave you with the above remarks. No doubt more about this in the future.

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Wed, 02 Feb 2011 15:51:50 +0100
<![CDATA[in love with the dead/danny pang]]>http://www.onderhond.com/blog/personal/in-love-with-the-dead-review-danny-pang

No matter what the Pangs seem to be doing these days, they can't seem to shake off the horror influences that made them popular. Some people believe this is a disadvantage, at the same time they keep on producing interesting genre blends boasting some unique flavors. Accidentally that's a perfect summary for Danny Pang's In Love With The Dead, a film mixing drama and horror to create a stylish cocktail.

screen capture of In Love With The Dead

I've always been more of an Oxide Pang (The Detective, Som And Bank, Basic Love) fan. The combo work of the Pang Brothers (Storm Warriors, The Eye) is pretty fine too, sadly Danny's stand-alone films never really spoke to me. Until he made Seven 2 One that is. From that point on I somewhat regained my trust in his skills, which made me leap back to this film. It was time he proved his worth.

In Love With The Dead is essentially a drama about the strains a near-lethal illness puts upon a young couple. When Wai is diagnosed with cancer her relationship with Ming takes a serious blow and even though the both of them manage at first, Ming is slowly driven into the arms of another woman. Ming finds it hard to build up a life with someone that might not be around, especially when Wai seems to be pushing him away in some desperate attempt to be sober.

While not really a horror film In Love With The Dead does boast a dark and tense atmosphere in the first part of the film, which switches into more gripping and direct paranoia during the second part. There's little in the way of gore or scares, but the heavy weight of the atmosphere does push it into horror territory. The more Ming is torn apart between the two women, the stranger his life becomes. Just don't go in expecting a typical horror film, you'll be disappointed.

screen capture of In Love With The Dead

In Love With The Dead is visually stylish. Meticulously accurate camera work and atmospheric use of darkness create a feeling of unease that runs throughout the whole film. The film does use more direct ways to convey its horror elements later on, but on atmosphere alone it still would've qualified as a horror film. All in all, In Love With The Dead is a delight to look at.

The score is equally haunting. Low hums and subtle, dark soundscapes create an eerie carpet of noise, wrapping the whole film in subtle uneasiness. Coupled with the harrowing visuals there's quality enough to carry the whole film on atmosphere alone. This is how soundtracks should be.

No complaints about the acting either. I love the way Shawn Yue carries his roles with deceptive ease, the two female leads put in some decent performances too. All three actors feed well of each other's efforts, leading up to a tight triangle with a decently gripping finale. Good choice of actors, considering the dramatic background of this film. The usual horror fodder just wouldn't cut it here.

screen capture of In Love With The Dead

Even though the direction pulls the film into horror territory the drama remains surprisingly relevant the whole film through. It's not the first time Asian directors are mixing drama and horror, but Danny Pang goes a long way in finding the perfect mix. A lot of that is due to the delicate visuals and superb score, but the acting does deserve some extra credits too.

The finale is maybe a little too explanatory and the horror part of the film finally gets a face there, still it is executed with style and the ending doesn't hinder the overall experience at all. There's a little twist (of course), but nothing so shocking that it makes or breaks the film. Usually a fine line in recent horror films, but Danny avoids it pretty well.

In Love With The Dead is a neat little genre film that thrives on atmosphere, providing a solid dramatic base overlaid with dark and brooding sentiments. The story is rather simple but works perfectly well considering what the film is aiming for. Danny Pang proves himself a worthy addition to his brother, complementing Oxide's oeuvre with a likewise yet individual range of films. 4.0*/5.0*

Here's the trailer for a sneak peek.

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Tue, 01 Feb 2011 14:54:11 +0100
<![CDATA[confessions/tetsuya nakashima]]>http://www.onderhond.com/blog/personal/confessions-review-tetsuya-nakashima

Tetsuya Nakashima returns with his newest ... and how. Forget everything you ever thought you knew about this man and let yourself be swept away by his latest feature, Confessions. The film didn't make the final cut for the Oscars this year, but for obvious reasons. All of them positive by the way. Confessions is without a doubt Nakashima's masterpiece and only a few steps short from absolute perfection, so sit back and enjoy the ride.

screen capture of Confessions

Nakashima (Paco And The Magical Picture Book, Kamikaze Girls, Memories Of Matsuko) has build himself a solid reputation over the years, crowning him the Japanese king of colorful fantasy/comedy pictures. Sure, each of these films featured a darker or more dramatic edge right beneath the surface, but his oeuvre is very much uplifting and cheerful. It was only a matter of time though before he would let the darkness out and Confessions proved to be a perfect opportunity.

The film is a pretty pure mix of genre (revenge) cinema and social commentary. While the raw effect of each stretch is obviously blunted by the other, the mix comes with a whole new bang effectively making up for this apparent loss of impact. Confessions is essentially a revenge flick, but the revenge feels cold, bitter and heartless, not at all fulfilling. For a pure social commentary the film is too stylized and unrealistic, but in such a way that that it still leaves you thinking about both the social aspects and the somewhat unethical fun of revenge flicks. Once you accept this blend of styles and intentions, there is nothing standing in the way of 100 minutes pure cinematic excellence.

Confessions starts with an impressive 30 minute intro, meticulously revealing the bottom line of the film. A young female teacher is quitting her job after finding out that her daughter's death was no mere accident, but premeditated murder by two of her very own students. As the boys haven't reached the age of 14 yet they are protected by the Japanese law and they cannot be punished, so she has to find more creative ways to get back at them. And believe me, she does.

screen capture of Confessions

Nakashima has gradually developed a technical excellence he can be proud of, but strangely enough he still keeps on improving with each film. Paco looked fabulous, but that's nothing compared to the visual stimulation coming from Confessions. Each single shot is a small work of art, there is no room for chance or luck. Tetsuya uses a dark black/blue color palette which is only occasionally left behind in favor of more naturalistic colors and handycam work. It all looks equally stunning though.

The soundtrack deserves major credit too. Very atmospheric music that is closely tailored to the editing within each scene. The intro is a superb example of audiovisual film making, with sounds dropping left and right, only to return after sharp cuts and change of perspectives. I wouldn't have minded if the whole film had played in that single classroom, it was that dense and gripping.

The acting is stellar, with Takako Matsu leading the pack. She portrays the teacher with an icy sense of anger that's quite simply frightening. Also nothing but praise for the rest of the young cast. They play an important part in making the rather far-fetched story believable, to the point where Matsu's revenge starts to feel somewhat justified. Quite a feat for such a young group of actors.

screen capture of Confessions

After the 30-minute intro the film continues with a more in-depth look at the motivations of the killers, revealing some pretty interesting subplots. Slowly Matsu's revenge takes front stage and the plot starts to unfold in a rather challenging way. Can a teacher take the law in her own hands, brooding on revenge targeted at a bunch of minors, even if they did kill her only daughter. Especially considering the fact she's not just giving them a tap on the hands, but goes through serious lengths getting back at them in the harshest ways possible.

So is the film without fault? Ironically, after a 100 minute display of impressive technical, emotional and narrative force Nakashima slips up in the two final lines of dialogue, choosing a somewhat cheap ambiguous ending rather than going for the full unrelenting blow. Not that I don't like ambiguous endings, I just don't like cheap tricks to force them (think Inception or Shutter Island). Not that it destroys the whole film, but it does prevent it from reaching a full score.

That said, Confessions is definitely one of the best 2010 films I've seen so far. It's an audiovisual masterpiece, bearing an interesting plot, powerful emotions and some poignant social commentary. Nakashima keeps growing with every film, improving on every level. Already one of my favorite directors, I can't wait to see what he'll come up with next. Absolutely recommended, if you see only one Japanese film a year, make sure it's this one. 4.5*/5.0*

There's a subbed trailer but beware of spoilers.

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Mon, 31 Jan 2011 11:50:16 +0100
<![CDATA[mario kart wii/frustrate your friends]]>http://www.onderhond.com/blog/personal/mario-kart-wii-review

Since the release of the SNES there hasn't been a proper Nintendo system that hasn't featured a Mario Kart installment. Not all that surprising really as it is one of the most crafty multiplayer race/action games out there (on any existing system). So the Wii received its own unique version, quite aptly titled Mario Kart Wii. And if you ask me (a lifelong fan of the series), it's without a doubt the best one yet.

promotion art of Mario Kart Wii

I never really got the chance to play the N64 or Gamecube versions of Mario Kart, luckily recent installments feature retro cups (offering a selection of upgraded old tracks from previous Mario Kart games), giving me at least some notion of how the track designs of the previous versions compare. I did play (and review) Mario Kart DS though, which already showed a rather varied range of tracks and weaponry.

One of the main improvements of MKW lies within the track design. Not only is there a lot more happening on the tracks, there's a bigger variety of obstacles and more 3-dimensional fun, featuring high mountains, ramps, waterways and much more. Especially the final two cups feature a selection of 8 tracks that offer plenty of challenge and replay value. It makes the other tracks quite boring and empty in comparison.

The other main improvement lies with the increase in weapon boxes. MKW has become more of a battle game instead of a race game, which ups the multiplayer value a lot, adding some fun tactical gameplay. Do you use your shields, bombs or bananas to attack the ones in front, or do you keep them hanging behind your cart to protect yourself from attacks? With more weapon boxes available, races are way more frantic than in previous Mario Kart games (which is also quite apparent when choosing the retro cups).

screen caps Mario Kart Wii

Of course the game received a visual boost. The 1-player game features some cool effects, tracks look good (though very cartoony and Mario-like of course) and even in 4-player split screen the courses are still perfectly visible. There are a few places where the game slows down when playing with 3 or 4 people at once, but not in any gameplay-obtrusive way. The soundtrack is decent enough but like most of the previous installments it's little more than simple background noise. Sound effects on the other hand are quirky and fun.

Controls are superb, though I would advise against playing with the Wii Wheel. Not only is it tiring, the reaction speed is below par. You won't get far if you plan on competitive power racing. Using the nunchuck and Wii controller works way better, you can even choose what hand to steer with and what hand to use for firing projectiles. You can also wiggle the Wii controller for extra boosts when jumping in the air, or you can tilt the controller to do wheelies when riding a bike. It's nifty details like these that add a polished feel to the game.

promotion art of Mario Kart Wii

Multiplayer gameplay is where this game really shines. Web play is a nice extra feature, but nothing beats sitting with a couple of guys behind a large screen and tearing away at each other. There's a certain level of unfairness (in the form of blue shields and random choice of weapon power-ups), but it actually adds to the overall fun. Trying to win a 4-race cup is never obvious and it's not until you actually crossed the finish line that you're sure of your victory.

The 1-player game also feels better, with a much improved computer AI and a better difficulty curve. The races feel more like an actual race rather than a fixed outcome where you are the only variable. There are plenty of cars (I should say vehicles really) and characters to unlock, if you've done all that there are still the ghost time trials to keep you occupied for a long, long time.

Mario Kart Wii isn't a smashing improvement on previous games. The game mechanics are still pretty much the same, but the track layouts and the increased in-race fighting opportunities really elevate this game to a new level. Gather a few people, start up a multiplayer game and prepare yourself for a world of laughter ... and cursing of course. Stupidly funny stuff. 4.5*/5.0*

Check out a quick trailer for some in-game action.

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Thu, 27 Jan 2011 14:02:38 +0100
<![CDATA[margins and ems/outside the box]]>http://www.onderhond.com/blog/work/box-model-margins-problems

There's more to understanding css than just getting to know the rules or assigning values to a list of properties. The css language was constructed based on a rule set, a series of paradigms that define the way the language is supposed to behave. Once again (remember css proximity) we're going to try and find out how and where the programmer's mind is clashing with the human mind, causing confusion and mishaps in cssland.

the problem

The issue at hand is one that popped up on this blog before (check the heading headaches article). Rather than try and find solutions within the current context of css, let's do one better and let's go looking for the reasons behind the trouble some of us have been experiencing when margins clash with em-designs.

The main issue here is that margins (set in ems) on a box are influenced by the font-size defined on that same box. This becomes very annoying when you're playing around with headings and the left and rights margins of the heading box keep changing every time you adapt the font-size of this heading. What you (usually) want is to create a nice vertical grid, but when you need to pull out your calculator to recalculate the correct margin values time after time it becomes tiresome really fast, not even talking about browser-specific pixel value roundings.

Even though the issue itself is slowly dying (because most people stopped making em-designs), I believe the inner workings of the problem are still very much worth checking out.

the box model

The main culprit causing us all this trouble is the css box model. The box model describes the spatial properties that define a css box, including widths, heights, borders, paddings and last but not least, margins. If you see it explained it looks perfectly sane, seemingly providing us with a good model for defining the dimensions of a box and its position based on its context.

To make things as easy as possible, all em-values on the box will be calculated based on the font-size defined on that same box. So if I choose to increase the font-size, widths, paddings and margins will change accordingly. It's an easy rule to remember, but one that does not necessarily match our own mental model of how a box should behave.

real life boxes

So where does the css box model differ from real life boxes then? The answer is simple: a real life box is defined by its borders (sides, walls, whatever). For example, we consider a cardboard box the box itself and everything that is contained within the box. As far as boxes are concerned, you're either outside or inside and everything that's outside the box is not part of you, nor do you care what happens with it. Outside is simply not your responsibility.

The concept of margins doesn't really exist in the simple life of boxes (we do have similar concepts though, like "personal space"). The space outside of the box is part of its context and should be monitored by that same context. If we translate this back to css, this would mean that margins should not be defined by the font-size set on a box itself, but by the font-size set on its context.

Considering the fact that font-sizes are inherited values, this should pose little practical problems to implement. It also fixes our problem with the change in computed margin values. On the other hand, it does complicate the rule set of the css box model, where a small exception should be made for calculating margin values defined in ems.

conclusion

Not that I'm expecting the powers that be to change the css box model, I'm sure there are way too many practical problems (breaking existing implementations) that would stop this from ever happening, but it would've been nice if they'd thought of this a little earlier. It's once again a good example of programmer logic interfering with simple human logic, resulting in easy rule sets but leading to sub-ideal practical implementations.

We could of course add yet another css property to control the behavior of the css box model (just like they did when they introduced the box-sizing property - maybe something like box-calculate), but I'm not sure if that's really worth the trouble. Sure I would be quite happy with it, but I'm not really confident many others are waiting for such a property.

Like I said at the start of this article, not many people are faced with this problem anymore as ems units are getting out of fashion, but that doesn't change the fact that the problem still exists within the core of the css box model. Just something to think about.

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Tue, 25 Jan 2011 12:23:17 +0100
<![CDATA[ex/heiward mak]]>http://www.onderhond.com/blog/personal/ex-review-heiward-mak

Ex is one of those films that will pass many people by just because there aren't too many points of interest lying directly on the surface. At best it looks like decent filler for fans of glossy Hong Kong dramas and there simply aren't too many of those around. But right below the surface there's a lot more brewing than you might initially suspect, making the film one of the more interesting Hong Kong outings of 2010. Most praise goes to director Heiward Mak for making it all happen.

screen capture of Ex

If Heiward Mak doesn't ring a bell it's probably because you missed my High Noon review. Mak already showed considerable glimpses of her talent in her first film and seems to be perfecting them here. While Ex isn't without its own set of shortcomings, it offers something you can rarely find within Hong Kong cinema: a set of natural characters and believable drama.

The film centers around Zhou Yi (Gillian Chung's character), who just broke up with her latest boyfriend and finds a place to crash with ex-boyfriend Ping. While she doesn't really plan on messing up his relationship a couple of flashbacks make it clear that the relationship ended on stubbornness rather than lack of love. Something is still brewing between the two, even though they won't admit it to themselves. An interesting triangle forms which starts to evolve in a rather unconventional way.

The film mixes flashbacks of their past relationship with their reuniting. While this creates a natural preferences for Yi and Ping as a couple the both of them aren't exactly a perfect match, nor perfect individuals. This is where the film distinguishes itself from most other romantic dramas, which usually take on a more traditional good/bad perspective on relationships. The relationship between Yi and Ping is way more complex and vague than initially sketched.

screen capture of Ex

Mak chose a rather clean and safe visual style for her latest film. It's not as wild or eccentric as High Noon, but it fits the main characters who progressed from teens to people who are in their mid-twenties. The camera work is still somewhat agile and active but it all looks very controlled, slick and polished. The flashbacks show a bit more youthful enthusiasm but within the set boundaries of the current setting.

The soundtrack is a little more outspoken compared to High Noon. The subdued background music is replaced with a dash of alternative pop that takes a prominent place in several scenes. While it shifts the film in a more definite direction I'm not really fan of the music used here and Hong Kong films using English-language pop music do come off as a little awkward. Maybe I'm just not very used to it, but I would've preferred a slightly tweaked score.

The acting is surprisingly solid though. While the cast looks a little over-glossy on paper (and on film for that matter) they succeed in bringing their characters to life, which is really essential for this film to work. Mak uses her actors wisely and pulls some very commendable performances from them, showcasing the unseen potential of some industry oldtimers to the rest of the world.

screen capture of Ex

Mak's latest reveals its true charm at the very end of the film. While Ex starts off as a regular romantic drama, throughout the course of the film small hints are given towards a broader and more natural look at relationships. The ending fits perfectly well from that point of view and leaves the viewer with mixed emotions. If you like romantic films for the gooey and mushy scenes that provoke teary-eyed reactions, be warned that this film might feel a little unsatisfying.

Heiward Mak further establishes her image as a director of natural dramas surrounding the younger generations of Hong Kong. All in all her subjects are maybe a little too perfect-looking for such a film, but she goes on to prove that (modest) poverty is not a must and that people of means are a little more than simple money-driven outer shells. She brings a level of realness to the setting which is unique even outsides the confines of Hong Kong.

Ex is a film that shows the good and the bad. The main characters are not all that lovable, nor are they horrible people. They are merely human, making mistakes, sometimes rectifying them and otherwise just going on with their lives, trying to do better than before. Heiward Mak is sculpting a neat little niche for herself, hopefully others will follow in her footsteps. 4.0*/5.0*

Check the fully subbed trailer if you like.

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Mon, 24 Jan 2011 13:20:22 +0100
<![CDATA[w3c and public image/an embarrassment for front-end]]>http://www.onderhond.com/blog/work/w3c-embarrassment-for-front-end

The w3c, they are our lord and master. Every web technology has its own guardian, be it a commercial company or open source community. They are the ones that decide the course of said technology. As front-end developers we were dealt the w3c organization, for better or for worse. Yesterday they launched a whole new campaign intended to give an added boost to the already raging html5 hype. The new html5 logo should become the symbol of a new age of web development. But general perception is less than positive.

w3c, who are you?

In all these years I never quite figured out what or who drives the w3c. I assume it's a non-profit organization, but considering all the work they do it's not unlikely engaged participants are compensated in some way or another. Not that it matters much to me (or is even relevant to this article), but it does indicate that the w3c is no ordinary organization, harboring some mystical dimensions.

Apart from regulating the road map of the technologies we front-end people work with every single day, they also bear a more public function. They are our point of reference when people ask us about the specifics of our job. They host the specs, they round up all the accessibility guidelines, they are the ones that hold the key to all the under-appreciated subtleties of our profession.

Whatever the reason may be, the w3c has always had issues with this public responsibility. Their communicative skills seem quite underdeveloped compared to the guardians of other technologies, resulting in a sub-par website, obtuse communication channels and a general lack of convincing the outside world they know what they are doing.

For years people have told me that accessibility and quality design don't go together simply because they went to check the w3c website and were appalled with what they found there (go figure). Over the past years there have been several attempts to improve this situation, but none of those brought them to a level where we (front-end developers) could actually be proud to point other people to the w3c.

html5 video

With html5 booming they took this opportunity to somewhat overturn their public image. Looking at the site built around the new html5 logo I can only conclude it's like nothing I've ever seen from the w3c before. It's a modern, glossy attempt to construct a community feel around what should be the way of the future. I clearly say "attempt" because the result is as hollow and empty as one could fear from such an undertaking.

Not only is their continuous attempt at humor and lightness a little embarrassing, they made a few very questionable decisions along the way. One of them is to revive the use of technology badges. Their campaign page even features a badge builder (5000 - man I couldn't stop laughing) where you can customize your own badge for use on your site, project or wherever you plan on using it. Why anyone would like to go back to those days is absolutely beyond me.

Worse though is the fact they are pushing css3 as an integral part of html5, apparently Bruce Lawson's ranting hat wasn't quite effective enough. While opinions are divided about commercial parties like Google and Apple abusing the terminology, it's scary to see an organization like the w3c (who should know what they're talking about, they wrote the damn specs) take off with it. It leaves us with very little options to fight the misuse of the html5 label when even the w3c is joining in.

conclusion

How unreasonable is it to demand a certain degree of professionalism from the w3c? All I want is to point people to the w3c when they have any intentions of finding out more about html, css, javascript, accessibility or whatever other front-end related topic, without feeling embarrassed to do so or without putting those people off before they even started?

While this attempt to inject some fresh juice into the pr of the organization is laudable, I don't think it's wise to come off as the next hyped up yet hollow and meaningless technology fling. I thought html5 was supposed to be the future of our profession, not some knock-off hype constructed to feed on emptiness and buzz alone. The html5 logo campaign site looks like website designed for a party organized by boy scouts, not like a serious step in the growth of a more open, semantic and stable web. So dearest people of the w3c, you don't have to be hip and cool, nor square and old-fashioned. Just be solid, decent and quality-minded. Please?

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Wed, 19 Jan 2011 12:15:15 +0100
<![CDATA[outcast/colm mccarthy]]>http://www.onderhond.com/blog/personal/outcast-review-colm-mccarthy

The horror genre is already oversaturated, still it is possible to deliver films that feel fresh and novel within the rather narrow confines of the genre. Outcast goes a long way to being such a film. While firmly grounded in horror cliches the presentation goes far beyond the traditional horror fare. The result is a neat little genre flick that knows to impress on a shoestring budget and could well be an example for many to come.

screen capture of Outcast

When writing this film the McCarthy brothers found their inspiration in old Celtic myths. While not exactly the most popular mythic pool of inspiration it all boils down to a spoonful of magic, symbolic tattoos and evil beasts. In itself the horror elements within the film are far from exciting, but McCarthy sure takes them interesting places.

The setting of the film reminded me a little of the first Candyman film (La Haine if want cross-genre references and Aphex Twin's Come To Daddy if you want cross-media references). In between barren and rundown concrete housing projects a single mom and her son (Fergal) are renting a small apartment, hiding from the rest of the world. But puberty is hitting Fergal pretty hard, pushing him outside to meet with a young girl living a little further down the hallway.

The story is revealed little by little, one piece of information at a time. There are two people after Fergal, a social worker looking for Fergal's mom and a group of British bullies who hang around the projects, harassing Fergal and his newfound friends. They all connect together but the hows and whats are not very clear from the start, only to be revealed at later times.

screen capture of Outcast

How to make the best of a small budget then? Turn your weakness into a strength, that's how. The crisp and dirty look of digital is nothing less than stunning here, giving the barrenness of the film's setting a whole new dimension. Dark shadows, rundown surroundings and ugly concrete set the mood for this gritty horror film and bring a level of seriousness that would usually fall flat on its face when coupled to this kind of story. The look of Outcast reminded me a lot of Small Gods, another unique low-budget (horror) flick.

Stunning visuals alone won't suffice though, so McCarthy made absolutely sure he had a good soundtrack to further exploit his dark setting. And succeed he did. Lovely dark ambient with industrial overtones create haunting atmospheres that merge with the images to sculpt a hellish experience. Never underestimate the power of a good soundtrack, especially when making a horror film.

Acting is pretty good too. Nothing too spectacular but for a largely unknown cast they hold up pretty well. Especially if you consider how hard it must've been to deliver what is basically a silly premise with such a level of seriousness. I'm quite eager to see how Bruton or Standbridge would fare in more complex roles in future films.

screen capture of Outcast

Up until the finale Outcast is an extremely strong and impressive horror flick, sadly these few last scenes aren't on par with the rest of the film. The monster design is a little lame, the effects don't really cut it and it could've done with a more direct ending. It's not that bad that it destroys all that came before, but McCarthy goes with a few questionable choices, making it a lot harder for himself than need be.

Ending aside though, Outcast is an impressive little horror film. It just goes to show that money can buy you fancy effects, big name actors and lauded scriptwriters, but all you need to produce a good genre flick is a simple digital camera, a smart score and a talented director. With that Outcast goes beyond many of its peers who had much larger budgets to play around with, serving as solid proof of McCarthy's talent.

With Outcast he delivers a dark, hellish and barren fantasy grounded in obscure myths and set in a depressively dirty neighborhood. He makes a little slip at the end, but definitely not serious enough to kill the experience. If you're looking for a dark and different horror flick, this is prime choice. I wouldn't exactly mind if this style of direction became a small-scale trend either. 4.0*/5.0*

There's a trailer, take advantage of it.

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Tue, 18 Jan 2011 12:44:35 +0100
<![CDATA[un lac/philippe grandrieux]]>http://www.onderhond.com/blog/personal/un-lac-review-philippe-grandrieux

Some directors don't need many films to establish a name for themselves. In the past 10 years Grandrieux only made three films, this proved more than sufficient to get his name grounded amongst fans of experimental cinema. For ease of categorization he's often grouped with the likes of Noé (Enter The Void) and Laugier (Martyrs), but apart from a grim and unrelenting style there aren't too many common elements. Time to get acquainted with Grandrieux' latest film, Un Lac.

screen capture of Un Lac

You don't just sit down to watch a Grandrieux flick. His films lack positivism, appear bleak and hopeless and require quite a lot from their audience. When I first watched La Vie Nouvelle the film had a pretty strong grip on my mood afterwards, Un Lac is no different. Don't consider this a quick filler flick or you will completely lose yourself in the film's inaccessible exterior. You'd better make sure you're ready for the things Grandrieux has prepared for you.

Even though Un Lac is a grim, unpleasant film there isn't anything in the way of shock here. The mood is fully established by means of audio and visuals alone. The story is slim and lies purposely hidden away on the back-shelves of the film's priorities. There is no rape, crime, death or other shocking material here, just a small tragedy surrounding 6 people living in a locked away cabin near an unnamed lake.

The film focuses on Alexi, who lives with his sister and both parents inside in the cabin. The boy shows a little more than simple brotherly love towards his sister, but she doesn't seem too keen on giving in to it. When an outsider comes along (to cut wood in a nearby forest) this intrusion turns the world of the cabin inhabitants upside down, causing a tiny yet powerful drama.

screen capture of Un Lac

Grandrieux shot the film himself, picking up a handycam and moving it so close to his main characters that the world becomes almost completely eclipsed by them. The little story there is can be a little hard to decipher simply because many scenes are either pitch dark or are registered through a shaky camera that only shows us a small part of what is going on. It's a very striking way to handle the camera that will alienate a lot of people (a little like Merhige's Begotten) but actually aids in keeping your thoughts with the film. If you plan on following what's going on, you'd better pay attention to construct the reality from the little details you are fed.

The soundtrack is a real piece of art. Not much in the way of actual music, though many scenes are set to an impressive selection of soundscapes. Aided by singled-out and distorted sound effects this score creates a very eery and dark atmosphere that flourishes when coupled to the grim and desaturated cinematography. A prime example of audio and visuals working together to create a bigger whole.

The quality of acting is a little hard to judge since you hardly ever see characters in full. There are few dialogues and the ones that are there are strictly functional. The actors do fill their part, but they remain little more than shadows and contours referencing character types rather than actual individuals. If you were hoping on large personal and emotional bondings, set your expectations straight.

screen capture of Un Lac

It's a popular claim that a movie's story line fits on a single napkin, in this case I think that might actually be the case. Though the story is never fed in any direct way and the overload of unfocused close-ups make it hard to piece all the elements together, the actual story remains very singular and easy to follow. So if it's a good, fleshed-out story line you're after, just don't even bother with this film because you won't find much here.

Greatest selling points are the film's doom-like atmosphere, its luscious setting and the seamless audiovisual experience it delivers. The film is quite abstract and emotions are often translated by shaky, blurred shots of lakes, mountains and mist, but once (and if) you get through the film's rough skin a refreshingly strong cinematic world opens itself. For that reason alone it's worth a try.

Grandrieux is an acquired taste. Un Lac might not be the best film to start exploring his oeuvre, though it's definitely the least shocking one (mind that I still need to watch Sombre so I just go on general comments here). If you're looking for something bleak and different, not grounded in narrative cinema then this is definitely one to check out. Some scenes are simply too dark and the dialogue is a little too functional and stilted at times, but overall this film dazzles. Beware when approaching though, this film comes with a big warning sign. 4.0*/5.0*

Check out the absolutely spoiler-free trailer.

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Mon, 17 Jan 2011 15:04:15 +0100
<![CDATA[the seaside motel/kentaro moriya]]>http://www.onderhond.com/blog/personal/seaside-motel-review-kentaro-moriya

Sometimes a film just pops up out of nowhere. It may have all the traits and perks you're looking for in a good, solid film but in some obscure way it still managed to slip by without triggering any of the usual warning signs. It was like that with The Seaside Motel, lucky for me I still ran into it by surprise. A quick look at the poster was all I needed to reassure myself this was going to be my kind of film. And indeed it was.

screen capture of The Seaside Motel

Once up on a time colorful ensemble comedies were plenty in Japan. Dominated by the likes of Katsuhito Ishii (Party 7, Taste of Tea) and Gen Sekiguchi (Survive Style 5+), these film harvested lots of critical acclaim but failed to land themselves an acceptably sized audience. As quickly as they boomed they faded again, only to be revived into complete obscurity on rare occasions (who has seen LoveDeath or Donju here?).

Moriya picks up where others left the genre, but considering the lack of buzz surrounding this film he isn't going to make any kind of dent in the international scene. It's a shame because there is plenty to like here. The premise is loosely borrowed from Party 7, but goes its own way from there. And while this film is hardly original or mind-blowingly spectacular, there is still plenty of fun to be had if you're in the right mood.

Central to the story is the titular motel. Moriya follows the people lodging in the rooms, presenting several storylines that cross each other, sometimes diverting again, sometimes coming together. The film features a rather typical set of characters (young boy and prostitute, yakuza, old man with young girl) and some quirky plot point to keep it all running. You know the drill.

screen capture of The Seaside Motel

Moriya has a good eye for pleasant visuals. The camera work is neat, playful and well executed, the set pieces are detailed and the film features a warm and cheery color palette. There's a light and enjoyable atmosphere coming from every frame and even though the film does introduce some more dramatic moments the lighthearted atmosphere remains at all times.

The music is poppy and hip, not targeted at real atmosphere but simply there as an extension of the lighthearted feel of the film. It's not particularly good but it works well enough within the confines of the movie. While I usually prefer a more tailored soundtrack it's not much that much of an issue in this kind of comedy. It doesn't irritate and that's fine enough.

The acting is good and appropriate. Aso is able to shine once again (you might remember her from Satoshi Miki's Instant Numa), the rest of the cast puts in some nice comedic performances too. Of course there's no impressive dramatic power play here, but the movie doesn't exactly call for that either. The acting is more than sufficient in any case.

screen capture of The Seaside Motel

What the film lacks in originality it compensates in style, warmth and overall fun. There are some pretty amusing characters and some nifty coincidences that will raise a fair few smiles along the way. Fans of the genre should definitely feel right at home amongst the colorful cast and events on display here.

Seeing as how this film is lacking any kind of international attention I'm sure not too many people are actually waiting for another entry in the genre. If you didn't like Party 7, Shark Skin Man or Survive Style 5+ there is little here that might amuse you so it's better to just leave the film as is. But if you liked those films it's a pretty sure bet the film will result in an amusing evening behind the screen.

It's definitely not the best entry in the genre, but it's a very welcome addition for those craving fresh meat. The Seaside Motel is perfect filler that leaves you behind smiling, content with the 100 minutes of quality escapism you've just experienced. Definitely recommended. 4.0*/5.0*

Check the unsubbed trailer if you're interested.

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Thu, 13 Jan 2011 12:51:02 +0100
<![CDATA[chrome waves goodbye to h.264/read: fu apple]]>http://www.onderhond.com/blog/work/google-says-no-to-h264

Hah! We're only a few days into 2011 and the first big web-battle is already raging fiercely. If you haven't heard about it yet (which would rather surprising, but still), Chrome announced yesterday that it will be dropping h.264 support from Chrome in the very near future. Not immediately so web masters and developers have time to ready themselves, but in the coming months we'll see h.264 support scrapped from the chrome radar. The reactions left and right are ... interesting.

apple and google, sitting in a tree

For some time now Google and Apple have been fighting a somewhat childish battle amongst themselves, which is slowly expanding to every sector they believe they should be dominating. When I say childish I'm talking about the behavior of both parties, because the decisions coming forth of this quarrel are for from playful and are key to determining the future of our web. Apple's rejection of Flash and Google's rejection of h.264 will shape web development in years to come.

Whatever good or bad comes of it, the fact that these decisions are made based on a silly rivalry can only hurt the web in the long run. Both parties claim to reject technologies based on lack of openness, but in the end they're just looking for personal gain, abusing web standards and open formats to reach their respective goals.

Hardly anyone cares about this because both parties have been busy building fanbases. There's Apple fans and Google fans, both sections supporting pretty much everything their "team" does. And if their favored party does something they don't like they simply jump ship and start to root for the other side. It's like an ordinary game of football, sadly there's a lot more at stake here.

html5 video

People rejoiced when html5 video became usable through modern browser support and Flash fallbacks. A win for html5, we all declared! But from the very beginning it was clear html5 video implementations were going to be hampered by codec support. Firefox and Opera weren't ready to support h.264 because of licensing issues (which still exist today), Safari isn't planning on adding WebM support (the proposed web standard supported by the rest, but closely linked to Google itself).

I've already complained about the decline of web professionalism in the past year, if you check the comments on the Chrome blog you can see how clueless those people who've mindlessly jumped on the html5 bandwagon really are. The shocked reactions at encoding every file twice are absolutely telling, while in fact they should have been doing that from the very start. It's a sad reminder that the ideology of the web is quickly abandoned in favor of laziness and monetary gain.

With this decision, Google put the ball in Apple's camp. They are currently the only ones not planning any support for the WebM video format. Apple can still pull the quality card (h.264 currently beats the WebM codec hands down) but whether that's enough to convince the standards community is still unsure at this point. It would be quite a big gamble for Apple and if it goes wrong it's sure to put a serious dent in their shiny armor.

an uncertain future

We can only speculate what this change in Google's attitude might mean for the future of the web. One thing is certain, if they mean business and stop supporting the h.264 format altogether they might even go as far to switch YouTube to WebM encoded files, leaving iOS users feeling abandoned because they can't access any videos on YouTube (only one of the biggest and most popular sites on the web). There is after all no Flash-fallback on iOS (hah, the irony).

If this move blows up in Google's face though, this might affect the hype status html5 is currently enjoying, as people could lose trust in this new html standard. After all, one of its biggest selling points is turning into a complete disaster before it is even properly introduced to the masses. And while that's one reason why we might do well to support Google's move, I'm not all that happy to support the motives behind their decision.

conclusion

The conclusion is simple: it's not even a matter of supporting or disapproving Google's plan, it's more important to recognize the dirty game both companies are playing and the effect their decisions have on our job, our community. While I'm quite happy to see the balance on the h.264 vs WebM codec tilt in favor of WebM, I'm greatly disappointed by the reactions of the community and the obvious motives for this tilt.

The coming weeks and months will shed more light on the road Google is taking with their codec support, it will also be interesting to see whether IE will jump the h.264 ship (though very very(!) unlikely). The conclusion is simple though: once again web development is being dominated by the interest of larger than life companies. Google and Apple are not afraid of showing their true colors anymore, publicly showcasing their identity of corporate monsters who abuse whatever cheap sales talk they can, only now backed up by a large portion of a community who's vowed they wouldn't let things comes this far ever again, jeopardizing everything they so bravely fought for.

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Wed, 12 Jan 2011 15:09:13 +0100
<![CDATA[mutant girls squad/nishimura, iguchi and sakaguchi]]>http://www.onderhond.com/blog/personal/mutant-girls-squad-review-nishimura

While directors like Nishimura and Iguchi have been making quite a name with their J-splatter fantasies (The Machine Girl, Tokyo Gore Police, Vampire Girl vs Frankenstein Girl) the hype got a hold on the genre rather quickly, resulting in a lot of sub-par films to fill in the gaps. So Nishimura and Iguchi got together, invited Tak Sakaguchi to join the party and hit back with a film that doesn't exactly innovate but takes the existing elements to their extremes.

screen capture of Mutant Girls Squad

Films like Samurai Princess, Sakaguchi's Samurai Zombie and even Iguchi's own Robo-Geisha were giving the genre a bad name, which is a shame because there is still plenty of fun to be harvested in this niche before it will inevitably collapse on itself. And that's exactly why I'm so pleased Mutant Girls Squad. True, it's a pure crowd pleaser that introduces very little we haven't seen yet, but the execution is near flawless and the fun-factor is astronomical.

Even though the film is split into three sections (each director helming one part), it never feels like the work of multiple directors. If you scrutinize each part I'm sure you'll find subtle stylistic differences, but after having watched the whole film there was no way to pin a director to a specific episode. If you were fearing an anthology project with a continuous storyline, there's really no need to worry.

The story is pretty predictable but works as a good setup for gore, mutations and flashes of world domination. On her 16th birthday a young school girl finds out she isn't quite like the rest of her classmates. That same day her family is brutally murdered and she joins a clan of like-minded mutants who're declaring war to the whole of mankind.

screen capture of Mutant Girls Squad

Visually the film beats all its predecessors hands down. Nishimura and co have kept true to their low-budget roots (lots of rubber, fake CG and less than realistic blood fountains) but it's obvious they put a lot more work in the look of the film. Sakaguchi even attempted an actual long take which turned out to be surprisingly impressive. Who would've guessed. Some of the handycam shots could do with some extra work, but overall this is far better than I would've expected from these guys.

The soundtrack is less interesting. Even though it is quite loud and present it doesn't leave much of a lasting impression. It's just background music to fill in the voids where there is little to no dialogue. While not really a loss I'm sure some extra fun could be garnered with a better soundtrack in place.

As for the acting, most actors are B-grade material that would be totally lost in any kind of serious film, but they manage pretty well within the confines of their over-the-top characters. Tak Sakaguchi himself has one of the best performances, but it's Naoto Takenaka's appearance that had me completely baffled. A rare talent that handles complete nonsense with the same ease as complex drama. He's without a doubt one of Japan's most under-appreciated actors alive.

screen capture of Mutant Girls Squad

If you didn't like Nishimura or Iguchi's earlier films chances are you won't find much here. The production values have gone up but it's essentially just another collection of uberweird fantasy mutations splashed in blood, guts and gore. If you can appreciate this kind of humor it's definitely one of the best films out there (I'd say right up there with Jackson's Braindead), if not it must be true torture to sit through.

So if you still haven't seen enough bodily mutations, strange nose guns or creative ways to slice people in half (or more parts), this is a film that cannot be missed. As an added bonus, there are even some mind-bogglingly funny oneliners to steal here. It's hard to pick a favorite one, but "My wife is a baguette" must surely rank among the best oneliners ever.

Mutant Girls Squad is a film made for a rather specific audience. It's hard to pull in new viewers because gorehounds and splatter fans are already well aware of Nishimura's crew, others might find it a little hard to appreciate the creativity through the continuous blood fountains and low-budget approach. It's a film that deserves an international audience though, and fans simply cannot miss it. My favorite one so far. 4.5*/5.0*

There's a trailer trailer, but beware of spoilers.

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Mon, 10 Jan 2011 13:14:01 +0100
<![CDATA[writing about front-end/respect your ghost audience]]>http://www.onderhond.com/blog/work/writing-about-front-end-on-the-web

I'm not very good at New Year's resolutions myself, but that doesn't mean I'm not allowed to give some pointers to the people still looking to fill their own list of 2011 resolutions. One thing I noticed this past year is that our supposed best practices decline pretty fast when new technologies like html5 and css3 arrive on the horizon. While testing and pure experimental fiddling is crucial to further development, without context it can quickly turn into the downfall of our profession.

the act of blogging

According to ALA's Web Survey 2009 a good 70% of all you guys out there have a blog of your own. According to that same survey a good 95% uses the web (at least to some degree) to stay up to date with the current evolutions in our job. You are probably amongst those 95%, if not you wouldn't be reading this blog in the first place. You'd think that this would put a lot of weight on the shoulders of all us bloggers out there, but the act of blogging completely eclipses this supposed responsibility. With that comes a certain danger.

Writing for the web is quite unique in the sense that the whole world is your audience. Of course not everyone will read what you write, but with a minimum of effort that part of society that has access to the web can reach your article in mere seconds. We all know this, but truly realizing this is something else entirely. If you have stats running on your site, I challenge you to take a look at your demographic and try to image actual people reading your article on their computer in Palau, Kiribati or Gabon. To be honest, before I checked I didn't even know these were actual countries.

Most of us would rather look for our answers on the web instead of flipping through a book. I am definitely one of those people, I never even looked at a book on web development before. If I need info, I turn to Google. And even though I often compare different sources to check the validity of information, I'm fully aware that information found on the web is potentially not as researched or factual as information found in a book or magazine.

Seen from a writer's perspective, if you write for paid press you can somewhat safely assume that the people reading your articles will be dedicated enough to grasp the unwritten implications behind certain techniques and theories. After all, they paid to get to the information so they mean business. But when writing for the web we can't assume anything about our potential audience. Oh sure, we all love to believe we have a hardened clan of followers that still remembers what we wrote 20 posts back, but in the end the majority of people reading our articles will be a less defined mix of amateurs, passers-by and professionals. Assuming they have sound prior knowledge to get the basics of what you're trying to tell them is simply erroneous.

taking responsibility

Recently a lot of new people have been flocking to new standards and technologies like html5 and css3. These are often people with little prior knowledge of concepts that took a long time to finally ground themselves as best practices. It's not that these newcomers are lazy or uninvolved, but if they lack the proper background knowledge they will be making all the same mistakes we made 10 years ago. Graceful degradation, accessibility, separation of content/style and function ... these are all important axioms to make the next 5 years in front-end development work.

That's why it is important to realize the responsibility we have when writing about our profession. We're not just writing for professionals or dedicated enthusiasts but also for an audience that just happened to stumble on our article by accident. These people might be picking up a lot from our articles, but without a proper context they are doomed to fail.

This is not a plea to provide a detailed explanation of each pitfall for each how-to article we write. A simple notion, link or reference to the needed information is more than sufficient to point people into the right direction. What they do with this information is up to them of course, you can't force people to read anything, but by omitting this info you're denying them the chance to catch up on essential knowledge.

conclusion

I'm the first one to admit that planning for the worst when writing an article can get a little tedious. It's a lot easier to suppose people already know all the important bits on which you can build your article. But providing proper information is key to ensuring our profession grows in the right direction. We've fought long and hard to establish the slim base of best practices currently available, it would be a shame to lose them just because there are some new flashy bits peeping around the corner.

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Tue, 04 Jan 2011 11:45:29 +0100
<![CDATA[love on sunday: last words/ryuichi hiroki]]>http://www.onderhond.com/blog/personal/love-on-sunday-last-words-review

Ryuichi Hiroki's winning streak continues. After seeing New Type, Girlfriend and Kimi no Tomodachi I am once again charmed by his tender sense of direction. Last Words is a very typical and somewhat "safe" Hiroki film when overseeing his oeuvre, but I'm sure most fans won't really mind. Both a good entry film for novices and a true crowd-pleaser for lifelong fans. That is, if you can actually speak of crowds when considering Hiroki's fanbase.

screen capture of Love On Sunday: Last Words

Last Words is an unrelated sequel to Love On Sunday, an earlier Hiroki film. While it doesn't bear immediate similarities in characters, setting or story, there are some strong parallels in themes and flow so fans of the original should do well to check it out. That said, it is perfectly watchable without having seen the first film as Last Words stands completely on its own.

The film revolves around death, acceptance and making the best of your remaining time. Nagisa is diagnosed with cancer at age 17, a disease that killed her mother one year earlier. When she asks her dad how much time she has left a telling silence follows. Nagisa acts immediately and returns to her home town which she had to leave three years earlier, visiting a childhood friend (and secret love).

Rather than tell him the sad news and start a trip of mourning and sadness, she hides her condition and tries to enjoy his company as much as she can. Things get a little sour though when she finds out Satoshi is hooking up with another woman, one that's married and already has a kid of her own. She tries to intervene yet ends up ruining her relationship with Satoshi.

screen capture of Love On Sunday: Last Words

On the visual side Last Words is what you'd expect from a Hiroki film. Lots of handycam work mixed with well-formed, agreeable yet far from mind-blowing shots. Still, Hiroki knows to paint quite a picture using just handycams. Lovely play of light and smart camera movements help to transport you into the actual scenes, feeling those same little joys the characters are experience. It's really the key to the quality of his films.

The music is once again a collection of subtle piano music interwoven with (quality) J-Pop. It remains a weird combination, especially for a director of subtle, human dramas, but it does give his films some extra identity. The J-Pop is decent enough not to irritate, the piano music might be a bit more fitting but can come off a little too safe at times.

The acting is overall great, as could be expected. Horikita and Fukikoshi both put in excellent performances and are given enough room to shine. The bus ride near the end of the film is superbly acted, something you would hardly expect from actors this young. Another one of Hiroki's fine yet subtle gifts.

screen capture of Love On Sunday: Last Words

The dramatic climax on the bus is impressive, one of the best scenes I've seen in any Hiroki film so far. One can only guess how much Satoshi suspects of Nagisa's illness, but the double layer present in this scene is absolutely heart-warming. While essentially a sad and dramatic goodbye, there's a unique feel-good vibe that runs throughout the entire sequence.

In the end though it's a different scene that makes me appreciate Hiroki's cinema all that much. There's a passage were Satoshi and Nagisa climb a firehouse. Once on top the blue seashore reveals itself, wind is blowing strong and the sun is shining bright. Even though I'm watching this film in the winter, 08:00 in the morning I'm right there with the characters and enjoying the feel of the wind and sun as much as they are. That's what makes Hiroki's cinema so great.

For Western audiences the themes of Last Words may be quite sad and depressing, but Nagisa's acceptance of her nearing death paints a very different picture. What drives this film is joy, contentment and happiness. Enjoying what you have left and dealing with whatever comes your way. That doesn't mean there isn't sadness or loss here, but people just deal with it and leave it behind. Once again a lovely drama from the hands of Hiroki, quality assured.4.0*/5.0*

Check the trailer, a real rarity for Hiroki films.

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Mon, 03 Jan 2011 13:40:02 +0100
<![CDATA[web-related articles 2010/my take on the competition]]>http://www.onderhond.com/blog/work/top-2010-web-related-articlesweb-related

Closing the recap lists of 2010 is my unflinching take on the competition (2008, 2009). The net is vast and infinite and we are just a blip on the radar so it's only fair to look beyond and see what others have been writing about this past year. On the whole I feel slightly disappointed by the lack of progression we made with new technologies like css3 and html5 emerging, but I'll try to focus on the good. Make sure to use that "open in new tab" functionality because you will be leaving my site once you click!

10. how webkit loads a webpage

Sometimes you have to go deep, way deep. If you want to fix certain issues (often related to timing and performance) it becomes crucial to know what steps a browser takes to render a page. Concrete information on this topic is often quite hard to find, so when the webkit team released a quick rundown of the process it was quite helpful indeed.

How webkit loads a webpage

09. bbc coding standards

Admit it, we are all a little voyeuristic. When the BBC released their coding standards on the web I went over there immediately to see how our own standards compared. As it turned out, we're probably a bit more strict than the BBC ... which was nice. Want to know how your standards compare? Take a look.

bbc coding standards

08. css parent selectors

People have been asking for parent selectors for a very long time now. The following article explains in detail why this might not be such a good idea. While the concept itself might save us some trouble, the price we have to pay is simply too high. So whenever you feel yourself aching for the parent selector, just come back to this article and reassure yourself it's not worth the trouble.

css parent selectors

07. death to email address re-entry

Together with captchas one of the worst common practices when it comes to data entry on the web. Most people simply copy their email address anyway, so why bother people with this obnoxious extra step. A very nice read indeed.

Death to email address re-entry

06. html5 video

One of the top evolutions on the web this year was html5 video (and the related battle between Apple and Adobe). Several good players became available, most of them featuring Flash fallbacks. If you need a good overview of the strengths and weaknesses of each player, look no further.

html5 video

05. w3c tests html5 compatibility

Internet Explorer is back in the game. The past couple of years they made great leaps to catch up with the competition, now it's finally paying off. Still not quite there yet, but when the news arrived that the w3c crowned IE9 as best html5 compatible browser (at that time) a creepy silence wrapped itself around our community. Fun times.

w3c tests html5 compatibility

04. in defense of comments

One of these appears every year, but with many bloggers still disabling comments or redirecting their readers to Twitter (or related services) it remains a relevant topic. A nice writeup that argues the strengths of in-page comments. I can only support the author's vision.

In defense of comments

03. css positioning 101

Can you imagine an article on basic css positioning appearing on ALA? In 2010? Everyone has their head up high in the html5/css3 cloud and apparently there is still a need for this basic info on one of the leading web development platforms. Sadly, this is the reality we have to deal with and even though the article seems absolutely obsolete, their choice to publish it was completely justified.

css positioning 101

02. yahoo shutting down delicious

With all the hype about "the cloud" and keeping your data centralized on the net, stories like these eat away at the confidence of the end user. Apparently companies can simply pull the plug from leading internet platforms without much hassle. People who invested years in their bookmarking library can export them and find some other place to store them. Just like that. Puts your feet back on the ground, doesn't it?

yahoo shutting down delicious

01. 20 things i learned

A very interesting project illustrating all that's good and bad about the current web. It's an awesome tech demo, uncharacteristically polished for the likes of Google, but the format itself is a complete failure. Made to work on touchscreen devices, it's hell to read on a desktop and almost impossible to finish one or more pages, let alone the whole article. Bad use of real-world analogies killed this one.

20 things I learned

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Thu, 30 Dec 2010 11:53:04 +0100
<![CDATA[recap 2010/me, myself and i]]>http://www.onderhond.com/blog/work/recap-2010-web-dev-articles

The week between Christmas and New Year's Day isn't the best time for blogging, but it's hard to resist coming up with lists and rankings. Last year I lacked the time to make a fav list of my own articles, so all the more reason to pick up that good tradition (2008) and scroll one last time past the more interesting things that went down here. All articles are hand-picked and forced into a top 10. Killing favorites is a hobby of mine.

10. equal-height search form

Trying to get an input field and button to align horizontally in each and every browser often seems like an inhuman task. If you want to know what causes this and what can be done about it, the following article might just answer all your questions. No more search form styling headaches from now on.

equal-height search form

09. front-end quality levels

Quality is what separates amateurs from professionals. But there is more to front-end quality than just making a good-looking website in one single browser. Explore the different levels of front-end quality and you're sure to come out a better person on the other side. I'll even vouch for that.

front-end quality levels

08. inline-block vs float

We all hate floats, so when display:inline-block became widely available people flocked towards this new holy grail. But is this really such a good idea? Did we first consider the differences and similarities between both properties, and did we think about the necessary requirements to pick the appropriate property for a particular problem?

inline-block vs float

07. extended semantics

In our quest to deliver quality we sometiles overreach. Proper semantics on the web is a perfect example to demonstrate this. Microformats and html5 microdata are interesting concepts but with not even a hint of a base to start from these concepts are simply too difficult to get off the ground on a global scale. First learn to walk before you want to fly.

extended semantics

06. carousel - graceful degradation

We all know and love graceful degradation, but it is often considered to be a single-road solution to accommodate older browsers. The truth is that there are usually several possibilities when taking the graceful degradation route, each with their own advantages and disadvantages. Sadly this topic is grossly underdeveloped, the following article will start by laying down the complexities of proper graceful degradation.

carousel - graceful degradation

05. over-semantic

html5 brings us many new elements and has redefined a series of existing ones. We are eager to use all of them, but sometimes our eagerness can actually hurt semantics when we try to bend the rules to match our own needs. It's usually better to use more generic elements rather than force the meaning of specific ones. So beware!

over-semantic

04. web design patterns (for front-end)

Web design patterns have been around for a while but they have a hard time harvesting a solid fan base. This is a real shame because they really are the way forward if you want to accomplish cross-site quality. They are the ultimate in standardization and a great way to question your own work. If you haven't started using them, there is no time to lose.

web design patterns (for front-end)

03. cms skinning

A nice reminder of the responsibilities of what a cms is supposed to do and how this conflicts with our everyday reality. It's time for popular cms' to get their act together and to keep their hands clean of our html code. This is pretty much the only way to improve the front-end/back-end developer relationship as I see it.

cms skinning

02. css specificity: lacking proximity

The dangers of porting real-life concepts to human-made programming languages. Find out why css specificity doesn't always act the way we expect it to and where the exact difference lies between real-life and css specificity. Sometimes a good look at the human mind can improve the way we work and we might even learn something valuable in the meantime.

css specificity: lacking proximity

01. when one word is more meaningful than a thousand

The most comprehensive argument I've written this year, no doubt. A plea for simple, standardized and semantic html, all wrapped in one dashing article. I should also thank Smashing Magazine for the opportunity to publish it on their blog and the editing guidance they gave me. Enjoy!

when one word is more meaningful than a thousand

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Tue, 28 Dec 2010 13:31:30 +0100
<![CDATA[movies 2010/my treasury]]>http://www.onderhond.com/blog/personal/movies-2010-treasury

End of year lists, a very fine tradition indeed. Like previous years (2008, 2009) I've assembled a list of the best films I've seen the past 12 months. No new content, all films and reviews have been featured on this blog before, but a very good reminder of things you should definitely put on your "to-see" list before you forget about them altogether. Brace yourself for a selection of cinematic excellence (at least according to my taste).

10. Pk.com.cn

Chinese films are often quite traditional both in themes and presentation. Pk.com.cn is a welcome variation on the regular output, serving a hyper-modern romance dominated by social media and internet-savvy characters. The resulting film is quite unique, even outside the somewhat limiting confines of Chinese cinema. This one is for people who feel at ease in these modern times and dare to embrace the social revolution. Comes highly recommended.

Pk.com.cn review

09. Valhalla Rising

Chances are you won't be entirely sure what this film was about when the end credits start to roll across the screen. Not to worry though, the road that takes you there is an experience in itself. Beautifully shot and wonderfully acted by Mads Mikkelsen, Valhalla Rising is a testosterone-fueled adventure amongst rough men and even rougher men. Slide back into the couch and let this one come over you.

Valhalla Rising review

08. Air Doll

Koreeda returns with a lovely fairytale draped across a layer of pain and drama. The film features a sex doll coming to life, a simple yet effective analogy for the underlying themes of Air Doll. The result is a dreamy endeavor occasionally shred to pieces by the harsh reality of everyday life. Without a doubt one of my favorite Koreeda films so far and a welcome comeback after some more commercial movies.

Air Doll review

07. Mr Nobody

Van Dormael went all the way and beyond, that's the least you can say about Mr. Nobody. It's overly ambitious and a little heavy-handed in places, but the level of detail is so overwhelming that I couldn't be bothered by such a minor glitch. If anything, Van Dormael's bold strikes of tackling anything in sight is a refreshing variation on arthouse cinema which is often dominated by subtlety and refinement. Hard to compare this one to other films, but not to be missed at all.

Mr Nobody review

06. Paco And The Magical Picture Book

Remember when you were 6 years old? Your imagination was a lot bigger than what the world had on offer. Even fantasy never really seemed to completely satisfy your needs for colors and weird creatures. Nakashima comes damn close with his latest. He goes all out in this extremely colorful fairytale with a darker edge. An explosion of detail and strangeness molds this film into a surprisingly poignant little tale. I wish I could've seen this as a kid but the experience as an adult is just as good.

Paco And The Magical Picture Book review

05. 22 Mei

Mortier returns with a bang. The humor is pretty much gone after Ex-Drummer, but Mortier's gritty style is still ever-present. A unique exploration of a single event and the people affected, 22 Mei is a drama that remains abstract throughout while still touching the core issues of its characters in a very emotional way. Definitely not for everyone, it's not exactly spirit-raising cinema, but by far one of the best films to have come from Belgium so far. A little bit of nationalistic pride is in place here.

22 Mei review

04. Godkiller

Not quite animation, not quite comic, Godkiller is an awesome introduction into the world of the illustrated film. It takes some time to get used to the concept, the pure cyberpunk background story isn't exactly making things any more accessible, but once the film gets its grip on you there's no turning back. Pizzolo is definitely on to something here, add to that a grindingly pleasant soundtrack and what you have is one of the most original films of 2010. If you're an animation fan, you owe it to yourself to at least try it out.

Godkiller review

03. Tetsuo: The Bullet Man

Initial reception of the newest Tetsuo film wasn't too positive. While somewhat understandable in a "that's how people are" way I cannot help myself but disagree completely here. Tsukamoto still has it. The film looks completely awesome, sounds completely awesome and is sure to burn a hole in your TV-screen before the end credits appear. Chances are you won't agree but Tsukamoto's film deserves at least a fair chance. A superb third act that easily beats the second film and doesn't have to be ashamed to hang around with the first film.

Tetsuo: The Bullet Man review

02. Symbol

Matsumoto is a funny guy, that much was clear after watching Big Man Japan. With Symbol he goes several steps beyond and plants a true masterpiece. He exploits a very simple (yet original) concept to perfection and finishes it off with a complete bang of a finale. People say it's impossible to make original films these days, but I believe Matsumoto begs to differ. Wildly funny, inventive and stunningly unique, Symbol is a film that cannot be missed.

Symbol review

01. Enter The Void

It was a long wait for Gaspar's latest film and when it finally arrived most theaters were to stuck up to give us a proper chance of watching it. Enter The Void's crappy release schedule was another sign that the movie industry isn't really interested in its biggest fans. Luckily Enter The Void can be enjoyed just as well in the cozy confines of your own living room. Just close the curtains, turn up the sound and let yourself be swept away by the neon-lit world of Tokyo. A true cinematic trip if I ever saw one and already one of my top 3 favorite films ever.

Enter The Void review

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Mon, 27 Dec 2010 11:37:59 +0100
<![CDATA[paco and the magical picture book/tetsuya nakashima]]>http://www.onderhond.com/blog/personal/paco-magical-picture-book-review

Children's films made for adults, a very slim and low-fat genre where many attempts end up being mere family films with a slight edge. When it was announced that Tetsuya Nakashima was going to make his own attempt I never doubted his ability to pull it off though and sure enough my trust proved to be justified. Paco and The Magical Picture Book is a true delight for the 6-year old hidden away underneath all those layers of adulthood.

screen capture of Paco And The Magical Picture Book

Nakashima started off his career rather slow (Happy-Go-Lucky was good but not all that special) but has shown continuous growth over the years. Kamikaze Girls and Memories of Matsuko received great reviews amongst genre fans, with Paco he takes the next step in his evolution, creating a film that remains fresh and interesting the whole way through, even building its own little niche.

When making a children's film with adult appeal there are two main roads to walk. You can go all Miyazaki (Ponyo, Tonari no Totoro, ...) and make a true children's film with so much detail and love that it will even appeal to adults, or you can go Jonze (Where The Wild Things Are) and toy around with more adult themes while keeping enough elements for kids to enjoy. Nakashima slices right through the middle of both roads and paves his own unique road.

Paco is essentially a fairy tale with a more dramatic base. Through all the flashy colors, animations and superficial humor a touching little tale about illness and remembrance is interwoven. You might not really notice the first hour, but once the end credits start to roll the film leaves you with a few things to ponder about. It's nothing earth-shattering or truly ground-braking, but it's definitely there.

screen capture of Paco And The Magical Picture Book

Visually Nakashima went absolutely berserk here. If you don't like bright colors, don't even think of starting with this film. Every frame is filled with rich, visual details that continuously aim to dazzle and overwhelm. There's lots of playing around with light sources, bubblegum colors and a hefty dose of CG. Not the realistic kind and always functional, creating a somewhat weird blend with the fully CG animated sequences and the paper animations.

The soundtrack sounds very fairytale-like. Nothing that would normally find its way into my CD-player (or hard disk, if you want) but within the confines of the film it works very well indeed. It's happy, joyful music that brings a broad smile or adds splashes of cartoon-like drama where needed. Additional points for not making the cast burst out in songs throughout. Unless we're talking true musicals, this never seems to work for me.

The acting is big and overly emotive, each character a bold and bright caricature. Usually somewhat disturbed too. Yet little by little they seem to grow into something more, especially the bond between Ayaka Wilson and Koji Yakusho flourishes in between all the crazy goofing off. A couple of great supporting roles (Tsuchiya and Kase) finish it off quite nicely.

screen capture of Paco And The Magical Picture Book

Paco turned out to be quite a special film indeed. It's overly childish, too fluffy for its own good and all in your face while being completely unapologetic about it, but in the end it still works like a charm. Nakashima is painting a beautiful, modern version of a fairytale with a range of slightly disturbed characters, a simple yet convincing central theme and a lovingly executed analogy spread across the film.

In the end, it's neither a film that tries to handle its fantasy roots in a more adult way, nor is it a film that stays clear from darker edges. Paco And The Magical Picture Book is a blistering fairytale featuring some fucked up characters, absurdly detailed styling and a underlaying layer of believable drama, though mostly revealed in the moments and hours after the film. The bold style might not be to your liking (which would be totally understandable) but when it does hit the spot it will blow you away for sure.

My favorite Nakashima film so far. His next project looks more like a regular Japanese drama, but after such a sugar rush that doesn't really come as a surprise. If anything, he truly perfected his skills with Paco and found himself a lovely little niche that could use a couple of companion pieces. No idea if any other directors would be skilled enough to pull it off though. Definitely recommended for those who feel they can still appreciate the naive and glossy joys of the past. 4.5*/5.0*

Want a small appetizer, check out the trailer.

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Wed, 22 Dec 2010 12:11:11 +0100
<![CDATA[over-semantic/a bridge too far]]>http://www.onderhond.com/blog/work/over-semantic-web-html5-abuse

With the coming of html5 a whole new road of semantic possibilities was revealed to us, eager front-end developers. New elements and redefined elements gave us more tools to express ourselves in the web's native language. The fine people of the w3c did a pretty good job, but with their heads so high up in the html clouds some details were bound to be a little off. Following up one of my older articles (xhtml bad boys), let's face the dangers of the over-semantic web.

going to the doctor

Earlier this week the brave team of html5 doctors asked themselves (and its reader base) how to mark up the author spec of a comment. They presented their readers with 5 choices and asked for feedback. A great platform for discussion and a perfect opportunity to get acquainted with the obscurer parts of the html5 spec.

There were three basic options (add two variants to make five in total), one using the cite element, another using the address element and one final option using neither of both. The comment section of said article is a true treasury of front-end wizardry, allowing a brief yet enlightening glimpse into the minds of fellow artisans. And while I'm not in the position to claim absolute truth, nor in the position to openly criticize individual opinions, I will argue that these comments illustrate how easily rules are bent and how common sense is often discarded simply in the name of supposed semantics.

the options

I suggest reading the article + comments first before coming back to finish this write-up. I won't be repeating everything said on the html5 doctor's site and I'll be assuming you're up to date on what was being discussed over there. So let's have a quick glance at the available options then.

the cite-element

For one moment ignoring the discussion whether a cite-element can be used to mark up a person's name (weird rule, weird discussion?), a comment is simply not a citation. It's original content left by the author on a website. No matter what other meanings or use cases the w3c might have come up with for the cite element, it would go against common sense to use it for anything else than referencing citations.

This discussion reminds me a little of the time when everything suddenly became a list item. Even articles and blog posts were defined as a list of paragraphs. If we start wrapping comment authors in cite-elements, should we be wrapping our own author credits in cite-elements too? A road I don't want to investigate.

the address-element

I've complained about the address tag before, but it seems for html5 the element was slightly redefined. Those of you praying we could finally use it for actual addresses, don't get your hopes up. The element can now be used within a section to indicate the contact info of the author of that particular section. This sounds like a good use case for our comment author (which usually features a link to his website), but there's an interesting catch.

If you're using the address-element you have to make sure you're talking contact information. It would be valid if you'd put the email address of the commenter in the link, but we all know this goes against best practice. Instead we're left with the url to a website. There is no guarantee the commenter can be contacted through this website, there's not even any sort of guarantee the commenter has a link with the given website. So in the end, using the address-element here is not a good option either as it could and often would be based on incorrect assumptions.

author information in the footer?

Somewhat surprisingly one of the suggestions featured the author information inside a footer-element. While the w3c guidelines seem to indicate this is a good (the best?) option, common sense will tell you once again this is utter bollocks. Author information should be available before the main content is given so readers can use this as additional context when interpreting the text that follows.

A medium-positive comment can be considered extremely positive if the commenter is known to be inhumanly critical, or it can be considered quite negative when coming from a raving type. Providing the author information in a footer element is definitely not the way to go. Of course you could place the footer element structurally first in your section, but that would be equal to turning the world upside down. Another road best left abandoned.

conclusion

In the comment section there is one opinion stating the option without extra semantic mark up is a semantically light. This is true of course, but lacking better options it still beats adding incorrect or questionable semantics. Doing this is by no means an improvement over the simple solution and should even be considered harmful to the quality of our work.

It's not because we have new elements to toy around with that we have to start bending ourselves in all different kinds of positions just to make sure we use them. When the situation calls for it and you can properly use the address or cite element, go right ahead (though I still object against the current use of address), but if there's no fitting element, just leave it at that. Maybe html6 will fix it for you later on. If not, in five years time we'll be dealing with cow paths that make little or no sense at all.

Disclaimer-wise: this is not meant as personal critique to any of the commenters, nor to the people who wrote the html5 spec. I fully realize how easy it is to get caught up in the semantic spiral. But a word of warning is definitely in place here.

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Tue, 21 Dec 2010 11:48:21 +0100
<![CDATA[before born/ming zhang]]>http://www.onderhond.com/blog/personal/before-born-review-ming-zhang

China is a big (big!) country. Their movie industry is doing good lately, but still many Chinese films drown into obscurity simply because of bad luck or lack of foreign appeal. Running into such a nice little gem always feels a little special and what better reason does one need to share these discoveries with others? Which is pretty much how I felt when watching Before Born, a neat little gem directed by Ming Zhang that truly deserves some extra attention.

screen capture of Before Born

Whatever little promo work you might find of this film, it's quite misleading. The poster seems to emit a rather warm and comforting aura, the film on the other hand is cold, impenetrable yet stylish and moving. A very strange (commercial?) move, but it's not the first time movie advertising goes horribly wrong. In any case, I never found more than a poster or meager plot description online, just to give you an idea of its obscurity.

Before Born is a film about people chasing goals and dreams, but seeing their lives changed and influenced by events in the margin of their travels. All three main characters are looking for someone in particular, but find each other along the way. In the end, the goal itself becomes somewhat irrelevant, dominated by the experiences they encountered in the meantime. It takes a little time for the characters to realize this, which is aptly illustrated by Zhang.

Before Born remains pretty cryptic about actual facts and events throughout, only slowly revealing key information to its audience. The essence of the story is extremely simple (and hardly surprising), but it's not until way past halfway we get some grip on what exactly is going on and why everyone is looking for this one particular character. It's a somewhat cheap but very effective trick to keep you interested in what is coming next.

screen capture of Before Born

While the poster for the film might be bathing in warm reds and oranges, the film itself is painted blue and gray. Zhang uses this particular filter through the whole film, giving it a rather cold and detached look. Even the scenes shot during sunny days emit very little warmth. This choice might hinder some people's emotional involvement, for me it actually heightened the experience as it goes well with the emotional state of the characters themselves.

The soundtrack is rather simple yet effective. Subtle piano music, sometimes with a little added bombast to underline the more dramatic scenes. It's standard arthouse fare, but it does work and the score itself harbors enough quality to keep it from getting irritating. Not unique or worthy of owning on CD, but it does the job.

Acting is surprisingly strong, though handled by unknown or second-line actors. This doesn't mean they aren't any good, it just means they have very little international appeal. All three main characters put in quite a performance, giving just enough emotions to their characters to make them come alive while not hurting the cold exterior of the film.

screen capture of Before Born

Before Born is a strange mix of crime, mystery and drama, even though there's no crime or action to be found anywhere. These little hints of genre mixing come from the lack of grip on the story early on, but they do give the film a rather special atmosphere that carries through the entire film. By the end the dramatic stretches are fully apparent, but early on you will be wondering where the film is trying to take you.

If you're not a fan of silent, Asian characters doing rather strange and inexplicable stuff from time to time, this definitely won't be your movie and it's probably best to stay as far away from it as possible. But if you love that kind of thing this will prove to be a very pleasant discovery indeed. Once you get past their stone-cold exteriors, there's quite a lot of (suggested) character depth indeed with some nice background themes for added value.

Before Born is a smart, strong and solid film, though it might not really warrant the trouble you have to go through to actually watch it. It's obscurity stands in the way of easy availability and while it's definitely a good film, it lacks a little uniqueness to call it a true masterpiece. Still, if you happen to bump into it, make sure to give it a chance. Good stuff alright. 4.0*/5.0*

No trailer I'm afraid, I guess that's how obscure this little film really is.

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Mon, 20 Dec 2010 10:59:34 +0100
<![CDATA[the book of eli/albert and allen hughes]]>http://www.onderhond.com/blog/personal/book-of-eli-review-hughes

The Hughes brothers don't make too many films, but when they immerse themselves in a project the end result is often worth pursuing. The Book Of Eli is a superb post-apocalyptic action film, borrowing royally from other sources but fine-tuning the mix to make it into something unique. Hollywood at its very best.

screen capture of The Book Of Eli

There aren't too many Hollywood films that dare to please their audience by gamble on atmosphere and styling alone. Luckily rules are made to be broken and the Hughes brothers take this concept a long way beyond any local competition in their latest film. From the initial trailers and promo material it became obvious this was going to be something special, the complete film more than delivers.

Reliable sources link the film to the Fallout games, both in style and setting. I haven't played these games so I can't really comment on that, to me it felt more like a modernized version of Fist Of The North Star (without the mutations). Ruins, biker gangs, vigilantes and a surprisingly mellow background theme contrasting with the rest of the film. This time around not ecological in nature, but targeted at religion.

The titular book is of course the bible, a book than was banished after "the big war". Denzel Washington's character (Eli) is sent to deliver it out West, other individuals are after its powers, wanting it for their quest for souls which would grant them more power over their followers. This leads to a grim confrontation between Eli and a town gang which is aware of the book's powers.

screen capture of The Book Of Eli

From the very first frames the visual excellence of the film is apparent. Wonderfully desaturated colors are used throughout, often accompanied by dark shadows and grim surroundings. The post-apocalyptic world is not a nice place to reside in, that much is certain. Action sequences are impressive too, with some very nice touches camera-wise and some impressive settings.

The soundtrack too is rather bold and striking. The Hughes brothers don't try to hide the music and while not every track works as well as intended, at least the music gives the film some extra shine and identity. It's nice to see Hollywood directors take such daring choices for a change.

The acting is pretty solid too. Playing a cold-blooded, hard-assed individual comes rather naturally to Washington, the role of nasty and evil town ruler is perfect for someone like Gary Oldman (just think Leon). Even Kunis has a rather nice role to fulfill here, so that's all good too.

screen capture of The Book Of Eli

Even though the topic of the film is rather religious, to me it never came off as propaganda of any sort. While the film definitely follows a pro-bible perspective, it felt more like a story to tell rather than a statement to make. If you've got a thing against religious topics this might be somewhat of a hurdle, but I couldn't be bothered by it (and I'm not religious at all).

The ending is rather mellow and predictable, but by then the solid atmosphere, superb visuals and great use of setting had already convinced me I was watching a good film. It's not really my preferred type of ending but one that can be expected coming from a film produced in these cinematic regions. One thing that did annoy me though was the somewhat Western-like halt the film makes in the village. I would've preferred more of a road movie construction rather than a Western-influenced story progression.

That said, The Book Of Eli is definitely one of the best things I've seen coming from Hollywood this year. It's all style and atmosphere, wonderfully executed and well acted. There are definitely parts that could've been handled better, but they never got in the way of the experience this movie is delivering. Definitely recommended. 4.0*/5.0*

Check out the trailer to get a good sense of the style here.

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Thu, 16 Dec 2010 11:22:02 +0100
<![CDATA[css defaults pt2/the dirt]]>http://www.onderhond.com/blog/work/css-defaults-pt2-the-dirt

Remember last week's article on css browser defaults? Impressed by the simplicity of the concept? Wondering where the catch is? Well, we wouldn't be front-end pros if we didn't expect something to go wrong, right? Time to get cynical (again) and see what happens when taking the concept of css browser defaults for granted. Because like everything else front-end related, there are some annoying pitfalls up ahead.

give me an I, give me an E

I'm currently working on a project developed in SharePoint 2010. Apparently this version of SharePoint goes a long way in tinkering the html code, but the dynamic pieces (called webparts) are still happily spewing out table tags. Not too big a deal though, I needed the wrappers anyway since in this particular case graceful degradation was not an option. This led to the following (simplified) css setup.

table, tbody, tr, td, th {display:block;} additional testing code table, tbody, tr, td, th {padding:0.5em;}

No time to beat around the bush, IE (all of them) is one of the main fuck-ups here. The code above is supposed to turn the most common table-related tags into block elements. Following the concept of css defaults these elements should behave like any other simple block element out there. But when applying a padding (and a different background color to each element), you'll notice that both properties won't affect the tbody and tr elements. Worse still, it doesn't even set the table container to a default 100% width.

When going back to ie7 and ie6 you'll see that even the padding on the table element can't be applied. So while you might have expected that the styling of these elements comes straight from css (and should be ease to overwrite), there seem to be some exceptions left and right. Apparently table elements feature some extra fixed clauses that prevent them from acting like regular block elements, even when stated explicitly in css.

Note that position:relative declaration won't work on tbody and tr elements either (when set to display:block), so if you plan on using some absolute positioning tricks, those won't fly either.

Check out the test page for a live example

webkit saying hi

If you think it's just IE being a bitch, think again. Front-ender in crime Mathias Bynens uncovered more issues in Webkit. Apparently the background styles applied on a tr are repeated through all nested tds. The bug is already filed, you can check out the test page for a live example, the bug can be spotted in Safari/Chrome on both Windows and Mac.

Once again, this seems proof that not all visual styles of html elements are solemnly applied through css. It makes you wonder what other hacks, workarounds and shortcuts exist within these rendering engines, doesn't it?

conclusion

Opera and FireFox seem to be handling everything just fine. As for Webkit, let's hope for a quick and simple fix in the near future. The IE legacy is a much bigger problem though, and it's even more alarming that even ie9 doesn't seem to behave like one would expect. Not that I like working with tables and turning them into block elements, but when necessary I do want these things to be possible.

If anything, this is just another lesson that front-end development is never easy, not even the simple parts. Somehow, somewhere, something has to go wrong. It makes are job what it is, so all you can do is sigh, file a bug report and go on to fix the next issue on your way.

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Tue, 14 Dec 2010 11:40:04 +0100
<![CDATA[dream home/ho-cheung pang]]>http://www.onderhond.com/blog/personal/dream-home-review-ho-cheung-pang

Ho-Cheung Pang (Exodus, Love In A Puff) is building himself quite a cult following. He's somewhat of an oddity in Hong Kong, working in genres that are not among the most popular over there, but the man has a unique and detailed style that grants his films a broader appeal. With Dream Home he takes on the American slasher and turns it upside down, keeping all the good stuff and enriching it with his own particularities. The result is once again more than enjoyable.

screen capture of Dream Home

You don't see much slasher films in Hong Kong. Apparently people running around with knives gruesomely killing others isn't much of a spectacle over there. Those expecting a true genre flick might end up a little disappointed though. While all the necessary ingredients are here, the filler is quite different indeed. In between all the killings, Pang's style and themes rise to the surface to turn Dream Home into a true Ho-Cheung Pang film.

One important difference with the American slasher is that the identity of the killer is revealed early on. In fact, apart from the first scene Pang never tries to actually hide the identity of the culprit. No masks, hoods or gender trickery, if you require tension to enjoy these types of films it's best to skip this one. This is compensated by some inventive kills and some lovely black humor though, so genre fans still have some tasty bits to chew on.

The film is split in two parts. One part tells the current events (including the murders), interwoven between these segments are flashbacks explaining the background of the killings. And I must say, choosing the housing market is quite an uncommon setting for a slasher flick, but it works quite well and it provides an original perspective for a film like this. At least it's different from the countless revenge/childhood trauma storylines so often featured.

screen capture of Dream Home

Visually slasher films are usually drab and boring. Not so when Pang is handling the film. He must be one of the most stylish (yet subtle) film makers of Hong Kong. Perfect use of light and color, excellent framing and some landmark shots that will linger long after the film is finished. And best of all, it doesn't sit in the way of the more graphic parts. And for once his fascination with complex architecture is truly functional. Add to that one absolutely superb time warp shot and I've got nothing to complain about.

The music is equally stylish but not as bold or remarkable. There's a cool tune playing in the apartment of the young boys, apart from that it's a pretty slick and atmopsheric soundtrack but ultimately missing somewhat of a unique identity. It suffices though, especially for this film which doesn't really build on tension or a darker atmosphere, but it's still somewhat of a missed opportunity.

The acting is pretty solid. Josie Ho is quite skilled at switching between the two sides of her character, transforming herself from a rather soft working girl into a ruthless killer. She carries the film with ease which is a big plus. The supporting cast is pretty good too, though not too much is required from them except gurgle a little and die. Which they do quite nicely.

screen capture of Dream Home

It's a little weird watching a slasher flick that doesn't even try to be tense or fool you with a twist. Instead we're handed some creative killings (especially when random fodder is used to put as many holes in the tenants as possible). There's one particular scene involving a bed that should be booked as one of the coolest slasher killings ever.

Apart from the horror (including some intentionally grim humor) the drama is pretty much okay. It gives an extra dimension to the film that fills the blanks rather aptly. While the storyline is usually not a big seller in slasher films the unique setting does require some extra attention. And it makes for a killer ending here. Perfect joke, exactly my kind of humor.

Don't go in expecting a true slasher flick, expect a genre flick adapted by the mind of Ho-Cheung Pang. Many of his earlier themes (adultery, architecture, black humor) are featured in the film, but included in such a way that they reinforces the slasher scenes rather than detract from them. True genre fans might find the filler a little boring or long-winding, but I believe that in the end they made the film a lot better than it ought to be. Good stuff, Ho-Cheung Pang rarely disappoints. 4.0*/5.0*

There's an international trailer, mind the spoilers though.

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Mon, 13 Dec 2010 12:11:17 +0100
<![CDATA[the message (feng sheng)/kuo-fu chen and qunshu gao]]>http://www.onderhond.com/blog/personal/message-feng-sheng-review

Each year China delivers a couple of big-budget, A-grade productions sporting incredibly impressive production values, an expensive cast and featuring larger than life storylines. While these films are usually quite fun and amusing, The Message takes a smaller, more stylish route with all this bling and glamor while still trying to dazzle the audience every change it gets. The result is rather pleasant indeed.

screen capture of The Message (Feng Sheng)

Let there be no doubt that Chen and Gao had a lot of money to burn on this project. From the completely overblown intro title sequence to the hyper-detailed cinematography and the stellar cast, money is dripping from just about every pore. In turn it comes with a healthy dose of propaganda, though nothing worse than your common good vs bad stereotyping prevalent in almost every big budget flick out there.

The start of the film seems to promise a big scale historic espionage production but things take a rather surprising turn early on in the film. A selected group of individuals is rounded up and brought to a secluded castle. Once they arrive they are forced to stay there until the mole is found. The remainder of the film is spent inside or around this castle, safe the epilogue at the very end of the film.

The aim of the government is to try and uncover the Phantom, a master-class spy who keeps the resistance informed. At face level the interrogations are friendly and humane, but with each passing day the darker and more mean-spirited intentions of the government officials come to light. Finding The Phantom is crucial and nothing will stop them, even if this means killing a few innocent people to set an example.

screen capture of The Message (Feng Sheng)

On a visual level the film is absolutely stunning. Rather traditional in a sense, with very detailed lighting and cinematography, only occasionally spruced up with some more modern techniques. You could frame each single shot and make a stunning exhibition if you wanted. Chen and Gao also make perfect use of the setting they're handed, almost turning the castle into a character of its own.

The soundtrack is decent but betrays its more commercial backgrounds. It's a little too melodramatic and overblown at times. It doesn't become irritating and it never really sits in the way of the film, but it's not exactly helping out either. A real shame because in combination with the superb visuals this could've been something truly special.

As for the acting, nothing to complain there. Zhou and Li form a strong duo, Xiaoming Huang is the perfect adversary, constructing a characters that's a lot more human than it ought to be. These films are usually not really about acting power but with such a selected group of people and such a limited setting it does help to bring the story to life.

screen capture of The Message (Feng Sheng)

Feng Sheng is a simple yet smart film. It doesn't dazzle with sudden revelations and twists (though there are a few present), but it applies them wisely and with a pleasant dose of wit.By the time the film is ready to lay down all the cards on the table there's an enjoyable tension that actually makes you curious to the final revealing. A rarity these days.

The epilogue is a little long and rather keen to explain, though I must admit that some elements really could do with some explanation (like the song that's featured a couple of times during the film). This makes that the film never feels over-explicative or dumbed down, but respects the audience's intelligence. It's all about balance and the director's duo seem to have found it here.

Feng Sheng is visually stunning, smart, atmopsheric and even a little tense near the end. It could've done with a better, more subtle soundtrack but as it is the film works fine on all levels, delivering a rich and pleasant time amongst spies tucked away in dark, cold castles. Good stuff and recommended for a wide audience. 4.0*/5.0*

The trailer if you're interested, better to stop around halfway through though.

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Thu, 09 Dec 2010 12:07:26 +0100
<![CDATA[css defaults/mere suggestions]]>http://www.onderhond.com/blog/work/css-browser-defaults

Even after all these years, many people still have trouble differentiating between html and css. Just about every webdesign blog has written about the three axioms of front-end development (html for semantics, css for styling, javascript for functionality), yet the true implications still seem lost on many. And not just people outside our little niche profession, even mid-level professionals don't always realize where exactly css starts kicking in.

html has no style

Probably the most important key element that prevents a better understanding of the separation of style and content concept is css defaults. While these defaults are extremely useful and make our everyday job a lot more enjoyable, they eclipse a small yet important part of our job that leads to a lot of confusion for people not aware of these defaults actually kicking in.

We all know that html is not meant for styling, yet there is a big different between the behavior of a standard div, span or p element in a browser. A div will behave like a block element while a span will behave like an inline element. And a p looks a lot like a div but comes with stardard margins. So even though you might be writing simple html and haven't even started your first line of css, a minimum of styling is already applied to your html document.

Most people go on to assume that this basic styling comes from the html elements themselves. This might sound plausible at first but goes right against our base axiom that demands separation of style and content. Even then you could argue that front-end developers usually prefer breaking rules rather than following them, but in this particular case things are a little different.

css defaults

What happens is that each browser has its own default css file it applies to a html document. These default css files might map quite well between browsers but you cannot assume that each browser will render the same default styling. Hence part of the reason why most people prefer to use some kind of reset css, leveling the standard styling between all (or most) browsers.

If you check Firebug (or most other similar tools) you can see traces of these default css declarations. Just highlight a simple div and see how the browser css applies a display:block style. If you want to be a true adventurer you can even go and change these css files, though there's quite little to be gained there. This should also explain why brand new tags (html5) don't come with standard styling in a browser (if you were wondering about that).

conquer your fears

Some people seem a little scared to start tinkering with these css defaults, especially when it concerns the display property. But even the most basic css rules often changes common css defaults. Simply adapting the color of a link means overwriting the default browser css. Overwriting a display property isn't any different from that and shouldn't be considered a hack at all (which some people seem to suggest).

You might remember the little table-row/table-css hype from a little while ago. Use divs to create your own table layout. This never really took off (for various reasons, but mainly because tables have very limited positioning potential) but the essence of this little trick is still quite important. You might be using simple divs, but you're creating a table layout in css. The perfect example that styling and layout is not inherently connected to html.

You can also go the other way around. Working on some crappy project with table-layouts? Simple set the table, tbody, thead, tfoot, tr and td tags to display:block and they will behave like normal block elements. You can start floating tr elements to turn them into columns, or you can use absolute positioning to allow for more flexibility in your layout changes. And once again, remember this is not a hack, just plain and normal use of css as it was intended.

conclusion

While css defaults are a useful necessity guaranteeing the separation of content and style, you should not be afraid to change them around to better match the layout you need to create. It all starts by realizing that the basic browser styling is just some simple default css hidden away in a separate file. If you get to that point, overwriting it is just the next logical step.

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Tue, 07 Dec 2010 12:57:30 +0100
<![CDATA[enter the void/gaspar noe]]>http://www.onderhond.com/blog/personal/enter-the-void-review-gaspar-noe

French cinema houses some twisted individuals. Sure they produce lots of dialogue-driven dramas, but on the other end of the spectrum are people like Grandrieux (La Vie Nouvelle) and No´ (Irr´versible) ripping all cinematic standards to shreds. They are loud, in your face and direct, granting their work an impact many directors could only dream about. Sit back and let yourself be swept away be Noé's latest epic masterpiece, a dazzling trip to the neon-lit street of Tokyo.

screen capture of Enter The Void

No´ really took his time for this film. It's been 8 years since Irr´versible and even though he did a few shorts for anthology projects in between (8, Destricted) his fans were longing for a new full-length feature. As a pretty big fan myself I've been trying to avoid most of the teasers and trailers to go in as fresh as possible. The poster art was reason enough to believe everything was going to turn out just fine. The only thing that worried me a little was the 160 minute runtime, a serious gamble for a director who's known for his experimental approach to cinema.

The film is split into three main parts. The first part is filmed entirely from the POV of the main character. It consists of several long takes, following Oscar (our main guy) approaching his inevitable demise. From there on, the film switches to a series of flashbacks, mostly filmed from right behind Oscar's head and providing all the needed background story. The final part returns to Oscar, floating in limbo, zooming in and out of scenes after his death.

More than a change in camera motions, the three parts each have their own unique pacing. The first part is laid-back and chill, the second part is swift and stitched together from very short scenes, while the final part has a more spiraling, repeating structure. Much like Irr´versible this might alienate a part of the audience expecting the same bang found at the start of the film the whole way through.

screen capture of Enter The Void

As for the visuals, this film is quite simply insane. From the constant neon-happy surroundings to the frequent strobes, the color palette alone is a complete visual assault. The camera work is quite possibly even more impressive. No´ forces his camera in the most improbable arcs and comes up with insane pathways, busting through houses and floating across streets to reach his next destination. A truly stunning tour de force that goes beyond mere visual trickery and really finds its way into the core experience of the film.

The soundtrack is equally powerful. Starting a film with LFO - Freak is always good for a few extra points (though not all that original - Hard Candy used that song before), but the meticulous sound design of Bangalter and his crew is a driving force behind the success of this film. Superb ambient sounds create a haunting yet beautiful flow on which the films spirals deeper and deeper, merging into a trip of its own.

Once again Noé asks a lot of his actors, though they never seem to reach the heights of Cassel and Bellucci. Still, they deliver more than enough to make the film work on a dramatic level. Their characters might not be the easiest ones to identify with and acting with a camera continuously fixed to the back of your head might not be the easiest way to make a character come to life, but by the end of the film the main characters feel familiar enough for the audience to have sufficiently bonded with them.

screen capture of Enter The Void

The main problem with Enter The Void is its third act. Some people will endure the repeating structure and will be taken to the next step of the trip, others will break down and will end the film in a somewhat numbed-down state of mind. It's the price you pay when making a lengthy film like this (think Bullet Ballet or Miike's Izo). Many people have suggested the film could've been a lot shorter and if you're purely interested in the facts of the background story then this is definitely the case.

All these scenes are crucial to the experience of the last act though and safe a few short bits I didn't feel as if anything could be cut from the film. I must say that Enter The Void seemed a lot longer than it actually lasted (I felt like I'd been watching for at least 4 hours) but since it was such a thoroughly immersive trip I didn't mind at all.

Overall the film is still quite downbeat, though it does lack a little of the fatalist and depressing atmosphere of No´'s earlier works. His style is still very much in your face and subtlety is not something high on his priority list, but the overall feeling is a lot more relaxed and it feels way more like a long-winding trip to a completely alien universe rather than a whiplash. That's not to say the film doesn't deal a fair few blows during its entire running time.

Add some very obvious 2001 references, lots of hooks for personal interpretation and a long list of impressive crew credits (Benoit Debie, Marc Caro, Thomas Bangalter, Lucile Hadzihalilovic) and you have all the ingredients for a landmark production. Whether you will fully appreciate No´'s film depends on your stamina and whether you appreciate his direct approach, but on a cinematic level alone there is plenty to enjoy here. For me, definitely the best film I've seen this year, a more immersive experience than Irr´versible and already one of my favorite films ever. Recommended, just make sure you're parents aren't around when watching it. 5.0*/5.0*

Not really a trailer, but make sure to check the awesome intro credits.

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Mon, 06 Dec 2010 13:59:10 +0100
<![CDATA[html5 meets world/oh, the irony ...]]>http://www.onderhond.com/blog/work/html5-meet-world-irony

It's been an important year for front-end development. We went from rather stale and somewhat bored to fresh and exciting. Emerging standards like html5, css3 and javascript upgrades fueled the renewed browser wars and opened up a whole new can of possibilities for us to toy around with. All this excitement has a serious downside too, but through all the hype and euphoria these bumps might be a little harder to spot.

html5 is the new web 2.0

We've come to a point where clients are specifically asking for html5 sites. Not because they have any clue what it is all about, but because it's a new technology and they don't want to lag behind. It's very much like the web 2.0 hype we experienced a couple of years ago. They don't care whether we're actually using html5 or any other new technology, as long as they're seeing the bling these new technologies promise they feel happy and comforted.

It's been interesting to see how this hype developed over time. First it was pushed forward by front-end developers to ease our work, later on the infamous Apple/Adobe/Google feud took a run with html5. And of course browser vendors and rendering engines are continuously bragging about cutting edge support for new features. All of this led to one single conclusion: there's a new web and you need to be part of it unless you want to feel left out.

And much like the web2.0 hype this new web needed a new hype word. That hype word became html5. What a bummer.

hollow words

Somehow html5 became an encompassing term used to hint at all these new technologies available today. It doesn't matter if we're talking about css3 effects, new javascript functionalities, actual html5 elements or even simple oldskool javascript effects to mimic all this new tech, it's all html5 in the eyes of sales people. Even the Apple team ran head-first into this wall when they launched a special section on the Apple site for showcasing their fancy "html5" demos (working in Safari only).

If you'd think the big names of our industry would rise against this semantic abomination you're mostly wrong. Many even seem to embrace this evolution as it brings a lot of positive (note: definitely not always factual) press to the development of html5. And surely, it helped to speed up the acceptance of all these new standards beyond the borders of the front-end slang. But it comes at one important cost: misuse and abuse of the semantic value of html5.

sad semantics

It's not uncommon for a single word to hold several different meanings. Some even completely different and unrelated from each other. To stay close to html, just think of the English word table. A grid-like structure to show tabular data, but at the same time it is also used to describe a piece of furniture. The thing is that depending on context it's always easy to differentiate between these different meanings. Even though such a simple word may bear different semantics, the context will usually clear up any possible confusion.

The case of html5 is not like that. There's a more incestuous relationship going on here as html5 (the spec) is actually a subset of html5 (the new web). If you take html5 and add css3, the javascript upgrades and a few recent design patterns, you get html5 once again. The biggest problem here is that context usually won't provide any resolutions either. Even amongst professionals it's often quite difficult to find out what "html5" they're actually talking about.

I really don't care what kind of hype word they use to indicate the new web, but when it starts to hinder professional conversations there's obviously something wrong with it. Furthermore, as a supporter of the division of content, style and function I really don't think it's a good idea to give newcomers such a muddled impression of the technologies used to create front-end code. Before you know it, 10 years of hard work is flushed down the drain.

conclusion

If you ask me, html5 is all about tags, structure and semantics. Not very exciting stuff to sell to the outside world, but they'll just have to deal with that and find a new buzz word to capture all the cool things. Not that my stubbornness will have any effect on the overall use of web lingo, but I would advise you to think twice the next time you're using "html5" in a conversation. Unless you're talking about the spec, it's better to use a more precise description.

Isn't it just too ironic that a language built around semantics is now being semantically abused? Hype rarely brings about something positive in the long run and I'm sure the hordes of newly converted html5 fans will end up creating a rather big mess unless they are properly introduced to the finer points of our job. And a good place to start would be by using html5 for what it was intended.

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Tue, 30 Nov 2010 10:52:37 +0100
<![CDATA[kimi no tomodachi/ryuichi hiroki]]>http://www.onderhond.com/blog/personal/kimi-no-tomodachi-review-hiroko

After a little pause I recently rediscovered Ryuichi Hiroki. You've seen reviews of New Type and Girlfriend, Someone Please Save The World pass by not too long ago, Hiroki continues his winning streak with Kimi no Tomodachi. A pretty typical Hiroki film that will easily please his fans but also has the strengths to pull in a new audience. If you're up for a relaxing Japanese high school drama, here's your chance.

screen capture of Kimi no Tomodachi

In Kimi no Tomodachi (Your Friends) Hiroki returns to familiar grounds. He has his female leads, his semi-realistic style of directing and a fair portion of Japanese drama to fill this two hour long film. If you didn't like his earlier films chances are you might not be immediately swayed by this one either, but it is a relatively accessible film and Hiroki-virgins could do little wrong if they started out with this particular film.

While all the usual ingredients of a standard Japanese drama are present, Hiroki choses a different yet interesting perspective to tell his tale. Mostly told through flashbacks, the film sees Nakahara (a wet behind the ears journalist) arrive in a little town to report on a school for disabled children. This is where he meets up with Emi, an introvert girl that doesn't really like intrusions of her protected little world. Through flashbacks of her youth we learn about Emi's emotional wall, built to keep most people at a distance. At the same time we see the relationship between the two grow stronger.

The flashback dosn't necessarily focus on Emi but rather they highlight one of the people in her immediate environment. Through these relationships we learn more about Emi's background. This might take some getting used to as the film actually switches main characters a few time while the actual main character is usually just a secondary character in these flashbacks. A somewhat unusual approach, but it works well.

screen capture of Kimi no Tomodachi

Visually Hiroki is at the top of his game. Some clever 'realistic' camera work at the start of the film (some shots in the school for disabled kids feel like documentary material) easily transport you into the drama, more stylized shots later on bring some visual glamor to the film. It's a neat little trick that brings the best of two worlds together.

The soundtrack is a bit more poppy than usual. It's not the first time Hiroki works with J-Pop ballads but there are quite a few here. None too sappy though and they fare quite well in between the more traditional dramatic music (think soft piano tunes). It's not really my preferred type of music but the way Hiroki incorporates these songs into the film doesn't really irritate either.

Acting is predictably strong, once again. A very young cast really gives their all to make the characters come to life. I've seen Hiroki in person and that helps a little in trying to figure out how he succeeds in getting such performances from such a young cast. The man radiates a certain sense of control and has a calming aura that can easily put people at ease. Still, quite an accomplishment to get these kind of performances from your actors time and time again.

screen capture of Kimi no Tomodachi

Kimi no Tomodachi is the perfect film is you're longing to enjoy a short trip back in time, to the laid-back times of high school. Soccer training, hanging around with your friends, learning to cope with whatever drama life throws at you. It's all in there, wrapped in an enjoyable, comfortable and warm coating. By now Hiroki is quite familiar with the mechanics of the genre and he turns the wheels like a real pro.

The film is a little long, especially as it continuously switches perspective along the way. This might alienate some people expecting a tightly wrapped storyline, at the same time it brings a bit more variety to adequately fill the 125 minutes running time. It all depends on what you're looking for in a film. Personally I liked the variation and the unique look it provided on Emi and her background.

Kimi no Tomodachi is a perfect little treat. It's not a wildly original film but it introduces enough elements to differentiate itself from other Japanese dramas while keeping the usual traits firmly in place. Hiroki is one of the masters of the genre and if you haven't seen any of his films by now, this is a good opportunity to do so. If you're already a fan of his work, this is a definite recommend. 4.0*/5.0*

There's an unsubbed trailer if you like.

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Mon, 29 Nov 2010 12:25:41 +0100
<![CDATA[22 mei/koen mortier]]>http://www.onderhond.com/blog/personal/22-mei-of-may-review-koen-mortier

A couple of years ago several new talents took the stage in the Flemish film scene. Films like Ex Drummer, Small Gods and Dirty Mind launched a new image for our movie industry, even landing us some international attention on foreign film fests. It's not just a passing hype either, as proven by Koen Mortier's second feature-length film. 22 Mei (22nd of May if you prefer the international title) turned into a challenging and stunning piece of cinema.

screen capture of 22 Mei

Mortier had to fight long and hard to get his first film made. Ex Drummer might be a book adaptation but Mortier's vision was just too strong and relentless for companies to simply shell out some quick cash and a carte blanche handshake. The film became an international cult success though and Mortier was given the even more difficult task to treat his newfound fans to an even better sophomore picture. This time around he didn't rely on a book or scriptwriter but sat himself down to write his own personal film. The result is admirable.

Fans of Ex Drummer should note that the crude and harsh humor of Mortier's first film is completely gone. 22 Mei is a bitter drama with little room for happy treehugging thoughts. And even though at first glance the comedy in Ex Drummer appears to be a big part of Mortier's unique style, his strengths seem to lie elsewhere as it isn't missed in the least here.

22 Mei doesn't really focus on a narrative, rather it explores the feelings of Sam following a tragic event. Sam is an emotionally numb middle-aged man who works in a small mall as a security guard. When one day a young boy walks in and blows the entire place to hell Sam survives the blast and jumps back in to rescue the remaining people inside. Halfway through he crashes and escapes, leaving a bucket load of roaring emotions behind. Throughout the film he meets figments of the people he left in the mall, trying to come to terms with what happened on his watch.

screen capture of 22 Mei

Mortier's visual style is bitter and dreary, but still beautiful in all its ugliness. The film opens with a four minute tracking shot illustrating the sad conditions of Sam's everyday life. The visual style is not as extrovert as it was in Ex Drummer but Mortier keeps a few scenes where he can flex his muscles. Namely the explosion is superbly shot, a mess of debris, dust and fire crushing everything in its path. Use of lighting is also quite unique and very atmospheric.

The soundtrack is just as dark and tense as the visuals. Guitar ambient that runs through most of the scenes and aids in translating the depressive atmosphere to the audience. It's good to see Mortier has a good sense of the importance music can have on a film's overall feel, something most directors don't even seem to realize. The only critique I have is that Mortier could've added a bit more variation to the soundtrack, but that's just a minor detail.

Acting is strong too. Each character is given the actor's name and all of them speak in their native dialect. Which means that even if you understand Dutch, it's still good to watch this one with subtitles on. Flemish dialects can be pretty crude and juicy. Even I had problems understanding some bits here and there (the Brussels' dialect in particular is quite hard to follow). And if Sam Louwyck performance doesn't earn him at least some honorable mentions I'm not sure what he could be doing better.

screen capture of 22 Mei

While the structure of 22 Mei is quite abstract and void of any clear narrative, it's still quite straightforward in its symbolism. Mortier's vision is clear cut and quite easy to follow, though that doesn't make his film any more accessible. The atmosphere is really down-beat and grim, the pacing slow and the lack of real narrative will be quite a hurdle for most.

All of this makes that the film packs quite a punch, at the same time it alienates a large portion of its audience. There were only eight people at the screening we attended, two of them left before the first half of the film was through. Other resources seem to confirm this has been happening at other screenings of the film. It's a real shame because even though the film bears a down-beat atmosphere, the execution is near flawless and the result all the more impressive for it.

I just hope the poor reception won't hinder Mortier in his next project. The man deserves to keep on filming and to grow as a film maker. 22 Mei shows important progression, showcases a powerful and unique style and leaves you quite dazzled. It's the kind of film that makes me love my hobby. I wouldn't be surprised if he could join the greats like Noe or Grandrieux in a couple of films time. Until that, I'll try to support his work as much as possible. 4.5*/5.0*

Check out the awesome trailer if you're still in doubt.

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Thu, 25 Nov 2010 13:13:43 +0100
<![CDATA[html5 aside/defining relations]]>http://www.onderhond.com/blog/work/html5-aside-element

Together with the new header and footer and article and section elements there is one more important addition to the html5 spec which is bound to improve the structure of our future html documents. The aside element caused some controversy when it was first introduced but now the spec seems to be nearing its final stage. Time to find out how the aside element can help us bring more structure to our content.

why the fuzz?

When the aside element was first introduced it raised discussions left and right. While the need for capturing "sidebar"/related-like content was clear, the exact implementation clearly wasn't.

One issue raised lived purely on a semantic level. The word "aside" is easily linked to visual positioning. It's not quite as bad as "sidebar" but it still seems to suggest the content is positioned next to the main content. After fighting for years against style-based classnames front-end developers weren't too happy to see this trend resurface in an official w3c spec.

But there were more glaring issues to tackle. It turned out the original definition of the aside element didn't even qualify as a container for typical sidebar content. It was only meant to hold content directly related to a main block of content. Usual sidebars often include contextual information related to the side as a whole, not necessarily to the content on the current page (just think latest news block on a calendar detail page or see the contact block to the right on this very page).

And so the first definition didn't actually cater to the needs and wants of the front-end developer community, making the new element only marginally interesting and possibly creating a lot of confusion along the way. Luckily the powers that be were listening and decided to make some changes to the aside element, greatly increasing the sex-appeal of this new html5 elements once again.

the current aside spec

The aside element represents content that is tangentially related to the content that forms the main textual flow of a document.

w3c

This latest definition opens up many more possibilities but at first glance we might be losing a little specificity compared to the original definition. Upon closer inspection though, there's an elegant solution to giving extra meaning to the aside element based on it's context in the document, so no need to worry (just yet).

simple sidebar content

In most cases the aside element will behave as a simple container for sidebar content. Note that this still doesn't mean the aside element should be visibly "next to" another element, it simply means the content is tangentially related to the site or page. How tangentially related is still up to you to decide though, so there's still a gray area there.

related content

Once you nest the aside element inside an article element though, it transforms a little and it will function as actual contextually related content (fe. related links or related downloads). The content captured by the aside element should be specifically related to the other content inside the article and not only to the site as a whole.

This is a pretty elegant and structurally sound solution to easily differentiate between these two levels of contextual content. An interesting take on typical html semantics that might warrant some further investigation in the future.

so everyone is happy?

Well, almost everyone. Looking at this very page you'll notice that the sidebar content includes actual related article content (the affiliate ads, the article info) but also typical sidebar content (the contact, archive and related section articles blocks). So if I wanted to follow the current spec, the first few sections should be contained by the article, the other sections should structurally be outside the article. Sadly css isn't quite ready for that yet so I'll need to find a way around that. It's more of a design issue though and nothing a better spec could solve (unless you would link content through specific attributes, but that's taking it a little too far).

conclusion

The new aside element is a gallant way to mark up related content. Whether it is directly related or just marginally is dependent on its context, so use it wisely and carefully.

Figuring out what content is related and how related it actually is will probably take some experimenting though. Hopefully we'll stay clear from previous errors (remember when everything was a list) and I'm still in doubt whether the comments on an article belong in a section, article or aside. Like most best practices though, time and testing will help in providing all the answers.

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Wed, 24 Nov 2010 12:45:14 +0100
<![CDATA[tetsuo: the bullet man/shinya tsukamoto]]>http://www.onderhond.com/blog/personal/tetsuo-bullet-man-review-tsukamoto

The last few years Tsukamoto has been experiencing a slight decline towards (relatively) more commercial cinema. His latest (Nightmare Detective 2) is the ultimate proof of this change of style. Some might have you believe this new Tetsuo film is continuing the downward spiral, I clearly saw a completely different film. Tsukamoto returns back to his optima forma and delivers a film filled with more insanity than his age would ever betray.

screen capture of Tetsuo: The Bullet Man

You'll be hard-pressed to find a positive Tetsuo: The Bullet Man online. And while most negative feedback is definitely grounded, it seems to be missing the point entirely. This third Tetsuo film is in every way more of a sequel to the first film, somewhat ignoring the style and direction of the second one. It's in part an update of Tsuka's first Tetsuo film, but also somewhat of a rehash. I can only guess of course, but I'm not sure everyone was hoping to see the limitations of the first Tetsuo resurface after 20 years.

The Bullet Man was produced by an American company, somewhat explaining the switch to an American male lead (English dialogues included). Luckily these English dialogues makes sense within setting of the film (American boy living in Tokyo) and Tsukamoto is not pulling a Miike here. Still, I admit I too would've preferred an all-Japanese cast and native Japanese language track. The English feels awkward and static and even though it's probably how Tsuka wanted it to be, as someone who doesn't speak Japanese it would've been less of a hurdle if the film had been written in Japanese.

There's also a bit more background story to the Tetsuo saga. Many have faulted the additional story elements and complained the film is less vague and open than the first Tetsuo. This is definitely the case (though there really isn't that much extra plot to work through) but hardly something to worry about. Tetsuo was never about interpretation or a good story in the first place. The additional information here isn't really adding anything but it's not as if it's terribly in the way of the rest of the film either. Tetsuo is about dudes turning into metal and that's what you'll be getting.

screen capture of Tetsuo: The Bullet Man

Visually there's a big change between the gritty black and white of the first film and the moody, colored digital look of this third installment. It's a good thing Tsukamoto has had some prior experience with digital filming which is definitely paying off now. Everything looks lush, atmospheric yet gritty and smoky, only in a different way. The visual effects are spot on too, the same goes for Tetsuo's transformation designs. I really don't understand the bad press here. It's not as if the first Tetsuo didn't look as if he was made from anything other than paper mache. The third Tetsuo doesn't quite look like he's made from iron (which would make him quite expressionless by the way), but I didn't really see the rubber either. In the end, he just looked pretty bad-ass, which is all that mattered.

As for the editing, Tsukamoto still has it. Hyperactive, frantic, insane yet controlled and razor sharp. It masks some of the technical imperfections and heightens the atmosphere and pacing, making the action scenes all the more brutal. It also works wonderfully well with Chu Ichikawa (the man's back!) his soundtrack. Lovely metallic sounds, crunchy effects and pounding industrial tracks. A shame I couldn't see this film in theaters, I'm sure it would've sounded even better.

As for the acting, Tsukamoto's typical Kaijyu Theatre-style is back once again. It might clash a little with the American actors (we might be used to frantically screaming Japanese men by now, it still looks a little strange if an American does it) but overall the acting isn't even all that bad. Bossick does a pretty job, comparing him to Taguchi would be a little unfair though. The rest of the cast is not bad either, with the nice addition of Tsukamoto himself picking up the role of bad guy once again.

screen capture of Tetsuo: The Bullet Man

Tetsuo 3 is a pretty short film (80 minutes tops) but considering the frantic visual style and pounding soundtrack that's not necessarily a bad thing. There is no filler, no needless drama, any explaining that needd to be in here is short and to the point. In an ideal world another 10 minutes could've been cut to erase some of the obsolete story elements, but they never really interfere with the important parts: audiovisual transformation mayhem.

So while negative feedback on the dialogues and script is hard to contradict, it doesn't really differ all that much from the original Tetsuo. A film with a pretty long list of defects, all of them eclipsed by the uniqueness and positive points the film is bearing. Tsukamoto's third film is just like that. It's an audiovisual assault that knows little to no equal, staying close to the spirit of the original. As a fan of everything the first Tetsuo represents (still one of my top 10 films), I simply loved this sequel.

Usually negative feedback lowers people's expectations (which is a good thing), in this case many potential viewers seemed to dismiss this film completely without even giving it a fair chance. Don't be one of these people. Tetsuo: The Bullet Man is a worthy sequel to Tsukamoto's first feature film. It bears the same charm and defects as the first Tetsuo and some very minor extra glitches, but the core is still there. An assault to the senses in pretty much every way possible. So make sure to make up your own mind, just don't expect a true "upgrade" (ie a film influenced by 20 years of modern film making). 4.5*/5.0*

Check out the trailer for a little appetizer.

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Mon, 22 Nov 2010 12:56:51 +0100
<![CDATA[onderhond.com turns 3/cake and candles]]>http://www.onderhond.com/blog/onderhond/onderhond-com-3-years

Exactly three years ago this blog was launched with its very first article. This blog was somewhat of a leap in the dark for me, having had no prior writing experience whatsoever. A lot has changed since I started writing here, but there has been one single constant from the very beginning. A blog needs updates and safe a couple of vacations there have been no time-outs or breathers. Trying to keep a blog relevant is what it's all about.

makeovers

Quite a few things changed this past year. The most glaring and obvious one is the complete visual overhaul started by some small css3 experimenting. You might even remember the short period of time dedicated to the live transformation of this blog. An interesting experiment where each component received a visual update spread across a period of a month or two, making the overhaul a lot easier to plan and execute. By now you're probably already quite used to the current design, but looking back at the very first design (png) it's hard to imagine where it all began.

The downside of the live overhaul can be found in the state of my current css files, which are a lot messier than U can accept. Together with cleaning up the css I've been working on the html code of the blog, getting it html5-ready. You won't notice too much of this change, though the blog might be a little faster to load. Hopefully it will be up and running by the time the ie6 graph remains fixed below the designated 0.5% line. So if you're still visiting this blog using ie6 (which will not be a truly pleasant experience I reckon), it's really time to upgrade now!

getting the ads right

Another important update came in the form of advertising. Not that this blog became impossible to manage without it, but toying around with ad systems itself has been a pretty interesting experience. The (small) monetary gain coming from it is a welcome plus but not a goal. Priority one remains to keep the ads as unobtrusive and valuable to the reader as possible.

By now the affiliate ads should be kicking in all over the personal blog, the coming month I will be adding ads on the work blog. These ads are not automatically generated so I can at least keep control over the quality of the ads. At the same time I can use them to link to relevant articles so I'm actually winning on both sides. Don't feel obliged to click on them though, clicks won't generate me any revenue anyway. But if you're interested in buying something, go right ahead!

social stuff

A smaller addition came in the form of a Twitter link (footer of the blog). I'm still not a big social-lover but I believe that shutting people out because of personal preferences is not always the best way to go. If people want to follow me on Twitter and abuse the network as an rss tool, why not. A slight change of mentality that might have some impact on future decisions no doubt.

The past years has also been quite interesting cross-blog like. I've written an article for a respected Dutch blog and even landed one of my articles on Smashing Magazine. The overall gain of regular visitors of such endeavors is quite small but it does get your name out there.

my plans

Besides the technical overhaul I don't have much lined up, apart from continuing what I've been doing all along: writing articles. Things are going well with a steady rise in visitors and overall visibility, so I must be doing something right. Blogging takes quite some perseverance and patience but once you're used to the rhythm of writing several articles each week it's actually not all that stressful.

So I can only hope you keep coming back to read more of what I have to say. Here's to another year of blogging!

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Fri, 19 Nov 2010 11:52:18 +0100
<![CDATA[ie6 css fixer v0.95/removing extra padding from buttons]]>http://www.onderhond.com/blog/work/ie6-css-fixer-0.95

One can roam the internet for years and still fail to find some of the more obvious places to visit. No matter how much time I spend reading and following up html and css developments, it always turns out there are some glaring things that slipped by. The following update to the ie6 css fixer is one of them, making it a pretty valuable and welcome addition to the already long list of automatic fixes it provides for you. Bear with me.

buttons and paddings

If you ever had to develop for Internet Explorer you already know it can be a strange little beast. Still, most bugs seem to have some kind of logical background. There are a couple of issues though that seem to defy any kind of human logic and with no fix at hand will drive you mad whenever you run into them. The following issue definitely belong into this latter category.

The left and right padding inside a button (defined by an input[type="submit"] or button tag - doesn't matter) will increase in ie6 and ie7 depending on how much text is entered in the value attribute. So if you put a lot of text in your button, the left and right padding will increase without any possibility of altering this through the regular channels. In simple forms this is usually not much of an issue (except that it looks ugly), but when working with buttons in limited spaces (buy-buttons on e-shop websites) it can quickly turn your css into a true nightmare.

Now, I've always thought this issue was impossible to fix and would only die together with ie6 and ie7. Apparently a fix has been available for quite a few years now, it's almost impossible how I could've missed that considering the pain this particular bug has caused me in the past. The good news is that the fix is easy to integrate into the ie6 css fixer, so rejoice! Your input/padding problems will be fixed from now on!

the fix

I haven't bothered finding out the true source of the fix (sorry!), but Viget Inspire gives a good recap of what needs to be done to get ie6 and ie7 to comply to the standard behavior. I've been doing some testing myself and it seems the width:auto; addition isn't even needed to make the fix work. We'll be leaving it out for now as it can conflict with earlier defined statements. If it still turns out to be essential we'll update our tool as quickly as possible.

input, button {overflow:visible}

Some additional testing revealed that the overflow:visible fix has no negative effects on other input elements, which allows us to simply add this single line to the css output and have it done with. It's a lot quicker than running through the whole stylesheet and the chance of missing certain buttons (if only styled by classname for example) is down to 0. All good!

input[type="submit"], button {overflow:visible}

If you opt to receive the inline ie7 hack we even improved the syntax a little so only the submit inputs are targeted. Sadly ie6 doesn't understand this syntax so this is an ie7 solution only. And that's about it really. A simple fix, one that is actually stylesheet-independent and can even be added to a reset css or something similar. But as this fix is only relevant in ie6 and ie7 it deserves a place in our little tool.

One word of warning though. This is listed as a "safe fix", which it is if you apply it before the actual css debugging. If you add the fix on a site that's already been debugged chances are things will look quite bad (as you probably worked around the extra padding by adapting some other values for ie6/ie7 specifically). For existing sites, use at your own risk or just uncheck the option to include the fix.

Try out v0.95 now if you want to see the improvements.

conclusion

With the rework of this blog we've decided to postpone the 1.0 version just a little longer. The rework might even involve some front-end changes to the ie6 fixer tool so it would be nice to launch all of that together. And as this fix is quite small (and not even stylesheet-dependent) we've opted to raise the version only 0.05 points.

As always, we welcome feedback. Hope you enjoy the new feature!

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Wed, 17 Nov 2010 12:55:02 +0100
<![CDATA[the torment/andrew cull]]>http://www.onderhond.com/blog/personal/the-torment-review-andrew-cull

With horror films it's often a real challenge to separate the good from the bad. Whether a film is terrifying, gripping or tense depends on tiny little details with a large hit or miss ratio. It makes a film like The Torment a bit hard to recommend, but hardened genre fans should take notice. Andrew Cull is a talent to look out for, turning what should by all means be a simple horror flick into a devilish little mind trip.

screen capture of The Torment

People seem to love to compare this film to Paranormal Activities. Whether this is fueled by the production company to boost sales or born from the audience itself is a little unclear, but the comparison is utter crap. The Torment feels more like a mix between Pop Skull and Ils, combining the home invasion theme of Ils with the trip-like paranoia of Pop Skull. While there are slim parallels between this film and Paranormal Activities, The Torment doesn't really belong to the fake documentary movement (even though often advertised as such).

There have been some interesting developments in the British horror scene lately. Take the first five or ten minutes of recent British horror films (Cherry Tree Lane, Salvage, Dread) and you won't even realize you're dealing with a horror flick. The Torment follows a similar route and starts with a young couple dining, when suddenly the doorbell rings. This late hour visitor turns out to be David, a longtime friend of the couple. A rather hazy conversation following his entry reveals things aren't going too well between him and his girlfriend.

David is allowed to stay for the night, but soon enough the couple finds out there's more going on here. It appears David believes he's seeing things, living in constant fear of being followed and haunted by demons. The couple reacts like most people would (thinking David needs some professional help) but slowly starts to turn when a string of mildly alienating events occur. With them the audience is thrown into a dilemma. Believe David's ramblings or immediately subject him to shock therapy.

screen capture of The Torment

Cull applies an interesting visual approach. The camera is kept agile and often functions from a first person perspective. For example, when David peers through the curtains the camera keeps ducking and peering along with David. It's not a new approach of course, but it is executed extremely well here. From time to time Cull also takes the time to interrupt for some quality atmosphere shots, often bathed in bright yellows and oranges, proving a good breather in between the more tense scenes.

The soundtrack is another winner. A superb combination of haunting ambient and creepy sound effects, it truly adds plenty of tension and atmosphere to the film. There's a lot more going on than simple noisy sounds contrasted to silence to make the audience jumpy. This kind of auditive artistry reminds me of [rec], showing a similar understanding of how to manipulate and stretch sounds to create an unsettling atmosphere.

With only four characters in the entire film you need some good actors to fill these roles. This is no fake-doc either so you can't mask bad performances as so-called realism either. Luckily all the actors put in a good performance, David in particular is quite adept at translating his paranoia onto the screen. Crucial to the film as the audience is supposed to feed of it to increase the impact of the events.

screen capture of The Torment

The strength of the film lies in the gray zone it quite aptly creates. Throughout the film both David's story and the distrust of the couple are fueled in equal amounts. And it isn't until the very last shot that Cull delivers some (not all) answers to his audience. Key to the film is a somewhat strange shot at the very start when David enters the house. With David out of the hallway the camera keeps panning to reveal an empty corridor. There's nothing there, but why is Cull deliberately panning his camera this way? After a moment the camera pans back and follows David inside. It's these little details that increase the paranoia, creating a creepy uncertainty while watching the film.

The Torment is not without flaws though. Some of the more tense scenes are a little too dark. Only lit by cellphones these scenes are tense but slightly too difficult too follow. A bit more clarity would've helped here. Then there's the young couple who are a little too prone to follow David's side of the story. The audience is fed a lot of audiovisual cues to pick up on the David's insanity but the couple is quite quick to believe David's far-out ramblings.

That said, The Torment is one of the most tense and gripping horrors I've seen in quite a while. A true genre film that gets all the details right and creates a perfect sense of distress. Visually exciting and featuring a strong soundtrack, this is what modern horror should be like. Add a sprawling finale and you won't hear me complain at all. Really looking forward to Cull's next film and happy to have found this perfect little surprise. Best seen without prior knowledge of the film though. 4.0*/5.0*

I'd advise against it, but there's the trailer.

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Tue, 16 Nov 2010 11:16:38 +0100
<![CDATA[nymph/pen-ek ratanaruang]]>http://www.onderhond.com/blog/personal/nymph-review-pen-ek-ratanaruang

Ever since Christopher Doyle jumped ship Ratanaruang (Ruang Talok 69) his popularity has been declining. Truth be told, his more recent films aren't as accessible as his earlier ones either. Ploy was excruciatingly slow, Nymph isn't much livelier. Not necessarily a bad thing though as Ratanaruang transforms Nymph into a slow yet creepy and atmospheric little horror-drama. Definitely not for everyone, but hardened Ratanaruang fans should definitely take notice.

screen capture of Nymph

The film's opening sequence is one that deserves some extra attention. A marvelous, long-winding tracking shot that actually fails to track the events happening on screen. It's a weird and mysterious introduction (not) following two guys running after a girl with obvious malicious intent in the middle of the woods. The camera sways and follows its own path while the action happens somewhere out of view, sometimes audible, sometimes completely eclipsed by the dense forest. The shot ends with the aftermath, which is not entirely what you might be expecting.

This first scene feels almost like a related short film tacked in front of the film. It's an awesome piece of cinema but the integration into the film could've been a little better. After the introduction the story start with a young couple taking a little camping trip into these same woods. Their relationship is obviously suffering and the trip isn't doing much good. While the both of them are exploring the woods separately the husband happens onto a strange tree which holds a rather strange attraction to people.

When he doesn't return to camp later that evening the woman freaks out and starts an uncoordinated search with little results. From there on things get a bit more mysterious, with the title continuously pushing the somewhat vague and unexplained events into a certain direction. This film isn't called Nymph for no reason of course and while Ratanaruang never bothers to put any superstition or legend into the background, it's obvious there's more to this particular tree than simple wood and leafs.

screen capture of Nymph

Even though Doyle is out of the picture, Ratanaruang makes sure to keep his films visually interesting. The tracking shot from the introduction is legendary, apart from that there's lovely play with natural lighting bringing out striking colors without too much post processing filters and other visual trickery. The night shots might be a little too dark at times, but those occasions are quite rare. Camera work is strong too, although maybe a little too agile at times.

This being a horror film the soundtrack is very important and this is where Ratanaruang shines (once again). Many directors these days reach out to some ambient tunes to increase the tension, but Ratanaruang's obvious love for the genre gives him a definite edge. Excellent choice of music and perfect timing, making the film all the more tense and dropping plenty of atmosphere where needed.

There are only a handful of actors with limited interaction and dramatic scenes. Mostly they are walking through the forest or simply doing their own thing. Still, where needed they put in good performances making the dramatic parts all the more believable. Pretty necessary too as the horror aspect simply represents the top layer of the film.

screen capture of Nymph

Don't expect a simple wrap-up with an explosive finale. Much of what is happening is left to the imagination of the viewer, with only the dramatic portion of the story getting a real ending. The horror part of the story remains vague and, much like the opening, happens off-screen, even outside the boundaries of the actual film.

The film is not so much about horror as it is about mystery and atmosphere. The tension coming from the soundtrack coupled with the title of the film is all that is needed to get the viewer's imagination rolling, so no apparitions, no gore, not even a single drop of blood. Be prepared if you go in expecting a "real" horror flick because it will only end in disappointment.

Nymph is a good film by all means, it's just not all that commercial. The slow pacing and vague events will push away many potential viewers, but if you've liked Ratanaruang's previous films this is definitely a good bet. There is plenty of atmosphere, a nice underlying drama and a good portion of mystery. Recommended but only for the initiated. 4.0*/5.0*

No subs, but the trailer is still worth watching.

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Mon, 15 Nov 2010 12:19:56 +0100
<![CDATA[taipei 24h/8-short anthology]]>http://www.onderhond.com/blog/personal/taipei-24h-review

Looking back at my reviews here, I can safely say that I love a good anthology film (Genius Party and Beyond, Phobia and Phobia 2, Ten Nights Of Dreams). Some people dislike them for their lack of coherence and shifts in quality, others love them for their broad range of styles and creativity. I belong to the latter group so I was quite thrilled to hear about this new anthology project coming from Taiwan. Lucky for me it didn't disappoint.

screen capture of Taipei 24h

Taipei 24h is constructed around one single 24-hour day in Taipei. Eight directors joined the project, each of them handling a different time frame. While the shorts themselves are not connected in any way the film starts in the morning and ends the next day. The range of directors is quite broad though it does miss a few of the regular old-timers (namely Hou and Tsai). Not that it reflects on the quality but it does make a film like this a little harder to sell.

The film starts off with Share The Morning, not the best opener for this anthology. The film is quite loud as a bunch of people gather underneath a tree trying to rescue a stranded cat. There's lot of shouting, quarreling and fighting going on while most of the people fail to get the cat out of the tree. The whole short is shot from the tree, making it a somewhat boring affair to look at. Shame, because a good first short goes a long way when starting an anthology film like this. 2.5*/5.0*

Luckily the second short is a good step forward. Just A Little Run follows two young kids fleeing from home. The girl is escaping from her negligent mom while the boy is just following the girl (for obvious reasons). Visually this short is a lot nicer though typically Taiwanese. Lovely colors, strong lighting and simple but solid camera work. Cute ending too. 3.5*/5.0*

screen capture of Taipei 24h

Summer Heat is the first really strong entry in this anthology. A blistering romance between two office workers dies quickly when they are constantly interrupted. Hsu has a strong visual style, inserts some witty humor and keeps the pacing quite high. A welcome change for Taiwanese film making, which is usually a lot slower and more contemplative (which isn't necessarily a bad thing, but some diversity is always good). 4.0*/5.0*

Save The Lover is a strong follow-up, tracking a young boy with the task of shadowing his boss' wife on valentine's day. Little does he know he's just part of a wicked little game they are playing. Stylish, funny, mysterious and just a tad mean-spirited, Hsian-tse Cheng's short is a good example of how a short film can still come off as strong, powerful and to the point.4.0*/5.0*

The fifth in line is Smoke, a very slow and silent short giving us a glimpse of the relation between a father and his teen daughter. It's obvious they don't get along too well but they still try to get along. There is no conversation and most of the short consists of a single static shot, but the acting is strong, the feel is realistic and the drama is powerful. A very nice breather. 4.0*/5.0*

screen capture of Taipei 24h

Up next is this film's best entry. Dream Walker is a modern, dashing and mysterious little short about a chance encounter on a Taipei train. A girl forgets one of her kids on said train. Our main guy doesn't really care but the kid keeps following him anyway. Set during nighttime this short turns into a wonderful yet modern fairy tale with a big wow-factor. Time to check out Yin-jung Chen's earlier films I guess. 4.5*/5.0*

Owl Service is somewhat of a mixture between Smoke and Just A Little Run. The short sees a daughter return to her father, meeting him on the night bus he drives around town. Again the relationship between both isn't too rosy, though the underlying family love still seems to conquer any troubles they're having. Seeing as three out of eight shorts seems to handle this theme, it must be quite relevant to the contemporary Taiwanese society. 4.0*/5.0*

The final short features the most famous names of this film. Kang-sheng Lee (Tsai's favorite actor) is directing, Tsai himself is acting. The short is somewhat plotless and set up as a tribute to Taiwenese most renowned dancer Man-Fei Luo. On the closing night of a Taipei coffee shop Tsai and the owner reminisce over the lost brilliance of one of Taiwan's biggest icons. Nicely shot, quite touching though slowly paced and virtually void of any action. 4.0*/5.0*

After a somewhat slow start Taipei 24h gets up to steam and doesn't let down again. Dream Walker is my definite favorite here, Share The Morning the weakest entry so don't be put off if the first short feels a little shallow. It's a diverse film with enough creativity and different visions to make up for the lack of coherence. A good recap of the Taiwanese cinema of today. Overall score: 4.0*/5.0*

Check out the trailer, no subs though.

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Wed, 10 Nov 2010 12:16:13 +0100
<![CDATA[html5 section and article/bringing order to chaos]]>http://www.onderhond.com/blog/work/html5-sectioning-document-outline

If you've been reading my blog you'll know that structural significance of html is one of my pet peeves. Some time ago I wrote about the addition of the header and footer elements in html5, now it's time to get really down to business. With my ie6 graph continuing its downward spiral I believed it time to rework the html code for this blog from the ground up, leaving out all the usual ie6 restrictions and integrating as much html5 as possible. This revealed some interesting structural challenges. Say hi to the section and article elements.

no more h2-h5

One of the coolest changes in html5 is the way headings are handled. I complained about crappy heading handling of (x)html before, html5 brings forth a new era of headings. From now on we can (and probably should) use only one heading element (h1 - note that you can use it more than once on a page though) and leave the rest of the structuring to the html outline itself. Not minding the SEO implications for a second, this is without a doubt the best way forward from a html/css perspective.

This way of working makes it a lot easier to syndicate content (no more worries about heading hierarchies when a particular component is dropped into a different context) but puts a lot more strain on the html structure itself. You can't simply trust on nesting depth to compute the level of a heading so you need a different mechanism to construct the hierarchy outline of your document. That's where the new section and article elements come in. There are a few additional elements with sectioning powers but their scope is smaller and more tied to semantic meaning rather that structural power, so for now I'll leave them be.

article element

The article element represents a component of a page that consists of a self-contained composition in a document, page, application, or site and that is intended to be independently distributable or reusable, e.g. in syndication.

w3c

The article element was introduced to wrap content which still make sense on its own when syndicated. Think of a blog post, a latest news list or an event calendar. These components can be taken out of their original context and can freely exist within a different context without losing any of its meaning. Sounds clear enough, but "syndication" remains a somewhat vague indicator. Some people say that a single comment on a blog post could be wrapped in an article element (because some blogs offer rss feeds with separated blog comments), whether you agree with this line of thinking is entirely up to you.

I believe (for now) that content wrapped in an article needs to make sense all by itself. A single comment does not as it is part of a conversation or relates to the article where it was posted. Your mileage may vary though and it's still too early for best practices (not enough practice yet I guess), so it's really up to you to decide the best way to make use of the article element.

section element

The section element represents a generic section of a document or application. A section, in this context, is a thematic grouping of content, typically with a heading.

whatwg

According to the specs a section is meant to wrap a generic content part. If you ask me, that's a pretty generic description making it look a lot like a regular div element. But the spec goes on to state that a section will usually contain a natural heading, limiting the scope of the element considerably. It places its use rather on component level rather than molecular level.

So section elements are for wrapping a selection of content that belongs together, can be given a natural heading but does not quality as an element that can be syndicated. If that's the case you're better of using the article element. Note that article elements can be nested inside section elements and section elements can be nested inside article elements. It all depends on whether a particular block of content is viable for syndication, so no real hierarchy exists between these two elements.

document outliner

The theory is relatively easy but when actually sitting down there's a lot of pondering and weighing to do. Trying to find best practices and workable rules takes time, luckily there are a couple of tools that might help you on your way, if only a little. With the html5 spec not finished it's impossible to find anything definite but currently this html5 outliner seems to be considered one of the best ones around.

These outliner tools allow you to upload your html after which an outline of your document is returned. This makes it a lot easier to check whether your document sectioning makes any sense and what areas are up for improvement. Think of it as an automatic table of contents generator for you html document. Without it, you're pretty much left to yourself battling the somewhat cryptic and elaborate rules that currently exist for sectioning html documents.

conclusion

With the addition of the section and article elements the w3c is once again stressing the need and importance of structural relevance of html documents. In short, don't remove html elements ("wrappers") simply because they are not needed for styling or because they don't bring any semantic value to the table. Remember the structural value of html and use it to improve the quality of your online documents.

I'm sure it will take a lot of time and debate to come up with some decent best practices, but at least we're given some useful tools to get started. If all goes well I will implement the new code by the end of this year, though that might be a little bit too optimistic. I'll keep you posted.

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Tue, 09 Nov 2010 13:06:38 +0100
<![CDATA[scott pilgrim vs the world/edgar wright]]>http://www.onderhond.com/blog/personal/scott-pilgrim-review-edgar-wright

Sometimes a little hype isn't all that bad. After watching the initial trailer of Scott Pilgrim I wasn't exactly motivated to see it. There's a limit too how much "I'm wearing my grandma's hat so I'm super indy" one can stomach and I'm pretty close to the point of over-saturation. But hypes are always worth watching (if only to form your own opinion on them) and in this case it turned out surprisingly well. Keep on reading.

screen capture of Scott Pilgrim vs The World

I been following Edgar Wright's career pretty much by accident. Went to see Shaun of the Dead because of the buzz, caught his part of Grindhouse because my girlfriend is a fan and saw Hot Fuzz in theaters because there wasn't anything better at that time. He never really convinced me before but each consecutive film showed great improvement. All of this leads to Scott Pilgrim, the first Wright film I really liked. I didn't realize until after the credits though, when I saw his name pass by.

The Brits are succeeding quite well adapting comic books in Hollywood. Earlier this year Vaughn's Kick-Ass turned a few heads, now it's time for Wright to flex his muscles. That said, Scott Pilgrim will not necessarily appeal to comic fans. Retrogamers and garage rock band adepts will love it all the more though. Now the rock part I couldn't care less about, but the gaming aspect is superbly integrated into the film. It reminded me of the days I loved to read Super Play (independent British Super Nintendo mag) where writers would often wonder what the world would be like if it played more like a video game. Enemies dropping coins when beaten, energy bars depleted when fighting ... that's the world of Scott Pilgrim.

The story is completely nonsense but good fun nonetheless. If the trailer makes the film look like one of those typical Cera-nerdy romantic comedies it's because the trailer isn't showing too much of the guitar battles and the fights against the seven evil exes. To win the love of his girlfriend Cera needs to beat a band of former boyfriends, led by Jason Schwartzman as the main bad guy. Just remember that this film is all about fun, not about serious drama or a coherent storyline.

screen capture of Scott Pilgrim vs The World

Visually Scott Pilgrim is a real hoot. Comic book adaptations usually include some swift little details referencing their comic book background, but Wright really turns the comic book world to life. Not only by throwing in textual sound effects all over the place (and not just in a few selected scenes) but also by making the editing a lot faster and snappier than in regular films. Simple conversations can span a day's worth and several locations. The pacing is dropped a little later on but the first half of the film is lightning fast. Special effects are cool too with some spectacular battles and nifty battle effects.

As for the soundtrack, I'm still in doubt. I don't give a damn about the garage rock stuff featured in this film and I don't believe that another genre of music would've killed any of the atmosphere here. I realize this is taken straight out of the comic but that's not something I as a film fan should care about. On the other hand, the film is filled with awesome little retrogame samples (I'm sure I heard the kill-tune of Ghost and Goblins in there somewhere) which really made me smile more than once. It's these details that show the film has a dedicated team behind it rather than some simple Hollywood cash-ins.

Acting is decent although Cera is just Cera once more. The guy keeps playing the same old character over and over again which is getting a little boring. The rest of the cast is pretty much in the same league, only Kieran Culkin manages to add a little extra spice to the humor. Not that the cast is doing a bad job but once again, I'm a bit bored of these lazy, indy-loving, nerdy bums.

screen capture of Scott Pilgrim vs The World

Around halfway the film starts to drag a little. Seven evil exes prove a little too much to handle in one single film which results in the middle part flipping through several battles rather quickly. By then you are used to most of the weirdness and when the pacing drops a little you start wondering if they just couldn't have dropped an ex or two. Sure it would've killed a couple of fans of the original, but I believe in the end it would've improved the film.

The finale is great though, leaving you with a pretty satisfied feeling when the credits start to roll. Looking back, Scott Pilgrim is a pretty refreshing film that feels like something tailored for a new generation of film fans. The cross-media experience is very well thought out with crazy details all over the place and an excruciating pace to appeal to the internet-bred kids of this era. On the other hand, young adults with some early gaming experience or a love for garage rock will still find a lot of sentimental value in this film.

While the film drags a little in the middle the rest of it is pretty much perfect. It's fast-paced, funny, weird, extravagant and doesn't seem worried by any boundaries or possible audiences. Scott Pilgrim feels like a film made by a true game/rock fan which is not all that common in a business seemingly dominated by producers. I'm not sure where Wright will go from here but I'll be tracking his moves a little closer from now on. 4.0*/5.0*

I'd advise against watching it, but here's the trailer anyway

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Mon, 08 Nov 2010 12:37:09 +0100
aogeba totoshi/jun ichikawahttp://www.onderhond.com/blog/personal/aogeba-totoshi-review-jun-ichikawa<div class="textblock"> <p> <span class="intro">Japan is a land of extremes. While the Japanese are best known for their wacky (<a href="http://www.onderhond.com/blog/onderhond/symbol-review-hitoshi-matsumoto">Symbol</a>) or extreme (<a href="http://www.onderhond.com/blog/onderhond/grotesque-review-koji-shiraishi">Grotesque</a>) cinema, there's also plenty of room for subtle, stilted and human drama. Jun Ichikawa is without a doubt one of the masters of the genre, sadly his strengths are hardly recognizes outside of Japan. Time to change that, so I tracked down one of his more recent films and wasn't disappointed. Aogeba Totoshi turned out to be a neat little gem. </span> </p> <div class="img"> <img src="/style/site/aogeba-1.jpg" alt="screen capture of Aogeba Totoshi" /> </div> <p> Ichikawa started his career in 1987 but it wasn't until he directed Toni Takitani in 2004 that the world took notice. Not because Ichikawa had all of a sudden accomplished a stunning masterpiece, but because the short story it was based on was written by Haruki Murakami, probably Japan's most famous contemporary novelist. With that in mind Ichikawa's relapse was to be expected and he quickly faded back into anonymity after the buzz around Toni had died out. The sad reality of being a relatively unknown foreign director. </p> <p> Popularity is never a good indicator of quality though, so don't be put off if you've never heard of Ichikawa before. He has a way with subtle, small dramas that's quite unique, Aogeba Totoshi is no exception to the rule. It usually takes a while to get immersed into his films as most of what is happening on screen is quite mundane and uneventful, but throughout his movies quality bonds with the characters are formed and when the end credits start to roll there's always a sadness leaving the characters behind. </p> <p> Aogeba Totoshi is a film about mourning and coping with loss. Koichi is a school teacher whose father gets diagnosed with a lethal disease. His father will be spending his last months at Koichi's home as suddenly one of his students is developing a somewhat unhealthy fascination with death. Somewhat at a loss at how to deal with this, Koichi decides to use his father (once a teacher himself) as class material for his students in order to teach them a little about death, loss and mourning. </p> <div class="img"> <img src="/style/site/aogeba-2.jpg" alt="screen capture of Aogeba Totoshi" /> </div> <p> Like many of its peers Ichikawa loves to stylize using mostly grey and blue color overtones. The visuals are never grand or impressive but Ichikawa does manage to sneak in some atmosphere shots. Smoke, skies and parks are used as nice little breathers in between the human drama. A little extra detail to the camera work could've elevated to film to a higher level, but as is the visuals work well enough. </p> <p> Ichikawa's secret weapon is definitely the soundtrack. While at first not terribly special or exciting, the score is simply stunning and flows incredibly well with the rest of the film. Subtle violin music that has a calming and relaxing effect while at the same time injecting the film with some extra dramatic tension. Luckily the soundtrack is never overused and never becomes bombastic as that would've killed the mood for sure. </p> <p> The actors are solid and natural. The cross-eyed Terry Ito is quite a character but living proof that looks don't affect good acting skills. Some gentle humor even disguises his physical particularities. The rest of the cast is equally strong which is quite an accomplishment considering there is at least one child actor with quite some screen time. Drawing the best from the actors is a key feat of a director doing drama and Ichikawa is definitely a pro. </p> <div class="img"> <img src="/style/site/aogeba-3.jpg" alt="screen capture of Aogeba Totoshi" /> </div> <p> While the subject sounds a little morbid on paper it is incorporated in a very human and non-populist manner. It might sound a little strange for a teacher to encourage his class to visit his dying father but this is aptly countered by the fact that his father was once a teacher himself, accentuating their idealism to teach something to these kids, even to the point of using oneself as a subject for teaching. </p> <p> It takes a good half hour to sink into the film. The soundtrack and visuals wrap themselves around its audience like a warm blanket while the drama slowly unfolds and runs its course. It's a typical Japanese drama in the sense that its characters are pretty introvert and the drama itself is handled in a very mannered, serene way, so if that's not to your fancy it is probably best to avoid this film altogether. Fans of the genre will feel right at home though and can warm themselves to this little gem. Jun Ichikawa, remember that name. <em>4.0*/5.0*</em> </p> <p>Check out the unsubbed <a href="http://www.youtube.com/watch?v=cpc7__B_qlk">trailer</a> if you're interested.</p> </div>Thu, 04 Nov 2010 11:48:12 +0100ads and functionality/the best of both worldshttp://www.onderhond.com/blog/onderhond/functional-ads-blog-update<div class="textblock"> <p> <span class="intro">A good month or so ago I included a couple of Google Ads on my site and wrote a little about <a href="http://www.onderhond.com/blog/onderhond/work/added-ads-blog-update">how to maintain one's integrity</a> while still getting a little money in return. In the near future I'll be saying goodbye to most of the Google Ads implementations on this blog, replacing them with something that's hopefully a tad more useful to you, the reader of this blog. Do let me know what you think of the idea I will be presenting here.</span> </p> <div class="img"> <img src="/style/site/ads-functionality.jpg" alt="" /> </div> <div class="textblock"> <h2 class="heading"><span>affiliate marketing</span></h2> <p> In the comment section of my previous article Jethro Larson wrote a short bit on affiliate marketing. In my experience as a regular web user affiliate marketing is not as different from regular automated ad systems, only you focus on one particular store or product and you get paid per sale, not per click. Not a huge improvement over the regular Google Ads I have on this site. </p> <p> But after giving it some extra thought I started to realize what Jethro meant by <em>providing more of a service</em>. Much like IMDb does on its film detail pages, wouldn't it be cool to provide direct links to the products I was reviewing? People interested in buying a film after reading the review wouldn't need to go through Google but could just follow the link on my article page. </p> </div> <div class="textblock"> <h2 class="heading"><span>shaping the idea</span></h2> <p> First I tested the automated product links but like most auto-generated lists they simply didn't offer sufficient quality links. While I'm sure these ads would boost my personal gain, I don't need anyone to promote the Avatar DVD on my blog. There are other places to go if you like that stuff, I'd rather focus on the films, music and games I love. I really wanted the ads to link as closely to the topic of the review. Luckily all the affiliate platforms I was targeting included some kind of deep link generator where you can simply generate a link to a product page and offer that on your site. Just what I needed. </p> <p> I also believe in choice and since I'm not much of an amazon.com fan myself I looked around for several other programs to join. In the end I still joined the amazon.com program, reminding myself of the fact that these links are not meant for myself but as a service to my readers. Many people buy on amazon.com so who am I to push them to a different store. I joined three affiliate programs in all (play.com, yesasia.com and amazon.com) which I hope will grant enough coverage for the stuff I review here. So far I found quality links for most of the reviews I wrote so that's all good. </p> <p> Looking at the ads these programs generated I still wasn't too happy with the result. They look like ads alright (and I'm sure their looks boost sales) but I wasn't prepared to massacre my blog for that. Determined I could do a better job we tweaked the back-end a little so I could manually add the affiliate links. Trying to complete earlier reviews with appropriate ads has been a hell of a job (and I'm only halfway there) but I'm sure it will pay off in the end. <p> </div> <div> <p> Besides the extra ad block on the review pages we're also planning on replacing the generic Google Ad blocks in the context column. We will add a block of three related affiliate ads (for example three movies in the movies/review section) with an extra link that points to the actual review. This way the ads also give me a chance to create some extra visibility for older reviews, how's that for a win/win situation. This ad block is still not implemented when writing this article but it will definitely appear in the very near future. </p> </div> <div class="textblock"> <h2 class="heading"><span>conclusion</span></h2> <p> While I'm pretty sure there are much better ways to market these products in terms of personal gain I'm excited with the merge of functionality and advertising. All the ads are extremely relevant, they offer a new and hopefully useful functionality to my readers and the new ad block even increases the visibility of older articles.</p> <p> If you want to see a random example in its full glory you can check out the <a href="http://www.onderhond.com/blog/onderhond/shamo-pou-soi-cheang">Shamo review</a>, where the ads will appear as the second block in the related context section. There is still a little problem with the amazon implementation but those links will follow quickly. </p> <p> The Google Ad block on the ie6 css fixer page will remain as I believe it's about the only place where it actually belongs, all the other Google Ads will disappear over time. If you guys have any other bright ideas, do use the comment section. This article is the ultimate proof I'm willing to listen if they're any good :) </p> </div> </div>Wed, 03 Nov 2010 13:13:22 +0100the legend of chen zhen/wai-keung lauhttp://www.onderhond.com/blog/personal/legend-of-chen-zhen-review<div class="textblock"> <p> <span class="intro">It's been a while since Wai-Keung Lau released a crowd-pleaser with Western potential. His Infernal Affairs trilogy made a big impact, yet after these films he somehow slipped back into HK anonymity. Those of you expecting a new gangster epic should take notice, Wai-Keung Lau is a diverse little devil who handles many different genres. His latest is a true Donnie Yen (<a href="http://www.onderhond.com/blog/onderhond/onderhond/14-blades-review-daniel-lee">14 Blades</a>) action fest set in mid-20th century Shanghai. Talk about a change of scenery. </span> </p> <div class="img"> <img src="/style/site/chen-zhen-1.jpg" alt="screen capture of The Legend Of Chen Zhen" /> </div> <p> I've been seeing quite some Wai-Keung Lau films these last couple of weeks and while most of them are not good enough to warrant a review on this blog, his full body of work is proof of his diversity and ability to learn from mistakes. Earlier - often failed - experiments usually pay off in later films, The Legend of Chen Zhen isn't any different. Compare the martial arts in this film to Lau's The Duel and you'll see what I mean. </p> <p> Of course Lau can count on Donnie Yen to do most of the dirty work here, though I'm sure Yen didn't have to think twice before taking on the role of Chen Zhen. A fictional character that started his movie career being portrayed by Bruce Lee (Fist Of Fury). Later Jet Li would follow in his footsteps (Fist of Legend), now it's Yen's turn to be immortalized as one of Hong Kong's biggest fictional heroes. Not a bad reference to put on your resume. </p> <p> While the tales of Chen Zhen don't follow a fixed pattern, they usually end up with a clash between Zhen and the Japanese oppressor. Lau's version isn't any different as the Japanese military is the obvious bad guy in this tale of revenge and rebellion. Yen is the absolute hero of the film, battling his way to hordes of adversaries, though he is by no means infallible. On the other hand, Yen seems to have some extreme athletic capabilities giving him a good edge on the competition. </p> <div class="img"> <img src="/style/site/chen-zhen-2.jpg" alt="screen capture of The Legend Of Chen Zhen" /> </div> <p> Visually there is plenty to enjoy here. There's no doubt the budget was pretty high for HK standards, Lau makes perfect use of all the possibilities this creates. Some superb set pieces, lush decorations and strong and agile camera work bring the Shanghai of last century to life. The action scenes are impressive (though there's a little speed up noticeable in some shots) while the color corrections lend the film lots of extra atmosphere. Good stuff. </p> <p> The soundtrack is decent with some traditional music and a couple of performance songs. It seems you really can't do a Shanghai flick without them. Nothing too great or special but since this is basically an action flick it suffices. Acting is overall strong though with Yen kicking ass, good supporting roles for Wong and Qi and some nice cameos (Shawn Yue). Of course Hong Kong has a pretty large pool of quality actors and Lau has no trouble hooking them for his films. </p> <div class="img"> <img src="/style/site/chen-zhen-3.jpg" alt="screen capture of The Legend Of Chen Zhen" /> </div> <p> Lau's latest bears a lot of influences. The Shanghai setting reminds me of Tan's Blood Brother, the rebellion aspect of <a href="http://www.onderhond.com/blog/onderhond/bodyguards-and-assassins-review-teddy-ch">Bodyguards and Assassins</a> and Yen's heroic costume looks like its stolen from Lee's Black Mask. But these are just minor details as the film never pretends to be anything more than a heroic action flick. The middle part is a little overblown and long-winding, but apart from that there's little doubt about Lau's intentions. </p> <p> People hoping for a tight blend of all the different aspects on display won't be fully satisfied. Lau plays all these influences as if they were mere decorations as he keeps returning to the core of his film: Donnie Yen kicking some Japanese ass. Luckily the action scenes are strong enough so it doesn't become bothersome, but make sure you don't go in with the wrong expectations. There's no remarkable drama, good storytelling or moody crime ethics going on, it's really all about the action. </p> <p> The Legend Of Chen Zhen is a slick action flick that does his fictional hero justice. I wasn't a big fan of the previous installments but Lau replaces the more bitter atmosphere with a lighter, faster and more kick-ass martial arts injection. Great production values, some slick action scenes and a nice cast turn this film into an enjoyable little blockbuster, which can be refreshing in itself from time to time. <em>4.0*/5.0*</em> </p> <p>Check out the <a href="http://www.youtube.com/watch?v=B24p6Pum-iM">trailer</a> for some Donnie Yen action.</p> </div>Tue, 02 Nov 2010 10:55:59 +0100blame!/tsutomu niheihttp://www.onderhond.com/blog/personal/blame-review-tsutomu-nihei<div class="textblock"> <p> <span class="intro">My affinity for Japan pointed me in the direction of JRPGs, anime and a broader appreciation of Asian cinema as a whole. But somehow I never really got hooked on manga (Japanese comics). I guess I just prefer moving images over static ones. That doesn't mean I'm completely oblivious when it comes to manga though. Last week I revisited one of my oldest and biggest favs, all the more reason to grant it a little review here. </span> </p> <div class="img"> <img src="/style/site/blame!-1.jpg" alt="page excerpt of Blame!" /> </div> <p> Blame! is a comic drawn and written by Tsutomu Nihei, an architect by profession who ended up drawing mangas. Blame! was his first big series and it hit the underground manga scene like a storm. His flavor of cyberpunk is so pure and insane that fans everywhere rose to support his success. As a cyberpunk fan myself I can only join the hordes of others complimenting his style: nor literature, animation or film ever got this close to capturing the true cyberpunk spirit. </p> <p> The universe of Blame! is impossible to grasp. Slowly tiny tidbits of information are revealed to the reader, but most of the time we just follow a young boy named Killy on his journey through seemingly endless structures. This post-apocalyptic setting was created by a virus striking down most of humanity. Not the machines though, who kept on doing their job as programmed. Centuries later the world is dominated by concrete structures and wiring with groups of people scattered throughout, living in small communes. </p> <p> Killy is sent on a mission to find an uninfected terminal that can connect him to the network, but the contamination has spread everywhere. Silicon mutant creatures and governmental agents cross his path, sometimes helping him but often creating major havoc along the way. Killy's journey takes him higher and higher into the structure, slowly revealing the true severity of the situation. Getting to the top isn't as easy as he suspected when he started his journey. </p> <div class="img"> <img src="/style/site/blame!-2.jpg" alt="page excerpt of Blame!" /> </div> <p> Nihei's architectural studies are apparent from the very first panels. The structures are wide, grand and overpowering, really bringing the desolate and deserted atmosphere of the Blame! universe to life. Many parts of the manga are dedicated to hiking, walking and climbing, lending these parts a nice contrast with the grand action sequences. </p> <p> The creatures inhabiting these structures are a combination of gothic influences, tech designs and biomechanical mutations. In short, they look absolutely stunning. Through the 10 volumes Nihei brings a very varied and impressive cast of mutants and monsters, some so grand they hardly fit onto a single page. </p> <p> While I can only praise Nihei's visual style, there is one small glitch that keeps annoying me every time I read through the series. Some pages appear in full color, but the coloring really doesn't do the visuals any justice. Nihei made some very odd choices in color, resulting in images that don't correspond in the least with the impressions I'm getting from the black and white artwork. Luckily most pages are drawn in black and white so it's only a minor quirk, still odd nonetheless. </p> <div class="img"> <img src="/style/site/blame!-3.jpg" alt="page excerpt of Blame!" /> </div> <p> Apart from the vastness of the universe, Blame! shines when it switches gears between the desolate trips and the insane action. Humans and creatures alike are quite apathetic, nihilistic and amoral. They kill without hesitation, and considering the advance in tech equipment this results in some seriously over-the-top mayhem. Complete structures are demolished, bodies are torn apart and enemies morph into masses of flesh, blood and wires. </p> <p> Nihei switches gears often and even though it seems like each climax is impossible to top, he succeeds in pushing the action beyond previous limits every single time. The scope of the story grows with each volume and by the end of the series it's almost impossible to grasp the vastness of Blame!'s universe. </p> <p> There has been a short anime adaptation (underground anime stuff) and lots of talk about a CG feature length film, but I don't really see how they could do the manga justice like that. They need to free a large amount of money, donate it to the likes of Shinya Tsukamoto or Franck Vestiel and leave them to it. That's the only way to keep the current Blame! fans happy. </p> <p> If you like cyberpunk there's no better than Blame! It's grand, fast, strong, insane and keeps getting better which each new volume. A definite recommendation and without a doubt my favorite manga series. Absolutely recommended but only if you can stomach the cyberpunk spirit in which it is drenched. <em>5.0*/5.0*</em> </p> </div>Mon, 01 Nov 2010 10:19:27 +0100<![CDATA[async versus sync/google analytics tracking code]]>http://www.onderhond.com/blog/work/async-vs-sync-google-analytics

Some of you might be wondering why I bothered adding an author field in the article info section. I always write the stuff on here myself, right? Today I can finally reveal the purpose of this illustrious addition: this blog was build with the possibility of guest bloggers in mind. Now is the time to make good use of this feature, so bear with me and let yourself be swept away by the Analytics team of Internet Architects.

to sync or to async?

We at the Internet Architects WebAnalytics department - WAIA in short - are serious about data and data quality. That's why we were all excited about the release of the Google Analytics Asynchronous tracking code snippet in December 2009. The benefits seemed obvious, as stated on Steve Souders' blog:

  • Faster page loads and improved uptime: the script now loads without blocking the downloads of other resources.
  • More data equals more accurate results as early click-aways will now be measured more accurately compared to the synchronous tracking snippet.

The first benefit seems clear: the asynchronous script call leads to ga.js being downloaded parallel to other resources - a good thing for a functional website script as the tracking code adds no new content to a page. After the script is fully downloaded the page view calls (and other GA methods) will be executed.

So how to verify whether the accuracy of data generated by the asynchronous tracking code is more accurate than the data generated by the synchronous tracking code? The answer is simple: the improved tracking code should track more page views and visits since there is less data loss due to early-click aways from pages.

Below you can find a test, set up to verify this improved data accuracy. After all, in a web analytics environment the data itself is already quite the subject of discussion, so let's try to make sure we don't pollute our messy data even more.

synchronous versus asynchronous tracking code snippet

We performed the test on this very blog. The test was implemented as follows:

  • Leave the current tracking code as-is: synchronous and implemented inline before the closing body-container.
  • Add the asynchronous tracking code as additional measurement (using a different UA) before the closing head-container, as prescribed by Google Analytics.
  • Check results in the GA front-end.

Following the async code's raison d'être we expected the traffic data to be more or less the same, with slightly more traffic measured by the asynchronous tracking code as this version is supposed to have lesser data loss due to early click-aways. The actual results looked like this:

Synchronous: 17305 visits / 31891 pageviews
Asynchronous: 17968 visits / 30203 pageviews

Visits: more data measured with the asynchronous tracking code.
Page views: less data measured with the asynchronous tracking code.

The results for measured visits are in line with the expectations: more visits are recorded by the asynchronous tracking code snippet because early click-aways are recorded more accurately. However we didn't expect to see that more page views would be measured by the synchronous code. Following the same logic as before we would expect to see a rise in page views equal to the higher amount of visits.

So we performed a more detailed check, comparing the results on a day-per-day basis:

segment: all visits

visitspageviews
datesyncasyncdeltasyncasyncdelta
12-aug-2010 42246442 70574944
13-aug-2010 40045454 69470612
14-aug-2010 22927546 32439066
15-aug-2010 285242-43 680481-199
16-aug-2010 4014010 63369966
17-aug-2010 37842749 73676832
18-aug-2010 38141130 658656-2
19-aug-2010 37839517 64066828
20-aug-2010 30135857 52555631
21-aug-2010 17218715 27431036
22-aug-2010 2452450 462415-47
23-aug-2010 3803844 662643-19
24-aug-2010 3903922 683653-30
25-aug-2010 37041949 64669852
26-aug-2010 32233715 5465460
27-aug-2010 30435349 45653175
28-aug-2010 2022086 361322-39
29-aug-2010 233202-31 370311-59
30-aug-2010 354350-4 568556-12
31-aug-2010 40942819 816793-23
01-sept-2010 37039525 761748-13
02-sept-2010 37640125 60165756
03-sept-2010 32035838 53356633
04-sept-2010 21423218 379347-32
05-sept-2010 2192234 36237614
06-sept-2010 36037111 635626-9
07-sept-2010 41542813 825806-19
08-sept-2010 37340633 72274220
09-sept-2010 38140625 607585-22
10-sept-2010 33037040 51755437
11-sept-2010 2002000 468418-50
12-sept-2010 213211-2 33835012
13-sept-2010 3803888 643599-44
14-sept-2010 460458-2 814714-100
15-sept-2010 39744346 77987192
16-sept-2010 4644695 880837-43
17-sept-2010 31439581 526651125
18-sept-2010 21622610 335329-6
19-sept-2010 265240-25 398308-90
20-sept-2010 4504555 7357438
21-sept-2010 41546651 73375320
22-sept-2010 4644640 1013998-15
23-sept-2010 42547449 7917965
24-sept-2010 34939950 71774831
25-sept-2010 21724629 37541237
26-sept-2010 251238-13 429358-71
27-sept-2010 411406-5 718615-103
28-sept-2010 38844355 676809133
29-sept-2010 372371-1 721661-60
30-sept-2010 42045434 73477541
total 1698517968983 3020430203-1

In the table above, a green table cell in the delta column indicates an expected result (more data measured by asynchronous code). An orange table cell indicates an unexpected result (more data measured by the synchronous code).

These results are more or less consistent with previous findings, but they still offer little in the way of explanation as we encounter plenty of fluctuations in the delta columns. We had to dig deeper, finding a way to evaluate the performance of the measurements of early click-aways of the GA async code versus the sync tracking code. The closest match was to segment on bounced visits versus not bounced visits within GA:

  • Bounced visits segment: Number of page views equals 1.
  • Non bounce-visits segment: GA built-in segment.

These are the results summed up in two tables.

segment: bounced visits

visitspageviews
datesyncasyncdeltadelta%syncasyncdeltadelta%
12-aug-2010 3093615216,8% 3093615216,8%
13-aug-2010 2913647325,1% 2913647325,1%
14-aug-2010 1852254021,6% 1852254021,6%
15-aug-2010 223193-30-13,5% 223193-30-13,5%
16-aug-2010 311329185,8% 311329185,8%
17-aug-2010 2683215319,8% 2683215319,8%
18-aug-2010 2843244014,1% 2843244014,1%
19-aug-2010 285313289,8% 285313289,8%
20-aug-2010 2262845825,7% 2262845825,7%
21-aug-2010 1391551611,5% 1391551611,5%
22-aug-2010 184199158,2% 184199158,2%
23-aug-2010 296312165,4% 296312165,4%
24-aug-2010 285299144,9% 285299144,9%
25-aug-2010 2793345519,7% 2793345519,7%
26-aug-2010 240263239,6% 240263239,6%
27-aug-2010 2362794318,2% 2362794318,2%
28-aug-2010 1521691711,2% 1521691711,2%
29-aug-2010 180161-19-10,6% 180161-19-10,6%
30-aug-2010 262273114,2% 262273114,2%
31-aug-2010 2883233512,2% 2883233512,2%
01-sept-2010 268294269,7% 268294269,7%
02-sept-2010 2933243110,6% 2933243110,6%
03-sept-2010 2352784318,3% 2352784318,3%
04-sept-2010 1611872616,1% 1611872616,1%
05-sept-2010 158170127,6% 158170127,6%
06-sept-2010 270289197,0% 270289197,0%
07-sept-2010 2923273512,0% 2923273512,0%
08-sept-2010 2753143914,2% 2753143914,2%
09-sept-2010 2953364113,9% 2953364113,9%
10-sept-2010 2563024618,0% 2563024618,0%
11-sept-2010 14315185,6% 14315185,6%
12-sept-2010 16316521,2% 16316521,2%
13-sept-2010 291315248,2% 291315248,2%
14-sept-2010 356371154,2% 356371154,2%
15-sept-2010 2953465117,3% 2953465117,3%
16-sept-2010 324351278,3% 324351278,3%
17-sept-2010 2313077632,9% 2313077632,9%
18-sept-2010 1641852112,8% 1641852112,8%
19-sept-2010 19920121,0% 19920121,0%
20-sept-2010 34034551,5% 34034551,5%
21-sept-2010 2963636722,6% 2963636722,6%
22-sept-2010 333349164,8% 333349164,8%
23-sept-2010 3113716019,3% 3113716019,3%
24-sept-2010 2463035723,2% 2463035723,2%
25-sept-2010 1642003622,0% 1642003622,0%
26-sept-2010 18919784,2% 18919784,2%
27-sept-2010 312331196,1% 312331196,1%
28-sept-2010 2893405117,6% 2893405117,6%
29-sept-2010 261272114,2% 261272114,2%
30-sept-2010 3093655618,1% 3093655618,1%
total 1264214130148811,8% 1264214130148811,8%

segment: non-bounced visits

visitspageviews
datesyncasyncdeltadelta%syncasyncdeltadelta%
12-aug-2010 113103-10-8.8% 396388-8-2.0%
13-aug-2010 10990-19-17.4% 403342-61-15.1%
14-aug-2010 4450613.6% 1391652618.7%
15-aug-2010 6249-13-21.0% 457288-169-37.0%
16-aug-2010 9072-18-20.0% 3223704814.9%
17-aug-2010 110106-4-3.6% 468447-21-4.5%
18-aug-2010 9787-10-10.3% 374332-42-11.2%
19-aug-2010 9382-11-11.8% 35535500.0%
20-aug-2010 7574-1-1.3% 299272-27-9.0%
21-aug-2010 3332-1-3.0% 1351552014.8%
22-aug-2010 6146-15-24.6% 278216-62-22.3%
23-aug-2010 8472-12-14.3% 366331-35-9.6%
24-aug-2010 10593-12-11.4% 398354-44-11.1%
25-aug-2010 9185-6-6.6% 367364-30.8%
26-aug-2010 8274-8-9.8% 306283-23-7.5%
27-aug-2010 687468.8% 222523214.5%
28-aug-2010 5039-11-22.0% 209153-56-26.8%
29-aug-2010 5341-12-22.6% 190150-40-21.1%
30-aug-2010 9277-15-16.3% 306283-23-7.5%
31-aug-2010 121105-16-13.2% 528470-58-11.0%
01-sept-2010 102101-1-1.0% 493454-39-7.9%
02-sept-2010 8377-6-7.2% 308333258.1%
03-sept-2010 8580-5-5.9% 298288-10-3.4%
04-sept-2010 5345-8-15.1% 218160-58-26.6%
05-sept-2010 6153-8-13.1% 20420621.0%
06-sept-2010 9082-8-8.9% 365337-28-7.7%
07-sept-2010 123101-22-17.9% 533479-54-10.1%
08-sept-2010 9892-6-6.1% 447428-19-4.3%
09-sept-2010 8670-16-18.6% 312249-63-20.2%
10-sept-2010 7468-6-8.1% 261252-9-3.4%
11-sept-2010 5749-8-14.0% 325267-58-17.8%
12-sept-2010 5046-4-8.0% 175185105.7%
13-sept-2010 8973-16-18.0% 352284-68-19.3%
14-sept-2010 10487-17-16.3% 458343-115-25.1%
15-sept-2010 10297-5-4.9% 484525418.5%
16-sept-2010 140118-22-15.7% 556486-70-12.6%
17-sept-2010 838856.0% 2953444916.6%
18-sept-2010 5241-11-21.2% 171144-27-15.8%
19-sept-2010 6639-27-40.9% 199107-92-46.2%
20-sept-2010 11011000.0% 39539830.8%
21-sept-2010 119103-16-13.4% 437390-47-10.8%
22-sept-2010 131115-16-12.2% 680649-31-4.6%
23-sept-2010 114103-11-9.6% 480425-55-11.5%
24-sept-2010 10396-7-6.8% 471445-26-5.5%
25-sept-2010 5346-7-13.2% 21121210.5%
26-sept-2010 6241-21-33.9% 240161-79-32.9%
27-sept-2010 9975-24-24.2% 406284-122-30.0%
28-sept-2010 9910344.0% 3874698221.2%
29-sept-2010 11199-12-10.8% 460389-71-15.4%
30-sept-2010 11189-22-19.8% 425410-15-3.5%
total 43433838-505-11.6% 1756216073-1489-8.5%

The results are stunning:

  • The asynchronous tracking code has improved measuring performance for bounced visits: almost 12% more visits measured compared to the synchronous tracking code.
  • The asynchronous tracking code's results are worse for multiple page visits: 8,5% less pageviews are measured compared to the synchronous tracking code.

conclusions

The results of these tests lead us to conclude that a website might benefit from the asynchronous tracking code only if it has a high bounce rate. Then again we must consider the merits of measuring more bounced visits: we receive more accurate data on the visitors who click away early, at the same time we lose about 20% data on our other visitors, while the latter category is by far the more interesting group of visits to analyze.

So how is this possible? Why does the async code measure 8,5% less pageviews? For the moment we are assuming (and of course investigating) that there might be a difference in the way the browser handles the async versus the sync script code, causing these differences. You will hear from us again when we have more results to back these assumptions...

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Thu, 28 Oct 2010 11:39:39 +0200
<![CDATA[cms/stands for "complicating my shit"]]>http://www.onderhond.com/blog/work/cms-skinning-html

It's sad but true. The gap between back-end developers and front-end developers remains. In my plea to trust your htmler I focused on the importance of the work we do, I'll take this opportunity to get a little closer to one of the core issues tearing our priorities apart. Rather than target actual developers here (this article is meant to build bridges, not destroy them), let's see what drives them to discard our sweat and tears in favor of html poo.

Initiatives like Fronteers surely help our cause but to make this marriage work there has to be effort on both sides of the fence. Awareness of our job alone won't fix this somewhat awkward situation, it demands a more structural change in how web projects are developed. Our tools prove crucial in this process and that's exactly where things go wrong.

content management system

Most sites these days are built using external CMS systems. From small-scale projects using WordPress, middle-sized sites using Drupal to corporate monsters using Tridion. Static sites or sites using custom-made CMS systems are rare these days which is not that surprising considering the complexity of building a quality site. Most CMSes offer lots and lots of out-of-the-box functionalities that make the life of a developer a lot easier.

Content Management Systems these days do way more than simply managing content. The WMS-hype has long since gone, but in fact Web Management System is a much better description for the functions of a modern-day CMSes. These CMS systems are life savers, at the same time they are most often the biggest limiting factor within a project. While coping with all the complexities of setting up a site most CMSes lock themselves down, limiting flexibility in order to assure a working-out-of-the box experience for the layman.

And while I do understand the need for these simplistic solutions, locking out the pros to do a good job is definitely not the way to go. You won't hear me say this is an easy task to accomplish, front-end development doesn't know too many best practices and even those are often contested by different groups of people. The fact remains that if I deliver a set of static templates, your system needs to be able to implement these templates flawlessly. No questions asked.

cannot modify stuff

The truth is that most default implementations of a CMS fall short when it comes to front-end development. There's html-code vomited from the core of the system, css handling is handled in the least efficient (even faulty) manner possible and coding structures dictate how html pages are structured. If you want to know what kind of CMS people are using, it often suffices to look at the html source code. This is of course plain madness.

If you press hard enough you'll learn that most CMSes do offer the option to override html and you can often tweak the html code to perfection. Either the knowledge to do this is too limited or the CMS itself makes it too difficult to accomplish this within the confines of a project, but the result is always the same. Your meticulously developed templates are thrown overboard or they're used as a general guideline rather than a blueprint. Previous css work becomes obsolete and you'll need every trick in the book to cook up something that somewhat mimics the original design.

consumers must suffer

A website should be user-centered. And by user, I mean the people visiting your site, not the ones entering content. Your visitors interface with the front-end, meaning html, css and javascript. Messing this up is simply not an option anymore as it will visibly decrease the quality of your site. If a CMS is poor at html output you need to grow experts to bypass these problems and/or you need to budget this from the very start. Out-of-the-box solutions are good if you want to set up a quick, private initiative, but they simply won't do for corporate sites and professional projects.

Some people seem to believe front-end developers spend their days happily tweaking html and css, only to go back to Fairyland every evening to play with the magical animals and sing jolly songs while dancing in the middle of flower fields. I can assure you this is a far sniff away from reality. The fact that our work is often discarded because it's too difficult to implement into some or other automated system definitely doesn't help. I don't believe it's wise to start pointing fingers, but I hope it's clear by now that this is counter-productive and doesn't help the quality of the final product.

slowly but surely

Truth be told, CMSes are slowly changing to accommodate to the needs of the front-end developer. Drupal 7 should make a serious leap forward (when it's out of beta), SharePoint 2010 has dropped most of its tables (hell yeah!). Still, the need for skilled html skinners remains, no matter how hard it is to accomplish in the system of choice. If CMSes want to becomes WMSes they should remember that outputting html is a key feature and flexibility to change and adapt code is a priority.

If outputting custom html becomes easier developers should have little trouble implementing our work into their CMS of choice. Whether this is a definite promise remains to be seen.

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Wed, 27 Oct 2010 12:00:31 +0200
<![CDATA[new type: just for your love/ryuichi hiroki]]>http://www.onderhond.com/blog/personal/new-type-review-ryuichi-hiroki

I'm slowly catching up with Hiroki's body of work. Not too long ago I watched Girlfriend, Someone Please Stop The World which turned out to be a perfect entry film to get acquainted with this director. New Type: Just For Your Love is a different beast altogether though. A film that is probably best appreciated by hardened Hiroki fans who know what to expect. Only then can you appreciate the unique feel this film bears.

screen capture of New Type: Just For Your Love

Hiroki stems from the world of pinku cinema, but once he transformed himself into a regular drama director he developed his own particular style of drama and kept at it. No wonder I was pretty surprised to learn Hiroki was very interested in doing other genres. For all those wondering what such a film would be like, New Type will give you all the answers you need. Beware though, it just might not be what you were expecting. With New Type Hiroki demonstrates what it means to be a true author.

New Type is essentially a superhero flick. It features people who are similar to those inhabiting the Marvel universe, only without the spandex costumes and the cheesy oneliners. Rather than turn it into an actual genre film, Hiroki changes nothing of his style and uses the new genre impulses to find new dramatic angles in his work. He sacrifices nothing of his slow-paced, realistic atmosphere and so it takes a while before you even realize this is not your average Hiroki drama but a film with superheros on the run.

The story starts with Yuki, a young girl wearing an eye patch and selling ferry tickets in a rather remote Japanese town. A stranger turns her life upside down when he invades her home and takes her hostage. They befriend each other though, slowly finding out about the special powers they harvest. The stranger has mind powers while Yuki can turn back time. But her powers come at a price as she has to sacrifice the sight in one eye every time she uses her powers.

screen capture of New Type: Just For Your Love

While fantasy and superhero antics usually lend themselves to visual grandeur, Hiroki keeps his film as small as possible. There are no special effects here, no action scenes or big showdowns which involve any kind of visual trickery. There is just the camera, registering the lives of the film's protagonists, observing rather than leading. Which doesn't mean the film is visually bland. Hiroki knows how to smuggle in some beautiful shots from time to time, it's just not what you'd expect from a superhero film. It's the exact opposite in fact.

The score is similarly minimalistic. No overblown dramatic soundtrack to aggravate the seriousness of the situation, just subtle and light music underlining the dramatic atmosphere of the film. The acting is strong as always, Hiroki really knows how to work with his actors, pulling the best performances from them even if they are still quite unexperienced or new to the world of cinema. It's a big plus that helps to establish the drama in this film. Without it, the film just couldn't have worked.

screen capture of New Type: Just For Your Love

The final half hour sees a small rise in action and story, but the dramatic events remain central to the film while the fantastical elements are just there to create a stage for the drama to unfold. It's mighty weird to see a film combine these two elements in this manner, but it works remarkably well. The dramatic events are just as strong as in Hiroki's other films, unless you can't take the superhero jump (which is not all that unlikely). It's a small gamble but one worth taking.

Hiroki made a pretty brave move here, incorporating new elements from other genres into his movies without changing anything of his trademark style. If you're not familiar with Hiroki's other films you might not understand what the hell is going on here, but seeing him move to different territories while keeping true to himself is something quite unique indeed. The film is as beautiful as his other work, just make sure you know what you're getting into when watching this. If you've never heard of Hiroki before, you're better off watching some of his earlier films first, otherwise this is a must see. 4.0*/5.0*

No trailer I'm afraid, so you'll just have to believe me this time.

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Mon, 25 Oct 2010 13:29:07 +0200
<![CDATA[ie6 css fixer 0.9/output cleanup]]>http://www.onderhond.com/blog/work/ie6-css-fixer-0.9

It's been a while since we updated our ie6 css fixer tool, that's because we're running out of bugs to fix (at least, in an automated manner). There were a few other things up for improvement though, one of which we fixed in this latest version. The newest addition has everything to do with performance and output, so read on to find what you can expect in v0.9. Like always, if you have any suggestions for new features you can drop us a not.

output mess

Functionality has always been more important than the actual output our tool generates. In the past we've always focused on implementing new fixes rather than clean up the output code we produce. And while there is still room for improvement, this latest version optimizes the output to minimize file size and further code clean-up.

We didn't include an option to minimize the actual css code, there are plenty of tools out there already that are designed to do just that, but we tackled duplicate fixes and tried to remove them from the output. This makes the resulting file smaller and makes it easier to manually remove harmful fixes from the output code.

a peek underneath the hood

Our tool is built to fix issues in a sequential manner. First the given css is analyzed and structured, then we run through the resulting list on the look-out for statements that require a fix. This is done separately for each fix checked in the gui. Each result is then appended to the previous one to form one single fix-list.

.example {float:left; margin-left:-1px; overflow:hidden;} ie6 css fixer output .example {display:inline;} .example {position:relative; zoom:1;} .example {zoom:1;}

Consider the first line of css above. When thrown at our fixer it returns three separate fixes. The zoom:1 and display:inline might conflict when put together though, so in a fair few cases the zoom:1 needs to be removed manually after the tool is finished. In this particular case, both the overflow and negative margin result in a zoom:1 fix. To get it out of the resulting output we have to delete two separate lines in two separate locations. This is not good.

And so we improved the script a little to avoid these duplicate lines. First the more complex fixes are executed, after that we run the easier fixes and we leave out any duplicate statements. This way, if a fix proves harmful you can simply remove the selector from the output file and rest assured that the newly introduced problem will be gone. Mind though that several different selectors can still target one single html element and like most of the improvements we make it's not entirely fail-proof (and it never will be as we lack the html to verify the final css implementation).

Try out v0.9 now if you want to see what it can do for you.

conclusion?

So what does all this mean? In short, smaller output files and less trouble fixing the output when it introduces issues of its own. It's a small improvement but it might save you some grunting and it puts a little less strain on ie6, which is already slow and unstable. If there are any more ideas or suggestions for new fixes and improvements, do let us now, version 1.0 is nearing. Enjoy!

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Wed, 20 Oct 2010 12:50:20 +0200
<![CDATA[welcome to the quiet room/suzuki matsuo]]>http://www.onderhond.com/blog/personal/welcome-to-the-quiet-room-review

Director/comedians are quite common in Japan. Some of Japan's most lauded filmmakers (think Takeshi Kitano and Hitoshi Matsumoto) fit this description, but there are others, somewhat more eclipsed by the cultural barriers that separate our entertainment world from theirs. Suzuki Matsuo is one of them and while his first few feature films come a long way in explaining his relative obscurity, Welcome To The Quiet Room is a big step up from his previous efforts.

screen capture of Welcome To The Quiet Room

I first encountered Matsuo while watching In The Pool. His appearance and comic timing is near perfect so when I learned of his directorial work I was immediately sold. Still, his first couple of films lacked coherence and punch and while they're still quite fun to watch they never really reached the potential his comedic talent seemed to suggest. But Matsuo worked hard to improve his skills and it definitely shows when watching his latest film.

Welcome To The Quiet Room is a straight comedy but with a continuous dramatic undercurrent. The subject matter can get rather heavy at times, though the overall tone of the film keeps the atmosphere light-hearted, only occasionally switching to full-blown drama. The film opens following the hectic life of Asuka, a young and rising reporter living with a promising scriptwriter. But suddenly the film glitches and Asuka wakes up in a hospital, firmly tied down to the bed.

Little by little we learn Asuka's hectic life led to an alcohol/sleeping pills overdose, sending her into a short coma. The biggest problem is that people suspect her of trying to commit suicide and the circumstantial evidence isn't really helping her case. All she can do in convince the people around her she's fine to leave the hospital, but this proves to be a bigger challenge than initially expected. Trying to remain calm amongst the peculiar people and nursing personnel inhabiting the psychiatric ward is not the easiest of missions.

screen capture of Welcome To The Quiet Room

Visually Matsuo takes on a very consistent style. He limits his color palette to an overdose of white and matching pale colors, enhancing the clean and clinical feel of Asuka's surroundings. There are only a few scenes (all of them outside the confines of the ward) that feature more vibrant colors. The framing is strong, camera work precise and there are a good few shots that catch the eye. There is still a little room for improvement but overall it's a visually pleasant experience.

Sadly the soundtrack is a little underdeveloped. Not bad or awful by any means but it's ultimately forgettable and it does little to further strengthen the atmosphere of the film. It's a missed opportunity to give the film a little extra shine. Luckily the acting is strong and diverse, with a couple of solid lead roles (both Uchida and Aoi shine) and a few awesome cameos. See if you can spot Hideaki Anno (of Evangelion fame) and Shinya Tsukamoto (Tetsuo). Both have had prior acting experience but it's still cool to see them pop up in this film.

screen capture of Welcome To The Quiet Room

Slowly the facts around Asuka's evening activities are being revealed, twisting the film into a new direction every time a new snippet of information in unleashed. As the ending nears the story becomes more bitter but the lighthearted tone never disappears from the film. It's a delicate balance but Matsuo holds to it with surprising ease. A commendable feat that deserves some praise.

The comedy is typical Japanese stuff though, so if you're not a fan it's probably best to avoid this film altogether. The film has others perks but none strong enough to forget about the humor present. Even then, the darker dramatic edges might push people away as they stand in stark contrast with the humorous stretches. Personally I found the mix fresh and original but I'm sure not everyone will see it this way.

Matsuo is growing as a director. Welcome To The Quiet Room is in improvement on his previous films in every respect. The comedy pack more punch, there's more visual consistency, the actors put in better performances and the film feels more consistent. It will not be to everyone's liking, I'm sure this film won't bring Matsuo a big international breakthrough, but fans will rejoice when they discover this little gem and they might treasure it as something they can keep for themselves. 4.0*/5.0*

Here's a short (unsubbed) trailer for the adventurous types.

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Mon, 18 Oct 2010 14:55:50 +0200
<![CDATA[cherry tree lane/paul andrew williams]]>http://www.onderhond.com/blog/personal/cherry-tree-lane-review-paul-andrew-will

Paul Andrew Williams is turning into a force to be reckoned with. I caught London To Brighton by accident and was happily surprised with The Cottage, but Cherry Tree Lane is an important step up for Williams. While his latest film definitely demands more of its audience it is definitely worth the investment, delivering a unique twist most like-minded films have neglected so far. It elevates the film above simple horror fodder.

screen capture of Cherry Tree Lane

Britain is having some trouble with its off-spring, so much is obvious from watching their movie output the last couple of years. Films like Harry Brown and Eden Lake clearly address these issues, Shankland's The Children even went a few steps further. Williams builds on these films but changes the setting, focusing more on city youngsters (think Kidulthood) rather than country folk.

But there's a more profound difference between the films I mentioned and Cherry Tree Lane. While the kids in previous films are often demonized and portrayed as black and white style bad guys, Williams gives them a more human edge. These are not so much film characters as they are regular people doing their thing. It doesn't make their deeds less moral or despicable, yet it conveys the message behind the film a whole lot better. It's a brave move that no doubt will turn some people off (as things can seem a little boring at times), but I firmly believe it's the film's main strength.

The story is slim and to the point. A man and woman are dining together, it's obvious their relationship is in need of some serious fixing. These marital problems fade very quickly when their house is invaded by a couple of youngsters looking for the couple's son. The actual conflict between both parties is never really pursued, instead the film focuses on the time the youngster hold the parents hostage, waiting for their son to come home. Boredom because an important factor in the escalation of the events.

screen capture of Cherry Tree Lane

Cherry Tree Lane is basically a single-location film. There are a few scenes where characters stroll out to different rooms around the house, but most of the action happens in the living room. While Williams' visual options are limited he makes the most of them. The living room is stylishly decorated, bathing in blue hues and matching decorations. The camera work is meticulous, even including some well-timed, almost Elephant-like slow-motion sequences.

The soundtrack is strong too. Williams singles out several scenes that are purely there for establishing the atmosphere. The music itself might not be all that exciting (mostly moody ambient and soundscapes), but it is used to great effect. A good example of tried choices that work out in favor of a film. The acting is equally satisfying with good performances of the whole (though limited) cast. Williams has all bases covered.

screen capture of Cherry Tree Lane

The only real problem with Cherry Tree Lane is that it doesn't offer much. The film has a very tight focus point and builds everything around it. If it doesn't grab or interest you there is very little to keep you amused. It's a short film but even these 70 minutes will start to drag if Williams' point doesn't come across. I for one didn't mind the slow pacing and the very limited scope of the film, but it's obvious others definitely will.

Cherry Tree Lane gives a quick peek in the morals of certain groups of youngsters. Even though they invade the house and take the parents hostage, they still act like regular brats. The don't act out of some devilish meanness but simple revenge. Of course their actions cross boundaries, but apart from their lacking morals these young men are basically just like the rest of us. In that sense the film doesn't really play on fear or shock, but delivers a more reality-grounded view on such events and the people involved.

Williams delivers a short, poignant and strong film. He cuts out all the parts that don't relate to the core of the matter making it small in scope and leaving little for those who can't identify with the main point of the film, but for those who can it only makes the film stronger. Cherry Tree Lane offers an interesting take on the youth issues in Britain and while the events in this film still carry a certain cinematic weight, they feel more realistic than one would expect for such a stylized film. Recommended. 4.0*/5.0*

A short trailer is all you need.

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Wed, 13 Oct 2010 13:08:16 +0200
<![CDATA[I am a front-end developer!/explaining it to others]]>http://www.onderhond.com/blog/work/front-end-developer-job-description

Job stuff is popular small talk. No matter if you're mingling with strangers or you're meeting up with your family, at one time or another most people will ask you about your professional life. For most of us this is trivial talk but not for me. Trying to explain the job of a front-end developer to laymen is near impossible and no matter how hard I try, the message doesn't seem to come across. Time to share some tips.

websites huh

Usually I start off by saying I "build websites". And even that seems to be a too big a challenge to grasp for some, giving me that hardened websites need to be built?-look. If these are strangers I quickly try to abandon the subject, but if they are friends or close relatives I usually insist a little longer. Before you know it you're that guy that does things with computers and you have your agenda booked with Windows installs and network setups. Believe me, I'm not that guy.

These occasions are becoming rarer though, most people these days have had some first-hand experiences with websites. And so people will likely categorize you as a programmer (back-end/cms programming) or a designer (the guy choosing the colors). If you happened to have worked on a site they like to frequent they will probably tell you about how they don't really like the color palette or they'll bring up that one time when they hit a 404 error when using the contact form. Again, if you're not too familiar with these people, better to abandon the subject right there.

If I'm in a good mood though (or just can't stand the fact I'm being blamed for something I didn't do) I'll insist just a little longer. That's when terms like front-end, browsers, rendering, accessibility and a range of other difficult words start flying across the table. I also like to add I try my best to make sites accessible to (visually) disabled people, though beware, some people don't like the fact you're making fun of them. Convincing them you're not kidding around can be quite difficult in its own right.

If all that fails, I'll resort to using analogies. Never a good sign but when one runs out of options there is little else to do.

it's just like building a house (but not quite)

Problem is, I haven't been able to nail a simple, understandable analogy yet. I usually compare building a site to building a house, but there are some obvious differences of which my line of work is probably the most glaring one. Still, it does at least help to make them understand the complexity of building a website.

The architect drawing the plans combines the functions of wireframers and designers, construction workers can be seen as the back-end people building the actual site. Writing css is like doing the actual interior decoration according to the plans of the designer. The problem is that building a house doesn't really require life-size prototyping. Writing html as a prototype for cms output is rather unique to our job and doesn't really fit the house analogy. It puts our job somewhere between the architect and the construction worker, but we don't really belong to either side.

Still, it's the closest I've come to properly explain what it is I do all day at work, so until I find something better I'll keep using this analogy.

so what about you?

I know I can't be the only one with this problem. Unless you're talking to tech-savvy people who have had some prior experience with building sites or applications for the web, explaining the function of a front-end developer requires serious effort. Most explanations will fail, analogies usually make it even worse. And conversations quickly turns into horrible disasters when people are just looking for simple small talk.

But I'm positive there must be better ways to make people understand what it is I(/we) do. What do you say when someone asks you about your job as a front-end developer? Tips and hints are definitely appreciated!

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Tue, 12 Oct 2010 11:20:04 +0200
<![CDATA[summer wars/mamoru hosoda]]>http://www.onderhond.com/blog/personal/summer-wars-review-mamoru-hosoda

Hosoda is back with another feature film and remembering the sweet little surprise that was The Girl Who Lept Through Time I was determined not to let his newest slip by. Hosoda is slowly turning into a certainty for quality work, Summer Wars only reinforces this position. He combines the two stretches of his earlier works to great effect and produces an anime that feels like the common denominator of all other anime out there while still coming off as a unique piece of work.

screen capture of Summer Wars

Hosoda started off directing the film (and several episodes) for the Digimon series. With The Girl Who Leapt Through Time he shifted gears and brought a sci-fi inspired rural tale. In Summer Wars he goes on to combine both elements within the same film, keeping both parts neatly separated but still coming up with a satisfactory mix. This is definitely the strong point of Summer Wars.

The start of the film introduces us to the world of OZ. In short, an alternative representation of our very own internet. There are some slight modifications, mostly the fact that all people are represented by a single avatar and travel more visually into the the realm of digital highways. But while the world of OZ might look more fantastical, many of the current capabilities of our internet are represented and the underlying social structures are pretty much the same as ours.

The problems start when the OZ network is hacked by an AI, taking over avatars of random people and feeding on them to become a more menacing entity. The only one who can save the network is a young scholar named Kenji, with the help of a family bearing an old samurai tradition. This family represents the more traditional part of the film.

screen capture of Summer Wars

Visually Hosoda has developed a very recognizable style. His characters are rather slim and don't feature too many detailed characteristics. There is little play of shadows and they are all drawn with a minimum of lines. This allows Hosoda to focus more on the animation itself which can be surprisingly fluid and spot on at times. Don't be expecting Disney-type fluidity but the actual quality of the animation is astounding. On top of that Hosoda still manages to grant his characters plenty of identity within his minimal approach.

The soundtrack features some nice tracks (there's one pumping electronic track in particular that stood out), though the appeal and power of the soundtrack is mostly limited to just that. It's not quite memorable or decisive for the atmosphere in the film. Voice acting on the other hand is strong and spot on. Those who fear squeaky, high-pitched voices can rest assured, the film goes far beyond the quality levels of TV-produced anime.

screen capture of Summer Wars

The rural scenes reminisce the work of Studio Ghibli. There's a quiet atmosphere running through them, capturing the spirit of summer by using lots of greens and blues and holding on to a very economic pacing. In stark contrast with those scenes lies the kitschy and colorful world of OZ. This part of the film is way more frantic and houses most of the action and fantastical elements. In some weird way it also reminded me a little bit of Patlabor 2, as Hosoda follows an approach to untraditional warfare which is very similar to Oshii's vision.

While the length of the film isn't a big problem, the ending does become a little cheesy. There's a bit too much pulling together and cheering for one common goal. It works the first time around but when it is all repeated shortly after the film loses some of its winning mood and starts dragging a little. The outcome isn't all that difficult to predict anyway.

Still, there is plenty to like here. Hosoda captures many elements of other anime films and blends them to an enjoyable whole. The art style itself might not be as detailed compared to more recent films, there is still plenty of attention to detail left to be discovered in Summer Wars. From the actual animation to the behavior of the little kids, running around with their DSes, Summer Wars will come off as surprisingly recognizable, especially considering the heavy fantastical layer put on top of the film. A good entry point for those who haven't had too much prior experience with anime. 4.0*/5.0*

Be sure to check out the trailer if you're still not convinced.

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Mon, 11 Oct 2010 13:08:05 +0200
<![CDATA[carousel pt2/doing the degradation dance]]>http://www.onderhond.com/blog/work/carousel-pattern-pt2-javascript-degrade

In last week's article on carousels I coined a basic definition and illustrated how this definition can influence the html that comes forth from it. I purposely left out one layer of complexity though, as I believe it deserves a separate entry. So this week let's talk graceful degradation for complex functional components. As it turns out the carousel serves as a perfect example for taking a closer look at the boundaries between html and javascript.

I guess most of you will be familiar with the concept of graceful degradation, for those of you who still feel a small shiver running down your spine here's a very concise recap. The goal of graceful degradation is to provide visitors with older software (browsers) or with specific functionalities disabled (like scripting) with the same information regular visitors get. Maybe not as easy to access or as simple in use, but the information should be there and accessible to all.

A carousel shows by default only one (or a limited selection) of its items, so that becomes a problem when javascript (assuming we're not talking Flash carousels here) is disabled. The question is, how should we best provide all the information in the carousel to users who don't have the needed scripting power. There are quite a few option here, so let's run through them trying to find the best one.

back-end solution

If you want to make it easy on yourself you can dump all the hard work on the back-end developers. This solution requires you to do very little as the design of the carousel will remain exactly the same. The only thing that needs to be done is to provide urls to the current page with different query parameter values. Those parameters will determine which item should be shown. Advancing to the next item involves a page refresh but at least this way all the information is still available (for those who care). Do mind that things become a bit more complex when more than one carousel (or similar component) resides on a single page.

The urls will be replaced by onclick events in the javascript version so regular visitors won't notice anything. Another small pro is that you can actually link to a specific item in a carousel now. Still, this method is just not as fancy as it could be, so let's leave this option behind and keep it for those moments when time is of the essence.

front-end solutions

If you want a front-end solution know that there will be some additional design work. Instead of showing only one item you'll need to show multiple items, which is usually not possible in a regular carousel design. This doesn't mean the extra design should be anything fancy (remember you're just catering for a very small percentage of your visitors) but it should still be clean and usable.

The main html-related question here is what to do with the navigation part of the carousel. Since all the items are on one single page the navigation becomes somewhat obsolete, though there are situations where it can be made useful again.

option 1: no navigation

Depending on how much 'extra' content will be shown, you could remove the navigation altogether. It's best to do this back-end wise and to keep the html out the page source. As the navigation is not needed, it simply shouldn't be there. Alternatively (if you're fed up with bugging the back-end guys with your tricky demands), you could hide the navigation using some css trickery.

This is a pretty valid option as long as the carousel data doesn't push all the other content several pages down. If that's the case, the navigation items will become useful again.

option 2: keep the navigation present in the html

If the carousel content becomes too prominent it's good to keep the navigation links present and to make them function like anchor links. The next/prev links can still be removed, but the direct links are handy aids for jumping to the wanted item immediately. It's even possible to add a little skip link that jumps across the whole carousel section, but that's probably taking it a bit too far.

This solution doesn't require too much work except for providing a non-javascript design and writing the css for both versions. The anchor links aren't really our responsibility and should be handled on back-end level. Just make sure each focus block has an unique identifier so they can be targeted by the anchor links.

option 3: keep the navigation present with javascript

One last option is to build the navigation links using javascript. As this section is only really mandatory when javascript is enabled it's fair to let javascript handle this part of the carousel. This is where the boundary between javascript and html becomes a little flaky though, as it's not all that obvious how the html code should be built. Below are several options:

  • Place a rough outline of the html code in the html source.
  • Place a rough outline of the html code in the javascript.
  • Build the code from scratch in javascript.

Whatever method you pick, the actual code to build the navigation section is a little tricky. First of all you probably need a special link label for the carousel navigation. This is not necessarily the same as the title of the content item, so it's best to include this label in each carousel item and hide it from view (using the html5 data- property would be a nice option here). On top of that, the items inside a carousel are prone to change so it's best to build the list items dynamically.

That's what the rough outline is for. You don't need to include the full html code (all links with labels), just one link which can be cloned as many times as there are carousel items. Extra classes like first/last/active could be added by javascript when building the navigation links. Mind that all of this takes some time, so depending on when the javascript is executed it might take a little while for the navigation to appear.

This final option might be a little over the top, even introducing some ambiguities on where to find and adapt html code, but from a theoretical point of view it's probably the cleanest option available.

conclusion

It could be that I've missed one or more possibilities here, if you have any suggestions do leave a comment in the comment section. I'm still not entirely sure what option I prefer myself. I like the theoretical slickness of option 3, but the implementation itself is somewhat fuzzy and dirty. Hiding away html code in the javascript will almost definitely result in problems later on and might even show some performance issues. From that point of view, option 2 is probably the most stable way to go. The navigation is in the html, if not needed you can still hide it with css (even from screen readers) and everyone will know where to look when the code needs to be adapted.

Like always, I hope these articles say just as much about methodology as they say about the actual techniques. I hope this article illustrates the varied range of graceful degradation techniques and how to approach them. There is still a huge need for defined best practices in our line of work, sadly these topics remain less sexy than the newest css3 fad (which probably only works on Chrome anyway).

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Tue, 05 Oct 2010 12:05:10 +0200
<![CDATA[mr. nobody/jaco van dormael]]>http://www.onderhond.com/blog/personal/mr-nobody-review-jaco-van-dormael

Pan-European cinema with a dash of American flavor, a good description of what you can expect from Mr. Nobody. Belgian (!) director Jaco van Dormael launches this unique project which unifies influences from all over the Western world to create a film that pays homage to its predecessors while still standing very well on its own. The result is something definitely worth having on your resume.

screen capture of Mr. Nobody

No doubt Jaco Van Dormael's Mr. Nobody is overreaching. The film is overambitious and unable to handle all of its themes with appropriate care. Its 160 minute running time might sound a little overwhelming but there's so much here that it barely allows van Dormael to scratch the surface of all the things he included. This might be a little problematic if you expect a conclusive story and tightly wrapped whole, but that would be missing the whole point of the film.

I don't think I've ever seen a film with this many cinematic climaxes before. It's astounding how van Dormael turns each scene into a unique little cinematic event. There is hardly filler here, no scenes to drag out the running time or to fill some gaps in between other climaxes. Every scene matters and every scene is made to look like it matters. The director uses all means to his disposal to keep the viewer engaged and interested in the life of the main protagonist, Nemo Nobody.

While advertised as a sci-fi flick it hardly sums up the tone of the film. There are indeed some scenes set in the future and the film does handle some typical sci-fi themes, but at the core of the film lies romance. Three romances to be exact, all of them involving Nemo and all of them happening in alternate universes. This complex setup takes the film into sci-fi territory but at the same time places it in a total different league from regular sci-fi genre filmmaking.

The story starts with Nemo, the last surviving mortal on earth, nearing his death. His mind is gone, but a little old-fashioned hypnosis trick is bringing it all back. From there on we travel back in time to follow the possible lives of Nemo. The setup reminded me a little of Benjamin Button with a serious injection of Amelie Poulain, only better.

screen capture of Mr. Nobody

On a visual level Mr. Nobody has a lot of parallels with the work of Jeunet and Caro. Nemo's memories share a similar warm and nostalgic feel, using bright colors and removing all the possible filth, grain and darkness from view. The scenes from the future look more modern and slick, introducing some interesting contrasts. What all scenes share though is a common sense of detail, craftsmanship and vision. The camera handling, art direction and visual inventiveness is varied and simply stunning to behold. And best of all, van Dormael manages to keep it fresh and alive throughout the whole 160 minutes.

The soundtrack is just as varied as the visuals, though a little less daring. There are some strange musical choices but for some reason they always seem to work out okay. Not unlike the musical skills of PT Anderson. It's not a soundtrack I'd care to own but within the confines of the film its works very well.

Acting is equally strong. Jared Leto is very powerful as Nemo, extra praise goes out to the young cast who all put in equally strong performances. It's not always easy to get this much from kid actors. And as a side note, it's funny how van Dormael takes the most prominent feature of Jared Leto (his eyes) and turns it into a returning stylistic element. It's actually quite remarkable how this is one of the first things I remember when thinking back of the film.

screen capture of Mr. Nobody

The film starts off a little confusing, but once the trip down memory lane starts things fall into place rather quickly. Mr. Nobody isn't a very complex film but it does require the full attention of the viewer to keep a grip on what is happening. There are some parallel universes to take into account and even though there are enough stylistic details and differences to tell them apart, once you miss those it might become confusing very fast.

The ending feels a little bit rushed and does a less than perfect job explaining the central theme of the film, but I believe multiple viewings can fix that. If anything, it's a good reason to watch the film a second or even a third time. With scenes skipping quickly between the universes there is quite a lot of puzzling to be done, still it's a film where the premise pretty much defies plot holes so that makes it a little easier.

There is plenty to love here. The film knows no weak points, has a strong heart and makes the 160 minutes seem like a short introduction to the main story. There is so much going on, both stylistically and story-wise, that it's all a bit much to take in the first time around, but in the end the film leaves you with a feeling of having watched something very special. Maybe van Dormael could've scrapped a few elements to make it into a tighter whole, at the same time I believe it would've killed part of the charm. Definitely recommended!4.5*/5.0*

Not convinced? Do check the trailer.

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Mon, 04 Oct 2010 12:39:18 +0200
<![CDATA[les 7 jours du talion/daniel grou]]>http://www.onderhond.com/blog/personal/7-days-talion-review-daniel-grou

Grou's film is a little difficult to categorize. Of course marketing people will likely tag it to the Francophone horror movement or try to sell it off as a Saw one-up (oh please, really?), but there's more to Grou's film than those meager comparisons seem to suggest. Les 7 Jours du Talion manages to put forward a different kind of horror, one that feels somewhat refreshing, though I'm quite certain that's not the best word to use in this context.

screen capture of Les 7 Jours du Talion

There are many ways to shock an audience. You can go for scares, launching loud noises and sudden appearances. Or full-frontal gore, spilling guts and blood left and right. Maybe some supernatural injections to make it more mysterious. Grou walks a different path, combining physical and mental pain to a gut-wrenching cocktail of torture and depression. Les 7 Jours du Talion is not a pleasant ride, so be prepared. Just don't expect too much physical horror, Grou is more interested in the emotional variations.

The film starts with the kidnapping, rape and murder of a little girl. This all happens off-screen, but the aftermath leaves little to the imagination. As a respectable horror fan I've seen quite a few corpses but the work they did here is simply astounding. I don't think I've ever seen a dead body this realistic. From there on the film focuses on the parents of the girl and the guilt trip they are going through, leading up to the main events of the film.

The father snaps and goes out to kidnap the murderer of his daughter. His plan is to torture him for seven days, then kill him on his late daughter's birthday. This is were the more traditional horror elements come into place, but Grou keeps a very strong dramatic undercurrent running beneath his film. While there is some graphic torture, it's as far removed from typical torture porn flicks as you can imagine.

screen capture of Les 7 Jours du Talion

Grou applies a very direct and bold visual style. No realistic-looking, shaky camera work but well-planned, fluid camera motions. This is coupled to a very clinical and cold color palette, giving the film a very harsh and emotion-ridden look. It's all stylishly executed and consistently applied throughout the entire film, leaving very little to warm yourself. Even the setting seems cold and lifeless.

This clinical feel is only heightened by the soundtrack, or better said, lack of soundtrack. Grou takes it even one step further by eliminating all sounds during some scenes, especially during scene transitions. Taking away all sound is a clever way to create and enhance a dramatic impact, which is used to great effect here. I absolutely love the way the sound design helps to set the mood of the film.

The acting is strong and lively. The characters are going through some rough times so it's not that hard to throw emotions all across the room, but the actors handle it well, keeping it realistic and most importantly, painful. While the acting is not all that important for most horror films, the dramatic undercurrent in 7 Jours du Talion demands better of its actors and luckily they deliver. If not, it would've turned cheap very quickly.

screen capture of Les 7 Jours du Talion

Once past the halfway point Grou makes a couple of dubious decisions though, introducing some unneeded characters and leaving other relationships a little underdeveloped, even straying away a little from the main topic and focusing a little too much on the police hunt for the father. But these are just minor points as the film remains stylistically consistent, keeping the cold atmosphere firmly in its grasp. But if you really demand a solid story from a film, you might be somewhat disappointed by the middle part.

Luckily Grou takes revenge with a strong and impressive final scene, resulting in another great, albeit somewhat different, horror film. Grou puts in a simple but thoughtful morale that neither justifies nor condones the father's actions, which really struck me and helped to end the film on a positive note. If you look at the final events the ending might not be all that interesting, but the power really lies in those two final questions and their respective answers.

Les 7 Jour du Talion is another great entry in the Francophone wave of modern horror films. It takes a different approach, mixing serious drama with stylish yet painful torture, delivering a film that has the power to hit its audience head-on and leaving a mark when the end credits start to roll. The subject matter is relevant, the message interesting and the execution upholds a level of much-needed dignity. Good stuff in other words. 4.0*/5.0*

And of course a short subbed trailer to wet your appetite.

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Fri, 01 Oct 2010 13:09:05 +0200
<![CDATA[godkiller/matt pizzolo]]>http://www.onderhond.com/blog/personal/godkiller-review-matt-pizzolo

Once in a while an underground niche will burst to the surface and lay down a title that has the power to reach a wider audience. That's exactly the kind of film Godkiller is. For a select few it will not be all that original as they are familiar with the niche, others will hate this film with a vengeance. But there's an important third group which will consider the film a real eye opener. Guess that's what happened to me.

screen capture of Godkiller

Pizzolo markets Godkiller as an illustrated film. A very close relative to the motion comic but with more cinematic ideals in mind. Motion comics try to bring life to existing material, illustrated films aim for an original cinematic experience through the use of illustrations. The techniques used to accomplish both visions might be quite similar, but the illustrated film is way more ambitious than the motion comic.

Beware if you see this film advertised as an animation film. While it's essentially part of the world of animated films, there's not a lot of animating going on here. Through the use of camera pans, visuals effects and simple mathematical transformations (think Flash animation - zoom, rotate, slide) drawings are brought to life. Even then, there isn't as much happening on screen as you might expect. If you judge quality of animation by fluidity, this is definitely not your kind of film.

For those who can get themselves past the animation barrier, Pizzolo has a few other challenges in store. Godkiller resides firmly in the cyberpunk universe, serving the audience a rather barren, detached and somewhat vaguely defined world. Common cinematic highlights like murder, rape and illegal organ trafficking are handled in a somewhat lighthearted, uncaring way which definitely fits the setting, but quite possibly not the mind of those watching. Just a word of warning there.

The setting and story of Godkiller is loosely explained throughout the film. It's a little complex (in the sense that it's quite unique and strange, leaving you at the mercy of Pizzolo's morbid fantasies) and it doesn't really follow a straight path, but what's there is definitely interesting. Bounty hunters killing for organs, post-apocalyptic wastelands and a little personal drama form the basis of Tommy's tale. And all he tried to do was saving his sister from her imminent death.

screen capture of Godkiller

As there isn't too much animation (most of it quite ugly too), the visual strength of the film is heavily reliant on the drawings. I must say Godkiller does a tremendous job at keeping things interesting for 70 minutes. While there is a global tone of art, many style variations exist within the film. And not limited to particular scenes or sections either. There's an organic mix of styles throughout the whole film which helps a lot in keeping the audience engaged.

Two other important aspects of the illustrated film are soundtrack and voice acting. I must say I was quite surprised to see the intro credits mention Alec Empire and Nic Endo as composers. I have regular albums lying around of both artists, which is actually quite a rarity. Their collaboration results in a powerful mix of atmopsheric ambient, industrial overtones and even some powernoise. A delight for fans of dark and powerful electronic music.

The voice acting could have been a little stronger though. Some voices are powerful and sound great, but the voice of Tommy (one of the main characters) is a little sterile. While not particularly bad, his acting sounds a little awkward in some scenes, somewhat unsure of how to give his character his detached attitude. There's quite a lot of dialogue too, so it might have been a bit too much for a first-timer to handle.

screen capture of Godkiller

With its 70 minutes running time Godkiller is a pretty short film. Which is not a bad thing, considering the leap many people will have to take to even make it to the end of the film. Unless you are familiar with the concept of illustrated films, it will take some time to adjust your mind to this kind of film making. In the process you will need to leave behind some old and rusted notions of what a film is, which will not be easy if you can't relate to the soundtrack, the visual style or the cyberpunk experience.

Many people are going to hate this film, many others will not even call it a film. Still, I believe it's worth trying out anyway, as this will probably be your first contact with an illustrated film and unless you've tried it, it's virtually impossible to judge its strengths and weaknesses. So don't be mad at me if you want to turn this thing off after 10 minutes, just sit through it and wait until it's done to decide whether you would like to see more of this.

I found Godkiller to be a refreshing experience. I loved the art style, dug the soundtrack and simply swooned at the cyberpunk storytelling. I didn't check my watch once and I'm already looking forward to Pizzolo's next project. I believe it's a quality addition to regular animation and live action film that captures cinematic strengths through another layer of abstraction. Great stuff. 4.5*/5.0*

Do check out the trailer, it will clear up a lot of things.

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Thu, 30 Sep 2010 11:33:36 +0200
<![CDATA[carousel pt1/what are you, exactly?]]>http://www.onderhond.com/blog/work/carousel-pattern-pt1-html

Carousels are hot, no doubt about that. When old giants like IMDb are starting to put carousels on their homepage, you know it's serious business. That's not to say they are here to stay (remember tag clouds), but the hype is real and so is the demand, so you better be prepared when they come asking to build one. It's not the easiest of patterns though, so I'll take this as an opportunity to dig a little deeper into the secrets of economic content advertising.

a carousel you say?

I assume we all know what a carousel is, these days you find them almost everywhere (except for blogs). Still, there is quite a big difference between recognizing a pattern and properly describing one. A good way to start doing that is by establishing what it is not first, pinpointing the exact differences between a carousel its related patterns and going from there.

A very close relative of the carousel is the slideshow. A slideshow often features the same content transitions and it has almost identical navigational controls. Depending on how advanced your slideshow is, you'll have prev/next links, a set of links to show each separate entry and automatic rotation. The difference between these two patterns lies with the content itself. A slideshow is a decorative element or an element where the content (most likely images) has a logical relation to its contextual content. For example, if you're checking out hotel rooms you may find a slideshow showcasing various pictures of the interior design.

Then there are tabs. The link between tabs and carousels might not be as obvious at first, but apart from typical graphical implementations both patterns actually share a lot of common ground. Both patterns offer an economical way of offering plenty of content on a very limited space. Both patterns have similar navigational controls, though it must be noted that tabs never feature prev/next links. Also, tabs never auto-rotate. Very important differences right there. The inner content is also different. Tabs are used to section main content on a page in different logical groups and visualize them one by one.

So what does that tell us about carousels? For one, all elements within a carousel are from the same (repeatable) semantic content type. They can be traversed in either sequential or user-preferred order and serve as gateways to other sections within the site (or even content on external sites). Carousels are effectively displaying what I usually refer to as "focus blocks", promotional blocks for content you want your visitors to notice. This description differentiates the carousel from slideshows and tabs in an clear way. With that (admittedly concise) definition, we can finally go to work.

translating text to html

Now we know what a carousel really is, we can translate this information to a html pattern. You already know html is all about semantics and since we defined the carousel as a selection of focus blocks, it makes sense to see that return in our html pattern. To start of easy though, let's define the base component identifier:

<div class="carousel">...</div>

This element will identify the component as being a carousel. If you go a little deeper we notice two important elements. First there are the navigational controls, then there is the content itself. This separation should be visible in the html, which translates to the following code:

<div class="carNav">...</div> <div class="carContent">...</div>

The carousel navigation should be constructed like the other navigational elements on your site, so I won't go in further detail about that here. The content area is more interesting to explore. As I've said before, the content of a carousel is a list of focus blocks. Whether you use the actual list element is up to you (as you might have read elsewhere, everything can be a list so it's all about balance). I for one believe that a carousel is a clear summation of elements, so a ul/li construction is probably a fair option here:

<ul> <li class="focusBlock">...</li> <li class="focusBlock">...</li> ... </ul>

If you want to go html5 you could opt to use the section element for each .focusBlock, though in that case I would drop the ul/li structure altogether. Also, the article element would be quite suitable as base element for our carousel pattern. And ideally, the inner html of the focus blocks should be identical to other focus blocks on your site.

One other thing to note is that there are some variations of focus blocks that can be found in carousels. Most carousels showcase one item at at time, but if you consider related products patterns you'll see that certain variations are essentially the same as carousels. They fit the description we established above, only the content itself is a more specific form of focus block (not just any content type but a related product). This variant can easily be defined by adding a second class on the base element, if you want more direct semantics you'll also need an extra "related" class on each focus block element in your carousel.

the finished html pattern

Putting all that together, we come to the following examples. The first example is using (x)html, a list and simple focus blocks.

<div class="carousel" <div class="carNav">...</div> <div class="carContent"> <ul> <li class="focusBlock">...</li> <li class="focusBlock">...</li> ... </ul> </div> </div>

The second example uses html5 for a related items carousel:

<article class="carousel related" <div class="carNav">...</div> <div class="carContent"> <section class="focusBlock related">...</section> <section class="focusBlock related">...</section> ... </div> </article>

Further comments, additions and reservations are welcomed, some critical feedback never hurt anyone. That's what the comment section is for.

what's next?

Apart from working out the actual code, I hope this article also illustrates the process of writing semantic html and how components and design patterns play quite an important role when developing a piece of html code. There's more to it than simply slugging out some tags for a specific project in order to style and animate it.

There are so many functional and graphical carousel variations that it's hardly interesting to go through all of them, but there is one other aspect of a carousel that deserves some extra attention. Like all javascript components there is graceful degradation involved, so next time I'll be looking at different ways to handle this properly for a carousel. Stay tuned.

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Wed, 29 Sep 2010 13:14:23 +0200
<![CDATA[nyocker!/aron gauder]]>http://www.onderhond.com/blog/personal/nyocker-review-aron-gauder

Eastern European cinema is on the rise. Serbia is currently touring the festivals with a selection of remarkable genre films, Hungary is doing pretty well too with directors like Nimrod Antal already grounded on the shores of Hollywood. Nyocker! is just more proof of the cinematic talent housing in these parts of Europe, blasting itself on the European animation scene with much vigor and leaving a permanent mark.

screen capture of Nyocker!

From the very first frames of Nyocker! you know you're watching something special. The art style is a strange mix of Mini-Pato brought to a 3D environment using wax crayon drawings, semi-realistic faces and lots of two-frame texture animations. It's an eclectic mix that reminds me a little of Chinese short film See Through but still manages to keep a very distinct and unique feel.

The film itself plays like a raw mash-up of Rane and Kusturica's Black Cat, White Cat. Gauder's film is set in a Budapest ghetto where two clans fight for control and power. Kusturica's influence is found in the gypsy characters and their funny, poppy yet crude sense of humor, injecting the film with a lot of irony and sarcasm. Throw in some Romeo and Juliet references and you're all set to hit this film head-on.

The intro of Nyocker! is spent on introducing the district and its inhabitants. Once the setting is established two separate storylines kick off. We get to follow the romance between two kids of conflicting gangs while at the same time the youngsters in the neighborhood are trying to get rich by making oil the (extremely) hard way. They do this by traveling back in time, killing a whole lot of mammoths and returning to dig for the black gold. Realism is obviously not a priority here.

screen capture of Nyocker!

As I mentioned earlier the art style is a real treat. It's rare to see such creative ideas handled this well the first time around. The two-frame texture animation gives the film a rough edge but cannot hide the care and talent that went into animation the whole deal. For people judging the quality of animation by fluidity it might not look too impressive, but there's a lot more to the craft of animation than just getting a fluid motion out of a drawing.

Editing and camera work deserve a special mention too as they are pretty awesome in their own right. The camera makes superb use of the 3D environments while the editing gives the film a very modern feel. Add to that some nifty visual effects and style variations and you have a visually varied and accomplished film, somewhat of a surprise for a film coming from a nation that has little history in international animation projects.

The soundtrack is pretty poppy and eclectic too, going from rock to hip-hop to gypsy music. The musical intermezzos are funky and entertaining, though they do little to heighten the atmosphere of the film. Voice actors are good as far as I can tell. I haven't seen too many Hungarian films though so it's a little hard to tell with certainty. And like always, stay away from dubs, even when watching an animated film. It takes away part of the experience.

screen capture of Nyocker!

Once past the halfway mark the pacing of the film becomes a little flaky. Somehow the story elements feel more suited for a 30 minutes episode series rather than a feature length film. Events appear rather random and even though there's plenty of originality to keep the film going, Nyocker! lacks the true genius of other absurd films to hide the lack of a main arc. It all comes together in the end, but the middle part feels a little aimless and just a little too random.

That said, there is still plenty to enjoy here. When the storyline or visual gags aren't there to engage you, you can always marvel at the stunning art style and animation until something more interesting comes along. The crude humor and absurd twists won't be to everyone's liking, but if you're looking for a sprawling and original example of European animation, Nyocker! is a pretty safe bet. I'm excited to see where Gauder is going next with his career. One thing is certain though, he has already left his mark. 4.0*/5.0*

Don't forget to check the trailer, good stuff.

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Tue, 28 Sep 2010 13:02:37 +0200
<![CDATA[chasseurs de dragons/ivernel and qwak]]>http://www.onderhond.com/blog/personal/chasseurs-de-dragons-review-ivernel-qwak

From time to time one has to reserve some room to catch up with European animation. Usually not as accomplished or creative as its Japanese counterpart, but definitely a few steps up from the generic American variety. And so I found myself bumping into Chasseurs de Dragons (Dragon Hunters), a French full CG animation that embraces all the genre cliches but serves them in a refreshing and captivating manner.

screen capture of Chasseurs de Dragons

CG is little more than an animation technique, but it's sudden rise also turned it into somewhat of an art style. The crisp, clean and photo-realistic look of the graphics have become an industry standard, eclipsing the wide range of possibilities that could be explored with computer animation. And even though we're slowly starting to see other styles benefiting from computer power, Chasseurs de Dragons happily fits itself into the typical graphical CG mold.

Don't be expecting much spice from the story either. The film spends the first 20 minutes getting acquainted with two wannabe dragons hunters and the little niece of a fallen (but still rich) king. From there on both parties team up to start a trip to the end of the world, ready to take on the infamous World Gobbler. A dragon so ominous it eats entire countries for breakfast. It's a simply adventure film setup, clearing the way for several nice setups and sceneries to be explored.

So far nothing worth writing about, but the power of this film lies in its execution and how certain ideas and cliches are fleshed out. The world of Ivernel and Qwak is heavily influenced by Laputa and Mario Galaxy and it shows. Their universe is a collection of debris and small planets which happily float around on thin air, held together by wacky gravity laws. This really helps to ground the adventurous feeling of the film as new location actually present something wondrous and special, worth exploring.

screen capture of Chasseurs de Dragons

Even though Chasseurs de Dragons keeps to a tested art style, the film itself looks a lot better than many other such outings. Technically definitely not the best there is on offer, but what it lacks in technique it more than makes up in creative detail. Very smart use of coloring and lighting and some cool visual effects make it very pleasing to look at. But it's the inventive camera work that really sets the film apart from its competitors. The camera work in these films is usually a little underwhelming so it's good to see the extra attention pays off.

The score is based on traditional Chinese music. Considering the dragon theme and the background of one of the main characters a pretty logical choice. It's nothing too special but the score is very atmospheric and it gives the film a rather warm feeling throughout. I watched the film with the French voice track (and so should you), the whole cast did a pretty good job even if it probably won't be all too memorable. One word of warning: I also checked the English dubbed trailer which pretty much trashed the whole atmosphere of the film, best to avoid that one.

screen capture of Chasseurs de Dragons

Chasseurs de Dragons is a pretty short film that doesn't outstay its welcome. The directors are very aware their film doesn't hold enough substance to warrant two hours of the viewer's attention and so the film stops while it is still ahead. This might be a bit disappointing for those expecting a true epic tale of bravery and dragon slaying, but if you're happy with a very tasty snack instead then Chasseurs de Dragons is really all you need.

While there isn't to much originality floating around in this film, Ivernel and Qwak made up with creativity. It's been a while since I watched an adventure film that captured the wonders of adventuring this well. The world of our heroes is pretty awesome and mysterious, harboring many nice twists and lovely, tiny little details. This makes the film rise above all the other generic outings in this genre and transforms it from standard dribble into a worthy recommendation.

The film is visually pleasing (though not technically perfect), packs an enjoyable sense of humor, great creature and world design and doesn't give you the chance to become bored. It's the perfect little film for when you're short on time and want a relaxing, fun-filled roller coaster ride. A worthy addition to the French animation section. 4.0*/5.0*

Check the unsubbed trailer for a harmless sneak peak.

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Mon, 27 Sep 2010 13:13:54 +0200
<![CDATA[ads and integrity/blog update]]>http://www.onderhond.com/blog/onderhond/added-ads-blog-update

If you visit this blog on a regular basis you might have noticed that some small text ads have been popping up in several places. In the past I've been quite vocal about not including ads on this site, so it's only fair to give you a little background information on why I've decided to include them anyway. I'm not sure if I'll even keep them, but in case I do you'll at least know why. Bear with me for a second.

it's all about the moneys

To make one thing clear from the start, I don't have any cashflow problems whatsoever. Keeping this site up and running doesn't cost me anything so I don't need the extra cash to keep the domain name, pay for traffic and webspace or to the keep the servers ticking. That's all been taking care of for me. And even if I had to pay for it myself that would still be fine. So there's no need to worry, this blog isn't going down any time soon.

On the other hand, there's a pretty big mortgage that demands a serious portion of our paycheck each month and the property itself isn't exactly cheap to manage either, so a little extra money does come in handy. Small stuff like curtains, floor tiles, lights ... they're all remarkably expensive and after going through the investment to buy an apartment you can't leave it half finished. All these things added up made me look at the ad proposition from a slightly different angle.

And finally, I do spent a lot of my free time on this site. Toying around with the html and css is nice but not exactly company-sponsored, and I'm not even talking about writing two or three articles per week. Asking money for that is against my ideologies, but getting a few bucks from those who like to follow an ad seems hardly offensive.

Before continuing, let me remind you that clicking like a madman on random ads won't really help me, so please refrain from doing so. Google keeps a rather strict policy and I'd like to keep to it.

why I don't like ads

For ads to work well, people need to notice them. This means that ads will usually be placed in spots that somehow intrude on the regular browsing experience, yanking the viewer away from the content and pulling them towards the advertisements. Especially popular on blogs is to place the ads between the introduction and following paragraphs of an article. Google text ads in particular are made to blend in with the rest of the content, so you're making it harder for your visitors to focus on the content, actually trying to confuse them to click on the ad links.

I've read about how to maximize profits and most methods focus on getting your ads noticed. While this means more money, I definitely don't want the ads to demand much attention. So I took a good look at my site, trying to find spots where the ads would not intrude on the browsing experience. Pretty ironic, I know, but there are just some lines one doesn't want to cross. That's also the reason why I don't want image ads on my site. They just demand to much attention, pulling people away from the content on my page.

where to put them

When looking around on my site I found a few interesting places where the ads would not intrude too much, often filling spaces that were empty anyway. First pick was of course the IE6 Fixer tool page. As it is a little service people use to save time and work, it's not unfair to add a few small ads there. I shortened the intro text a little and put the ads right in between the intro and the tool itself. It doesn't intrude much for regular users but it's visible enough for those who want to click.

I found another empty space that could be filled in the right column of the blog overview and detail pages. The left column is usually a lot longer than the right column anyway, so filling the empty space there was no big deal. It's a shame Google doesn't offer any better-fitting banner formats (the ads are a little small for the available space), but all in all it looks pretty nice.

There are possibilities on the homepage (near the footer), but I don't really like to place ads on the first page people most likely encounter. The page grid is quite tight on the homepage, so adding them there would ruin the design. And so I left it at that, these three spots will suffice for now.

about google adsense

Google Adsense is pretty easy to use but quite limiting indeed. I understand they like to keep some control, but their banner formats aren't exactly all that easy to integrate on my blog. I don't see the harm in tweaking them a bit more than possible now.

What's worse though (and really hard to understand) is the undeniably crappy code the ads generate. Luckily it is hidden away in an iframe, but for an extremely simple component like this it is hard to grasp why they would invalidate their code and litter it with non-semantic tags (tables - really?). You're not telling me that these simple ads are impossible to create cross-platform, cross-browser with semantic code and clean css.

conclusion

Toying around with Google Ads was a pretty nice experiment in itself. As a website owner it's another fun stat to play around with, but one with monetary value behind it. The implementation is free of charge, every click (and how implausible it may sound, people do click) generates a little revenue.

I hope I've made my case clear, if you still find the ads to be intrusive or too big of a diversion, you can let me know in the comments. I'm still planning on tweaking them a little bit, but as for now I'm pretty happy with the result.

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Fri, 24 Sep 2010 14:27:42 +0200
<![CDATA[girlfriend: someone please stop the worl/ryuichi hiroki]]>http://www.onderhond.com/blog/personal/girlfriend-review-ryuichi-hiroki

The world of cinema doesn't know too many female directors, effectively resulting in a lack a quality dramas based around female characters. It's even rarer to find male directors working in this field, exactly the reason why Hiroki should be considered a treasure of Japanese cinema. He's also quite prolific so keeping up with all his films is quite a challenge. If you're looking to get acquainted with his work, Girlfriend is a pretty good starting point.

screen capture of Girlfriend: Please Stop The World

Ryuichi Hiroki had to work quite hard to get where he is today. Like many others he started in Japanese pink cinema and fought his way up from there. These influences are still found in his current work, though most of the sexuality and nudity is not particularly erotic and feels very natural. His films are often carried by female characters, granting his audience a little peek in their little (sometimes somewhat peculiar) universes.

If Girlfriend was a film directed by any other than Hiroki it would be a film about a lesbian relationship, now the focus lies more on female friendship and companionship. There is no real sexual tension between the two leads, only understanding, mutual respect and finding comfort with each other. It's an essential difference that gives Hiroki's film a very earnest and commendable dramatic undercurrent, letting them rise high above the competition.

Kyoko is a young photographer trying to find her way in the photography world. While she works on her portfolio she takes on some odd jobs to pay the bills. For one job in particular she is asked to find a street model and take some nudes for a skin magazine. Somewhat baffled she heads out and stumbles upon Miho. To her surprise Miho agrees to work with her and the two of them hook up.

screen capture of Girlfriend: Please Stop The World

Visually Hiroki is not a director that aims for lots of bells and whistles, instead he goes for a more realistic approach with a keen eye for settings and warmth. The visuals often reflect the feelings of the characters, swinging between somewhat depressing greys and warm reds. It creates a rather subtle atmospheric effect, but it really helps to bring out the dramatic feel of the film without even a hint of sentimentality.

The same can be said about the score in Girlfriend. While pretty safe an predictable, the timing and tone of the music is perfectly tailored to the dramatic tension coming from the characters. The acting is very powerful too as the two leads have no trouble whatsoever carrying the film. It all feels very natural and believable, as if spying on real people doing their everyday business. A real big plus for a film like Girlfriend, which draws its strength from the humanity of the characters and their personal drama.

screen capture of Girlfriend: Please Stop The World

The structure of the film is a bit more complex than you would maybe expect. It's not a straightforward a->b trip but a more cut up mix of scenes forming one big whole. The actual photo shoot is woven through the rest of the film, making it a little harder to get a good grip on the characters early on. Once the film passes the halfway point though this choice starts paying off giving the film a more unique twist and making the audience eager for more.

Even though Hiroki's cinema is quite comparable to a lot of other Japanese dramas, his films do stand out and share a remarkable level of humanity and naturalism. His films are true character dramas, portraying their main subjects with a lot of respect and open-mindedness, never really casting judgment or blowing things out of proportion. His films are subtle, caring and really know how to get under you skin with very little means. No doubt that Hiroki has his own box of tricks to accomplish this, but he hides them from view extremely well.

Girlfriend: Someone Please Stop The World is a solid, smart drama that serves as a good entry point to his oeuvre. The film showcases his talent and houses many of his trademark elements. It's relatively accessible and plays with relevant though somewhat sensitive themes. Hiroki fans can go in without a worry, others should take the leap if they happen to stumble upon this film. Chances are you'll be hooked afterwards. 4.0*/5.0*

For once, no trailer, clips or other moving material from the film. If anyone out there has more luck than me, please post a link in the comments section.

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Thu, 23 Sep 2010 13:34:41 +0200
<![CDATA[silent design/speaking without words]]>http://www.onderhond.com/blog/work/functional-design-for-flows-and-actions

On the web content is king and design is queen, we are also taught that design should always support the content we deliver. That is all very nice (and true), but it is important to realize there is more to the web than just simple content. There are situations where design deserves a more prominent mention. Before continuing, please note that I'm not a graphical designer, so this article stems from my experiences as a normal web consumer.

prologue: living in a small European country

Being a front-end developer, there are a few advantages to living in a small European country (in my case, Belgium). Europe is a pretty big place, housing many different nationalities, cultures and most importantly, a whole lot of different languages. In Belgium (population 10 million) alone we have three different official languages. This has a big impact on our job as most sites we build need to be multilingual by default, sometimes covering up to five languages for one single site (English and Spanish are not official languages here but are still important if you want a site to have international appeal).

Having to deal with a multilingual site is a pretty interesting experience. You usually develop a site in one single language, when its finished you check how the other languages behave in the design. This often brings about all kinds of spacing and alignment issues that won't necessarily show up on single-language sites. Even more problems and issues you may think (and you're definitely right about that), but it also helps you to build more flexible layouts and designs, foreseeing variable content for almost every component you design. Something which is useful in later design iterations and/or reworks.

There are also some obvious disadvantages to living in such a small country though. Last week I wanted to order an item from Amazon, something I needed rather quickly. There is no local Amazon store here so I had to look outside the Belgian borders. The nearest Amazon store is in Germany, sadly my German skills are pretty bad. Still, rather confident that I was comfortable with the Amazon design and flow I tried to maneuver my way through the site based on recollection and graphical input alone. To be honest, I was very disappointed with the whole experience.

doing it right

This little experience got me thinking as I compared the Amazon checkout wizard with other stores I often like to visit (take play.com). Even though this site is not multilingual, it's not too difficult to imagine the play.com checkout wizard in a different language. A totally different experience where language wouldn't prove to be such a big hurdle at all.

The biggest difference between the two wizards lies with their visual (functional) design. The play.com wizard is designed as such that the advance buttons are where you'd expect them to be. Cancel buttons look like cancel actions, buy and confirm buttons emit a definite "go ahead" feeling. Through the use of arrows, size, position and color the function of a particular button becomes almost immediately obvious. You don't even have to move your mouse pointer to cycle through the individual steps of the wizard. If your design functions like a guide the text labels become secondary information, simply there to verify your visitor's assumptions the first time he uses the wizard.

The Amazon wizard is a lot messier and forces you to read the labels to understand the action of a button or link. This makes the interface less intuitive even when you perfectly understand the language used on the site. When you can't understand the language, you're left to switching between Babelfish and the application, hoping the translation is somewhat accurate.

testing your designs

These days it's not unusual to set up a user test for a proposed design. These are not the most straight-forward tests to perform but on the whole they will tell you something about how your users perceive the design you want to use. An interesting variation on these tests would be to perform such a test based on design alone, stripping all descriptive labels and content. You can test specific user flows and measure how far the design will take the user in a flow purely based on the feedback a design is giving.

The web is not just about content, it's also about flow and actions. Guide your users from start to finish and make that journey as easy as possible. When considering flow, you could argue that functional design is king and content is queen. Labels are nice, but if a user can be guided by design alone the interface will feel a lot more intuitive to them. Testing a design for just that is still somewhat of a novelty but could prove very valuable in the future.

conclusion

The past few years applications have gained quite a lot of territory on the web, content is getting a big competitor in the form of flow and actions. We're not just browsing the web for information anymore but we're also looking to perform actions and tasks. Design isn't just a secondary worry or simple eye candy, but should be taken into account, especially when talking about functional design and how it influences the way a user performs a specific task.

As our job becomes more and more professional, more elements of our job will require user testing. When testing for functional flow designs, text and copy are not as important and could ( even should) be removed from the equation to reach maximum result.

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Wed, 22 Sep 2010 13:32:21 +0200
<![CDATA[the disappearance of alice creed/j blakeson]]>http://www.onderhond.com/blog/personal/alice-creed-review-blakeson

Some young directors try to impress by throwing everything they've got into their first feature film, others take a different road by leaving out as much as possible. Blakeson belongs to the latter category and does a mighty fine job at that. Alice Creed turns out to be a perfect example of less is more, surely one of the toughest tricks to accomplish in cinema. Just beware for some mild spoilers near the end of the review.

screen capture of The Disappearance of Alice Creed

Blakeson's film will no doubt be compared to Shallow Grave, Danny Boyle's first. There are quite a few resemblances, from the British overtones and dark humor to the minimal cast and setting. The comparison is absolutely justified, at the same time the 15-year gap between these two films give Alice Creed it's own particular swing. If you leave out the British influences then the Wachowski's first film Bound is another perfect reference to mention here. Guess that takes care of the namedropping then.

The whole film is centered around one single kidnapping, singling out one location and three characters, getting rid of all other excessive baggage. Only at the very end does Blakeson allow his characters to venture outside their designated prison. The setup is simple, with two guys (one pro, one novice) kidnapping a rich girl for a greedy ransom. The intro shows the preparation of the kidnapping, already hinting at the meticulous planning or the two criminals. From there on, the narrative starts and we're witness to the plan unfolding itself.

Once the girl arrives though, the novice kidnapper slowly starts to break down, jeopardizing the whole plan. Pretty typical fare up until this point, but the film packs a few neat twists that help to keep the tension flowing for a good 90 minutes. The biggest one delivered around the halfway point of the film, which turned out to be a real surprise as I hadn't even suspected it coming.

screen capture of The Disappearance of Alice Creed

Most of this being a small, single-room film, Blakeson does a good job of keeping his film visually interesting. There's nothing ground-breaking here, but through some smart use of sets, colors and camera angles he remains a level of variety needed to keep his audience visually entertained. Once the film travels outside the main room things get a little flakier but that's just a small part of the film.

The soundtrack is deceptively simple but very effective (much like the rest in the film). It's electronic influences are clear but never really intrude. The soundtrack remains largely in the background, building up tension wherever needed and doing some superb behind the scenes work. I could've been a bit bolder I guess, but that's just personal preference.

One of the key elements of this film is the acting. With only three actors carrying the film there can't be any weak elements. Luckily Blakeson gathered himself a strong cast with stellar performances from all three. Eddie Marsan has a great face for his role (and knows how to keep his cool), Compston does a great job being a nervous wreck and Arterton proves she's worth more than simple female blockbuster filler.

screen capture of The Disappearance of Alice Creed

The only thing bothering me about the film is the final chapter. It's not as tight as the first hour and sees our kidnappers lose their icy calm, one of the ubercliches of cinema I'd love to see avoided, if only just once. I understand this is probably Hollywood Scripting 101 (how to build tension, conflict and how to keep your audience engaged), but it's just not always the best possible solution.

Which adds to my disappointment is the fact that the film has little to none likable characters. The kidnapped girl is far from innocent and does little to make the audience cheer for her. My sympathy lay with the kidnappers and it would've been great to see them invincible, carrying out their kidnapping as planned and finish off the movie accordingly.

That said, the final act is still pretty tense and enjoyable and does little to eclipse the first hour. The film's finer points still stand strong when the end credits roll over the screen, making Blakeson a director to watch out for in the future. The ease with which he convinces is remarkable, especially considering how little he needs to create a captivating, good-looking and well-acted film. Recommended. 4.0*/5.0*

I'd advise against watching it (spoilers), but here's the trailer anyway.

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Mon, 20 Sep 2010 13:03:38 +0200
<![CDATA[donju/hideaki hosono]]>http://www.onderhond.com/blog/personal/donju-review-hideaki-hosono

Donju is my kind of film. Nobody does colorfully retarded like the Japanese and all the promo material for Donju seemed to point in that particular direction. Director Hideaki Hosono has a background in directing commercials (think Gen Sekiguchi) and with Kankuro Kudo responsible the source material there was plenty of potential for a new personal favorite. Donju didn't get that far, but what remains is still highly enjoyable.

screen capture of Donju

This type of colorful manga-come-to-life comedy, even though quite popular in the West, is not as common as you might presume. The last 15 years there have been a few prime examples getting good reviews over here (Survive Style 5+, Taste of Tea, Party 7, maybe even Cromartie High), but it never reached the stage where a group of true followers could launch it into a hype. And so we are left with one or two big films each year to quench our thirst for more and better. Donju is definitely amongst that select group of films.

Just like Sekiguchi (Survive Style 5+), director Hosono stems from the world of commercials. An interesting breeding ground for commercial directors which has proven itself a valuable addition these last few years. The influence is very apparent in Donju, which plays more like a collection of sketches and individual jokes with a few running gags thrown in to keep everything together. The storyline is meager but fun, though it never escapes the boundaries of its primary function: gluing the jokes together to turn Donju into a feature film.

Donju is Japanese for Dumb Animal, which is actually a spot on description for what you may expect. When Dekoyan returns to his hometown he seems to be missing a few brain cells. You can image the surprise when his friends find out he's actually a popular author, writing about his childhood days and the mischievous things they did back then (like killing a classmate). When they confront Dekoyan, he gives them a blank stare and simply denies everything, and so it doesn't take long before they turn on him and try to kill him, with whatever means possible.

screen capture of Donju

Visually Donju is extremely colorful and kitschy, but in a fun, extravagant way. It doesn't reach the same heights as his competitors but the settings are lush, the costumes freaky and over the top. Both the camera work and editing are agile and fun, contributing to the overall comedic feeling of the film. Of course there are some animated sequences (all flashbacks) as they seem almost mandatory these days. Add to that some lo-tech but wicked special effects and you're all set.

As for the soundtrack, I guess it's just about sufficient though it does very little besides lending the film a jolly and fluffy atmosphere. There are few scenes where it's actually used to enhance the humor, something Matsumoto handled way better in Symbol. It's a missed opportunity to give Donju that little extra edge.

The acting on the other hand is strong. I'm extremely pleased to see Tadanobu Asano return to goofier character roles, a much needed break from the bleaker roles he's been doing. It's not that his talent suddenly vanished but you need a good film to make it flourish. In Donju he goes full retard with a lot of blank stares, stupid smiles and a silly, nerdy look. The rest of the cast is great too but obviously eclipsed whenever Asano enters a scene.

screen capture of Donju

There is one big thing that will kill the joy for many though. Donju brings a special breed of humor, mixing dry deliveries, nonsensical dialogue and random interludes to a strange puddle of laughs. The result is equally stupid and dumb as it is genius. Rather than focus on quirky and tasteful comedy Donju goes full retard and plays on stupidity and brain damage. Which doesn't bother me at all, but it makes this film a lot harder to recommend to others. If the humor doesn't hit the mark, chances are that people are going to be seriously offended by the lack of so-called intelligence in this film.

Hosono can't quite live up to the legacy of his predecessors, but still he delivers a film which is pretty good in its own right. When it comes to details Donju does miss some refinement and there are a few gags that really fall flat on their face, but overall there is plenty that works and more than enough to charm most fans of the genre. If you're into the films mentioned in this review it's worth checking out, but even then it's difficult to guarantee you're going to like it just as much as I did. 4.0*/5.0*

The trailer is short and to the point, so don't worry about spoilers.

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Thu, 16 Sep 2010 14:29:08 +0200
<![CDATA[wysi-not-wyg/living with their lies]]>http://www.onderhond.com/blog/work/fixing-wysiwyg-content

No matter how carefully your templates are constructed, no matter how meticulous your css is planned, once a wysiwyg (what you see is what you get) editor enters the game you're pretty much fucked. With the rise of the CMS the wysiwyg editor tagged along and became a commodity in web-design, royally screwing up user-generated content on a website near you. There aren't too many good alternatives though, so we'll just have to try and live with it for the time being.

you don't get what you see

There is nothing particularly wrong with the concept of wysiwyg, in fact it helps clients to make the content they are entering into the system less abstract. They can see the impact of what they are writing in real-time which is a big advantage to them. The problem though is that concept and reality are often miles apart from each other, pretty much nullifying the advantages wysiwyg is supposed to bring them.

The best way to incorporate a wysiwyg editor is as an in-page editor. By giving the component a subtle yet recognizable look you'll be able to mimic the actual appearance of the content. Important is to make sure the width of the wysiwyg is equal to the actual content area and to transfer all the appropriate content styles (fe line-height, font size and color, ...). If the actual content area is just a few pixels wider than the wysiwyg editor it could already mess up some carefully constructed content. Mostly though wysiwyg editors are used for back-end editing. This makes it a lot harder to display the editor at the appropriate size with all the correct styles applied to the content, let alone imagine the content in its actual context.

All of that is just about what you can see on screen. What you get is actually a lot worse. The wysiwyg editors generate their own html in the background. In theory a good thing as it generates headings, paragraphs and list items (semantics!) but the reality is not as nice as they'll make it out to be. Especially when removing content the editors often leave behind empty tags and crappy html poo, sometimes even invalidating your html code. Depending on the css you've written, this could become problematic.

cuff your clients

Those in charge of sales love wysiwyg because of its many possibilities and features. Clients can change the font, color and styling of the text. They can insert images, lists and headings, they can even build their own content table. And best of all, it's not you who has to do all the hard work, the client can do so himself. Many forget that by working like this you're effectively turning the client into a web master, a job often not suitable for them.

The more possibilities you give a client, the more ways he will find to screw things up. You can talk hours about company styles and guidelines, but give them the option to mess around with fonts and colors and before you know your carefully constructed site is filled with bold, italic purple text in some or other exotic font. And that's only if you're lucky, Comic Sans is probably a more realistic example.

Leaving options like changing colors and fonts in is usually not a good idea. Most wysiwyg editors allow you to tweak its capabilities one by one but only rarely is an editor tweaked to leave just the necessary tools. It still doesn't guarantee that clients won't find other ways to mess things up (they are quite inventive when they need be), but at least it closes down some very obvious doors.

so what can we do

As much as you'd like to prevent the problem rather than curing it, you'll find yourself more than once confronted with issues originating from wysiwyg content. There isn't a whole lot you can do about them (apart from entering the back-end and manually editing the content yourself), but there are a few tricks you can learn.

mark wysiwyg content sections

Be it through the use of an extra class or by adding a structural element, just make sure that you can safely identify wysiwyg content. It will come in handy when applying specific css fixes and it can also be used to remove leftover or unwanted html elements with javascript (think font or center tags). Trust me, it's worth the trouble of adding the extra html element.

countering the br element

br {display:block; height:1px;}

This can be a little dangerous, depending on the nature of your client. The br element is often used to create fake paragraphs, by applying the above style it will be much harder to do so while at the same time preserving the original function of the br, namely starting a new line without starting a new paragraph of text. Just make sure you don't end up with 24 consecutive br elements simply to create a 24px gap between the text.

It's a shame nothing similar exists to counter consecutive &nbsp; entities, but those are a part of the content itself. If you must though, I guess a little javascript could do the trick here.

removing empty elements

p:empty (,..) {display:none; visibility:hidden;}

Another little trick is to use the :empty pseudo-class to hide empty elements from view. Any tags left by the wysiwyg editor will be completely hidden, making sure that none of the css on these elements will mess up your layout (padding is a notorious annoyance in this case). This won't work in older browsers but at least you're doing something for the others.

Alternatively you can use javascript again to filter out these elements as a fall-back for the less capable browsers. This could cause the layout to jump a little though (depending on the css which is applied) so I still prefer the css option as a standard.

be creative

And that's about all I've got so far. If you have any more tips or tricks, please do share. For a long time I've ignored the issues of wysiwyg content but I think it's about time to get rid of the most glaring issues. Other alternatives (like wyisywym - mean) are simply not as user-friendly or advanced as the current wysiwyg editors, so I'm sure we'll just have to deal with them for now.

With the pointers above though I'm sure you'll be able to counter the most common issues, or at least have a solid base to start countering them.

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Tue, 14 Sep 2010 11:50:52 +0200
<![CDATA[valhalla rising/nicolas winding refn]]>http://www.onderhond.com/blog/personal/valhalla-rising-review-nicolas-winding-r

Valhalla Rising was going to be the film that put Refn back on my radar or would otherwise serve as definite proof that Bronson was just a lucky coincidence. It was this uncertainty that lead to my somewhat reluctant attitude towards actually sitting down and watching Valhalla Rising. Expectations were rather high and I wasn't really looking forward to be disappointed. Luckily it didn't have to come that far, Refn easily exceeded my expectations with his latest.

screen capture of Valhalla Rising

I wasn't too impressed by Refn's first film (Pusher), the trailers for the sequels and follow-ups did little to convince me otherwise. Until he unleashed Bronson onto the world that is. A truly stylish, fun and wicked little film firmly lodged amongst my favorites. With Valhalla Rising he seems to take it even one step further, you won't hear me complaining though. That said, he'll be leaving for Hollywood for his next project so I guess he will be taking a few steps back on the experimentation ladder.

Valhalla Rising might be promoted as an action flick (the local DVD cover looks like a 300 rip-off), it's far from that. Safe a few truly brutal man to man fights early on, Refn's newest is a slow, brooding and contemplative piece of cinema. Older film fans will happily giggle when they hear it being compared with Herzog's Aguirre, those more up to date with contemporary Asian cinema will without a doubt point to Toyoda's come-back film Blood Of Rebirth. Both in style and subject there are plenty common elements making both films perfect companion pieces.

Valhalla Rising sees a lone battler and a young boy joining a group of crusaders. They set off to the Holy Land, instead they end up in a thick mist taking them off course and dropping them off in unknown territory. While they try to claim the new land for their god, one by one the crusaders fall at the hands of an unknown force. It's a pretty rough synopsis, at the same time the film isn't really all that interested in bringing a well-rounded, coherent storyline, so why should I?

screen capture of Valhalla Rising

Bronson was a visual masterpiece, Valhalla Rising easily tops that. The grim, misty sceneries and downplayed color palette create a dark, menacing and relentless atmosphere that is maintained the whole film. Some short bursts of visual trickery include landmark shots and strong use of the color red, ripping the film apart and keeping the audience on their toes. Powerful stuff no matter how simple some of the effect may be. Add some tasteful slow-motion scenes and the result is a beautiful film to behold.

The soundtrack is equally powerful. Low-hum ambient based on dark soundscapes and eerie tunes fill the background of the film. Not quite original but very well executed and extremely effective. The musics swells whenever things get more hectic, creating a extra level of tension where needed. On the whole it would've been cool to see Refn stretch a bit further musically, but I guess that would be asking a bit much from him.

The acting also deserves a mention. Mads Mikkelsen's character is simply epic. Without uttering a single word he erupts off the screen, laying down one of the meanest and toughest looking personalities I've ever witnessed. While he seems inherently good-natured, his fighter spirit has him kill without a flinch in mere seconds. The rest of the cast is strong too but is easily eclipsed but Mikkelsen's stellar performance.

screen capture of Valhalla Rising

Valhalla Rising is all about the journey. The film provides few answers and has no real goal to reach. The focus lies on the trip of Mikkelsen's character and the characters that surround him. Most of the film is spent in luscious landscapes and against stunning backgrounds, letting the audiovisual impulses do all the talking. It's a film that allows for multiple interpretations and serious debate afterwards, at least if that's your kind of thing.

General reception of Refn latest film hasn't been too positive, though that's mostly due to the horrid marketing surrounding it. If you go in expecting a fight flick you will be seriously disappointed. Valhalla Rising is one of those slumber films, set up as a trip that absorbs you for a good 90 minutes and leaves a lot in the hands and minds of its audience. If that's your thing than this film will probably blow you away.

I hope this isn't Refn's final experimental film as he shows true talent for this kind of thing. This film is a solid, well-made and impressive trip that reaches back to our more primitive emotions, focusing a lot more on atmosphere and experience than plot and characters. It won't be to everyone's liking, but if you're looking for something different this is solid recommendation. 4.5*/5.0*

Still not convinced, check out the trailer.

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Mon, 13 Sep 2010 14:25:40 +0200
<![CDATA[good is never good enough/getting your hands dirty]]>http://www.onderhond.com/blog/work/get-better-at-your-job-dirty-hands

I've written several pieces on how to improve your front-end skills before. Be it through actively challenging yourself or simply by taking the time to think, evaluate and improve, it's an essential part of being a professional front-end developer. The web changes fast and apart from getting the hang of all the new techniques it's important to form your own set of opinions and best practices. Revisiting those articles though I feel I missed one important aspect, which I will gladly make up for now.

learning from your mistakes is good

Sharpening your front-end skills is an iterative process. There are some things in life you can learn from a book, html and css are not among them. Creating a flexible html component takes time, spitting out some decent css even more. The only way to learn it is through trial and error. Each new project you start is a fresh chance to get better at what you do, slowly bringing your skills up to an acceptable level. The ultimate goal is peace of mind, one of the greatest riches you can imagine.

Key here is to look back at what went wrong in previous projects and to try and find good solutions to prevent these problems from happening again. Whether you take a week off to come up with new strategies or simply try something different to see where you'll end doesn't really matter. Different approaches lead to new experiences which will serve you well no matter how they turn out.

So far nothing new, but it turns out that learning from one's mistakes is often easier said than done.

the lazy beast

Most projects reach a stage where the problems start piling up and the once so glamorous outline seems nothing more than a figment of your imagination. This is the moment where mistakes and misjudgments made earlier will roar their ugly heads and hit back hard. Many people understandably hate this stage in a project, at the same time there's plenty of interesting stuff happening. It is the best opportunity you'll get to get better at your job.

Seeing and understanding the things that go wrong is a crucial aspect in finding better ways to handle these problems. If you want to learn from your mistakes, it is not enough to just make them and leave the dirty work to something else. If you truly want to get better, you need to fully experience these problems and issues, only then will you be ready to commit yourself to solving them once and for all.

Mankind is somewhat of a lazy beast though. It's easy to let someone else do the dirty work and leave a sinking project in the hands of an unfortunate successor. On the other hand, that same laziness can motivate you to wade through the hard parts now and to make sure you'll be able to do a better job in the future. Making it easier for yourself as a front-end developer involves getting your hands dirty, the messier the situation the better.

there is no dirty work in front-end development

So when you're doing overtime, cursing and grinding to fix a seemingly endless bug list, try to think of it as an opportunity to improve your skills. Don't leave it to someone else because I can guarantee you you'll be making all the same mistakes in future projects to come, creating the same pile of crap over and over again.

It's not always easy as there are many elements working against you (ever-changing project requirements, browser issues or implementation inconsistencies), but in the end it will be worth it. Solid and flexible code is not necessarily harder or doesn't take longer to write, you just have to make sure to do it well the first time around. To get to such a level of expertise you'll have to do a lot of hard work, but it pays off, so do persevere.

I guess I'll conclude with the most classic example of em all: I never learned so much about html and css as during ie6 debugging sessions. And that's the truth.

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Thu, 09 Sep 2010 14:19:56 +0200
<![CDATA[goth/gen takahashi]]>http://www.onderhond.com/blog/personal/goth-review-gen-takahashi

If you were hoping to catch a film embracing all the goth cliches, you'd better look elsewhere. Of course Takahashi's Goth carries the main characteristics of its titular world, but there is way more to the film than simple fan fodder. As it turns out, Goth is a smart, moody and pretty unique crime drama, positioned far away from the night-loving, vampire-craving horror cinema you might have expected based on the title.

screen capture of Goth

After a successful run as novel and manga, Goth just had to be made into a feature film. That's what commercial sense is all about. The original is an anthology work grouping six short stories, the film mixes two of them together and scatters small references to the other four throughout. An approach that was criticized by fans of the first hour, but for someone who hasn't read the source material it proves no hurdle at all. A true book adaptations cliche right there.

What surprised me most is that people on the web seem to refer to Goth as a horror film and also review/rank it as such. There are a few graphic scenes, but there is not much true or typical horror to be found in this film. Instead, the story focuses on a couple of youngsters who are linked together through their morbid fascination for death. Their pursuit of a serial killer gets them close to a couple of dead bodies, but that's about as gruesome and horrific as it gets.

When a serial killer hits a quiet neighborhood in Tokyo the media smells a good story. The killer is turning his victims into artworks and is putting them on display throughout the neighborhood. Two classmates are fascinated by his particular methodology and their eerie fascination for all that is dead urges them to find out more about the killings. Along the road they discover a little bit more about themselves, all leading to a rather twisted finale.

screen capture of Goth

From the poster artwork to early trailers and promo material, it is obvious that Goth would be an interesting visual tour de force. I must admit I'm quite partial to bleeding colors and over-saturated shots and so there was plenty here for me to enjoy. The film looks very beautiful with a couple of stand-out scenes that still linger. I was particularly happy to see that Takahashi kept the visual level constant throughout the film, not taking the easy road once the main storyline reached cruising speed.

The soundtrack on the other hand could've used some tweaking. Not that it is bad or insufficient, but I felt it simply didn't add enough to the overall atmosphere. A film like this in particular could've benefited from a tighter and more atmospheric score. Luckily the acting is strong, with a convincing main cast and a range of decent secondary performances. Definitely helpful in bringing some extra depth to the dramatic stretches of the film.

screen capture of Goth

Apart from the lush visuals Goth knows to impress with an interesting set of characters and an unusual course for its leads. It might be a little hard to grasp their motivations (unless you have a fascination by the morbid yourself), at the same time it adds a mysterious feel, making sure the audience is keen to find out what's coming next. It's not the first film putting people in pursuit of a serial killer, but their self-serving motivations give a nice twist to the film.

The finale is quite perfect, concluding the film without too many loose end yet keeping a few lingering questions. The little twist at the end might not be all that necessary but it is eclipsed by the general tone of the climax. Tension and drama are nicely blended to conclude both parts of the film in a pretty satisfactory manner.

Goth is a strong film, elegantly transporting its audience to the universe of two unique individuals finding each other in a world that isn't really their own. Helped by strong performances and superb styling, Takahashi created an interesting mix of drama and thriller elements with a unique twist. Hopefully the film will go on to find the audience it deserves, seeing and judging the film for what it actually is. 4.5*/5.0*

Interested? Check out the trailer.

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Tue, 07 Sep 2010 11:20:41 +0200
<![CDATA[harry brown/daniel barber]]>http://www.onderhond.com/blog/personal/harry-brown-review-daniel-barber

When I heard everyone's favorite butler was going to star in a revenge flick I wasn't immediately interested. Not that Harry Brown seemed like a bad film, just not a very interesting one. Good reviews and critiques kept pouring in though, so I finally caved in and sat down to give it a try. It's a good thing I did as behind its somewhat barren facade lies an intriguing film that deserves a wider audience.

screen capture of Harry Brown

Harry Brown plays like a mix of The Limey and Eden Lake, putting together the old man's revenge theme of Soderbergh's beauty with the troubled kids terrorizing the good-natured British citizens. Ye older readers might refer to Harry Brown as a Death Wish clone, I just can't stand to make that comparison purely based on the quality of this film. Whatever you prefer though, revenge is what this film is all about, revenge is what you'll be getting.

Harry Brown is an old man. His life is a string of routines and mannerisms, plagued by a sudden loneliness due to the hospitalization of his wife. She's fallen victim to meaningless bullying by some youngsters in the neighborhood and pays for the incident with her life. Harry is robbed from his life companion for no good reason at all and has quite some trouble coping with his new life.

Not much later his only remaining friend dies at the hands of the same juveniles. Harry finally snaps and decides the police just isn't worth counting on. He sets out to destroy the group of kids terrorizing his neighborhood (more specifically, a pedestrian tunnel not unlike the one in Irreversible), creating quite a fuzz along the way. It's a pretty typical tale of revenge, but a bit more grim and realistic than you might expect at first, especially the first part of the film.

screen capture of Harry Brown

From the very start Barber puts a gritty layer on top of the film. Slightly grainy, meticulously planned and often wooingly attractive, the visuals really help in setting the tone of the film. The result is edgy but stylized and much needed to pull you through the flimsier parts of the story. Suspension of disbelieve is often aided here by a visual tour de force to take the mind of some of the more far-fetched elements.

The music is equally strong. Brooding and dark, it makes the film even grittier. The soundtrack may not be very catchy or in your face but the effect it has on the atmosphere is hard to miss. Acting is strong too, with a reborn Michael Caine taking up most of the screen time. A solid actor with a superb voice talent. The group of British youngsters is impressive too, daunting and evil, making their presence fearful and believable. Total creeps that deserve a good bashing.

screen capture of Harry Brown

Nearing the finale the story goes a little overboard, but by that time the atmosphere has settled quite nicely and the few leaps of faith that are required from the audience are easy to bridge. There isn't much morality or hidden meaning in Harry Brown which might be a little surprising after the downplayed first part of the film. By the time the end credits roll over the screen, it's obvious Harry Brown is all about revenge with little else on its mind.

Harry Brown has quite a lot to offer. Visually strong, aided by a great soundtrack and a more than solid cast, it's a grim film that presents itself way better than most of the competition. It's rare to see this combination of solid drama and over the top revenge themes in one film, let alone a working combo, but Barber pulls it off with such ease that I'm already looking forward to his next film. Definitely recommended. 4.0*/5.0*

Here's the trailer, check it out.

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Fri, 03 Sep 2010 12:23:13 +0200
<![CDATA[no-do (the haunting)/elio quiroga]]>http://www.onderhond.com/blog/personal/no-do-review-elio-quiroga

While most European horrors are battling each other for shock value, the Spanish still seem more intrigued by the more classical horror themes. And with success as they've proven numerous times before. After [Rec] and El Orphanato more of the good stuff is coming our way. Quiroga is releasing No-Do (retitled The Haunting) upon us, turning what should have been a rather tedious ghost flick into one lovely chiller of a film.

screen capture of The Haunting (No-Do)

If the name Elio Quiroga doesn't ring a bell it's not because he's a novice but because his films can't seem to land a decent audience (at least outside of Spain). This is about to change as the Frightfest people picked up No-Do and decided it worthy for distribution. No doubt a great chance for someone like Quiroga to gather himself an international audience and to harvest some praise for his hard work.

No-Do is essentially just another haunted house flick. Even through it's been properly dressed up with some interesting side bits, the core of the film revolves around a family buying a new house and bumping into some ghosts running rampant. Of course they seek the help of a priest who seems to know a little bit more about what's going on in this particular house. It's all familiar stuff for people with even the slightest interest in the horror genre.

To spice it all up a little Quiroga added another angle, namely that of a Spanish TV-production company (No-Do). Apart from shooting regular news broadcasts the company was also appointed to document the findings of the church when examining listings of supernatural events. These films were locked away in a hidden film archive which plays a pretty important part in uncovering the truth about the history of the house.

screen capture of The Haunting (No-Do)

If all of that still sounds a little stale, not to worry. Quiroga opens a can of visual splendor that easily carries the film all by itself. First of all thumbs up for the filters applied throughout the film. There are a couple of scenes that morph from normal footage to old worn-down footage in mere seconds, but with such detail and with such great results that it's hard to believe most of the hard work was done in post production. Very nifty effects there.

On top of that, the ghostly apparitions are really top notch and slightly resemble the effect used in Toy Reanimotor. Maybe not as explicit but the result is absolutely stunning, turning the ghosts from B-grade horror fodder into A-class extras. It's this kind of attention to detail that makes all the difference in these somewhat generic horror films.

The soundtrack is appropriate but not very remarkable, the same can be said about the acting. Nothing to fault, but the film isn't going to win any prizes in either category. More than sufficient for this type of film though and a lot better than the run of the mill American straight-to-DVD releases, but that's still not saying much.

screen capture of The Haunting (No-Do)

The film does have one big flaw though. Throughout the film some very strange cuts and awkward filler shots appear seemingly random, as if the film was shot with commercial breaks in mind. Some little digging reveals that the original version of the film was clocking in around two hours, on release it was brought back to a mere 95 minutes. This 25-minute cut is sadly tangible and does mess up the movie in several places. Of course I can't vouch for the missing pieces, but I wouldn't be surprised if they made the film feel more like a whole.

That said, there is still plenty to enjoy. The film is blessed with a creepy atmosphere, luscious visuals and some pretty interesting twists. The ending is decent enough and makes for a worthy finale. It's a shame the whole was cut apart on the editing floor, but I guess pacing was deemed more important than atmosphere. Despite this annoying quirk, No-Do still stands proud amongst it peers. 4.0*/5.0*

Check out the trailer to warm you up.

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Thu, 02 Sep 2010 13:22:38 +0200
<![CDATA[life and stuff/we're back]]>http://www.onderhond.com/blog/onderhond/blog-resurrection-2010

Like a raging, flesh-eating zombie this blog is about to rejoin the world of the living. After a two week lapse gears are squirting back into motion, ready for a fresh delivery of tasty updates. Unlike past years I didn't post a little reminder before I closed the doors, read on if you want to know why. For those who can't be bothered, just know that business will resume as usual from this point on, so take leave your squishy brain muscle at the door and trust me to handle it with care.

we wii

For those who didn't get the irony of the picture above, there wasn't much time for leisure or sweet vacation pics this year. The past two weeks were primarily dedicated to moving our butts (and everything else we own) from point A to B. After a year and a half long wait we were finally able to move to our very own apartment. Sadly there was still plenty of work to be done before we could actually move.

To soften the blow a little we bought a Wii, so if you were wondering why I didn't even post any film reviews during my vacation, there's your answer. Most of our free time was spent on stripping down everything there is to find in Mario Galaxy 2, which proved to be the perfect distraction from all the hard work in between.

We did watch some films though (and a couple of good ones too) so be prepared for reviews of No-Do and Harry Brown in the very near future.

we moved

It took us six days of painting, three days of flooring and one full day of moving all our garbage. Add to that the time spent of administration crap, picking out new furniture and making sure we would make it by the end of our vacation, and you might understand why I didn't really find the time for a little blog notice this year.

With a little help (hah, understatement!) we made it, though we didn't have much slack. We moved this past Saturday, needed all Sunday to get at least the most obvious things back in order and got back to work the day after that. Needless to say, the next vacation is already planned.

Pictures of the new Onderhond dome will follow a little later when everything is back in order (that will hopefully be by the end of this month). I can say one thing though, the view from our apartment is quite simply amazing.

we are back

With all of that behind us, blog activity will resume as usual. First work update will probably be for next week, expect the personal blog to kick-start a little earlier than that. Cheers for sticking around and stay tuned!

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Wed, 01 Sep 2010 12:59:23 +0200
<![CDATA[yoshino's barber shop/naoko ogigami]]>http://www.onderhond.com/blog/personal/yoshinos-barber-shop-review-naoko-ogigam

Not too long ago I watched Kamome Diner, a pleasant little film made by female director Naoko Ogigami. I was pretty taken with that film and it sparked enough interest to seek out more of her work. First in line was her feature length debut, Yoshino's Barber Shop, a sweet-looking comedy featuring the down-tempo atmosphere of the Japanese countryside. Lucky for me it proved to be every bit as good as expected.

screen capture of Yoshino's Barber Shop

Some directors are able dazzle you with their talent and completely screw up the next film, others produce a constant stream of quality work without ever blowing any fuses. Even though it's a little early to make a definite judgment, Ogigami seems to fall into the latter category. She doesn't really give me the impression that she can create a true masterpiece, on the other hand I won't expect to see anything less than great coming from her.

Yoshino's Barber Shop is a splendid little film. While superficially very simple and basic, it houses some interesting themes which are adequately integrated into the whole experience. The themes and moral never feel forced, nor do they ever detract from the quirky little storyline. And yet, the delivery is pretty straight and the extra layers are undeniably there. The ease with which it is all presented is quite remarkable.

The film tells about a small town hidden away in the Japanese countryside, far away from the bustling cities. A pretty regular town apart from the fact that all young boys seem to be wearing the same haircut. Apparently tradition forces them to keep a Yoshino cut until they become adults and as they don't know any better, they all comply without causing much of a fuzz. All goes well until a fresh Tokyo boy interrupts the little town's peace and starts wooing all the girls with his fancy hairdo.

screen capture of Yoshino's Barber Shop

On a visual level Ogigami doesn't really surprise. It's a pleasant film to look at with some nice country views and lots of green to fill the frame, but if you've seen a couple of Japanese countryside dramas like these before you'll know what to expect. It's pretty likable, but if you want something extra you won't find it here.

Even though the soundtrack is a little bolder (which some strange choices in classical music) it doesn't have a lasting appeal. It goes rather well with the visuals and creates a few funny moments, but it's not really all that unique or strong enough to really stick out. Still quite enjoyable though.

Acting on the other hand is rock solid. The gang of five does a pretty commendable job, but it's Masako Motai that truly coins her character, playing the stern and somewhat grumpy-looking mother with such a sense of humor that she quite easily carries the film all by herself, stealing every frame she's in. Extra credit for the appearance of Yoshiyuki Morishita, better known in the West under his unlucky but appropriate moniker of "Ugly Guy". Great guy, funny character.

screen capture of Yoshino's Barber Shop

Giving Yoshino's Barber Shop some extra stretch is a lovely though somewhat quirky sense of humor running throughout the entire film. There are a couple of strange little interludes and some genuinely funny scenes without actual jokes or direct comedy being inserted. It surely adds to the easygoing atmosphere so present in Ogigami's work.

Yoshino's Barber Shop is essentially a film about traditions, rebellion and the gap between generations. The new blood opens up the eyes of the local boys, making them question the purpose of certain traditions while at the same time Ogigami edges a little closer to the more humane aspects of traditions and customs. In particular the personal benefits that are linked to some of them, lovingly disclosing the ulterior motives of the cast.

And while all of that might sound pretty serious and even heavy-handed, it's amazing how light and flirtatious Ogigami manages to keep her debut film. Not at any point does it feel like she urges her audience to consider the deeper layers in her film, she simply puts them there in plain view, glaringly present but not at all intruding. Definitely recommended and I can't wait to see the rest of her oeuvre. 4.0*/5.0*

Not convinced, try the unsubbed trailer.

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Fri, 13 Aug 2010 11:04:02 +0200
<![CDATA[to page or not to page/based on predictability]]>http://www.onderhond.com/blog/work/pagination-vs-automatic-content-load

Last week I wrote a little introduction to web design patterns. Apart from introducing the benefits to front-end development I simply hoped to give the whole concept a little extra attention with all the html5, css3, ... hyping going on. New patterns are slowly emerging from this period of experimentation and like everything else in this world, new doesn't necessarily equal better. As a starter I'd like to take a closer look at the increasingly popular pagination alternative.

A couple of days ago James Mansfield asked himself if pagination is dead. His article is a good introduction to the popular alternative but his conclusion is a little hasty, maybe even a bit sloppy. While in many cases oldskool pagination is far from the ideal option, in many others it is still the best alternative available.

hi, I'm a pager

A pattern is always a solution to a specific problem. In the case of pagination the problem is excessive amounts of content appearing on one single page. This could be in the form of an overly long article, a product result list or any other situation where the content of one single page cannot be logically transformed or spread across multiple pages. Usually the content follows a certain order and can't be categorized under different sets of themes. If that is the case it might be better to look at a tabpane.

Pagination exists in many different forms, but the core of the pattern is a numbered list of links pointing to each separate page. You can include extra navigation (first, previous, next, last), a result indicator, an instances/page indicator and even a little sort form can be present, all depending on the data inside the pagination pattern. They are all aids to improve navigating the separate pages, making it easier to find what you were looking for. In some very specific cases it might even be possible to remove the numeric pager and only keep the next/prev links.

When it was first introduced pagination caused some confusion among web developers as it blurred the concept of a "webpage". Is each link in the pagination referring to a different page or is it all the same page with a pagination component showing different states? That question became easier to answer when AJAX took off and many pagers where converted, eliminating the need for a page refresh just to reload the content of the pagination component. The links would just refresh the content part making it faster though often a little less accessible to screenreader users.

new horizons

This last year some popular services (like Facebook, Twitter and Bing Images) have been using alternative patterns nullifying the need for a pager. Recently Google Images jumped on the bandwagon, truly launching this new pattern into the mainstream. The idea is that when a user reaches the end of the paginated content, the pagination component will load the "following" page. This can be done automatically, sometimes an extra action is needed to trigger the content load.

For some applications (like the image search) this works wonderfully well. No more going back and forth between pages trying to remember where this one particular image was located, you simply scroll up and down to find what you need. Getting more images is done by scrolling down, the gallery will then load new images all by itself without any extra action from the user.

why it won't kill pagination

While this pattern is becoming more and more popular and has many advantages over oldskool pagination, there are some limits to its use. The most important one is that you can't skip to a particular page anymore. You have to go through all the content in sequence to reach a specific part of your information. For content that isn't predictable (the Bing and Google image search) this is no big deal, but Facebook and Twitter are balancing on a tightrope.

A numeric pager gives you an indication of how much content there is. Based on that information you can decide which page you want to go to. If one page of Facebook updates equals a day and you want to travel back a week in time, you can jump to page 7 or 8. It's never exact, but you don't need to cycle through all the other pages first. With the new pattern in place this is not an option anymore.

That's exactly the reason why I haven't implemented the automatic content load yet on my blog. I could very well remove the pagination on the archive page but from personal experience I know that I don't always go through the list in sequence. In the end, this should be the main reason for deciding whether to use the new automated pattern or to use the oldskool pagination pattern (or maybe a smart combination of the two wouldn't be all that bad either).

conclusion

Common sense is a good start to determine what pattern is your best option. If that isn't enough, some statistics might be useful. If you notice that people use the pagination in sequence (they start on page 1, then 2, then 3, ...) if might be good to switch to automatic content load, but if you notice that people are skipping through your content it's probably best to leave the old pager intact.

So while I applaud new ideas and patterns, it's always good to take a few minutes and to consider in what circumstances a particular pattern would benefit your needs. It's not because it's popular that it's any good (just see what happened to the tag cloud). That said, I love the automatic content load as it makes navigation a lot easier if a numeric pager isn't needed. I just fear that it might be used in places where it isn't needed.

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Wed, 04 Aug 2010 14:27:52 +0200
<![CDATA[the clone returns home/kanji nakajima]]>http://www.onderhond.com/blog/personal/clone-returns-home-review-kanji-nakajima

What are film genres but mere indications of a film's content. They might tell you what a film is about but they won't say anything about style, atmosphere or execution. The Clone Return Home is classified as sci-fi and that's okay, but those expecting a bustling space adventure, alien warfare or high-tech gadgetry can stop reading right now. This is something very different. And better.

screen capture of The Clone Returns Home

The film industry would have you believe that films are best seen on the big screen, in theatres and festivals. While this is definitely true for a certain line of movies there is no place like home to watch The Clone Returns Home. Far away from potential shuffling, babbling, ring tones, crunching, yawning or people with busy festival schedules. This films deserves to be seen as far away as possible from all those distractions. It's much better to enjoy its subtleties in a comfortable couch where one can peacefully dose of, rewind a little and fall back into that trance without bothering or being bothered.

While the premise of the film is all about cloning and accidents in space, it's just a cover for a smaller and more subtle family drama. After the short introduction where Kohei is nudged into signing a cloning agreement, the film warps back in time to show us Kohei and his little twin brother. After a seemingly harmless fishing trip things run out of hand and Kohei's brother drowns, leaving his remaining family drowning themselves in a pool full of guilt.

The "clones" in this film are more than simple seconds, they act as actual save-states. They aren't new human beings built from an identical set of genes, but true copies of a person at one point in time. When Kohei dies in space his special life insurance (as the cloning business is cleverly called) kicks in, opening a doorway to a metaphysical journey layered with soft philosophical meanderings.

screen capture of The Clone Returns Home

Japanese cinema as a whole has been edging closer to the mainstream, Nakajima doesn't seem to care. The slow pacing here is crucial to the atmosphere in his film. Scenes are allowed to last, which isn't really all that bad as they are lusciously shot. The visuals are striking and impressive. Each shot is meticulously planned, often showcasing stark contrasts and toned-down color hues. The result is bleak but powerful and gripping, without losing any impact throughout the film.

The soundtrack is just as impressive. Very subtle, somewhat brooding and only occasionally expressive, perfectly blending with the images to create a entrancing atmosphere. Still, it's at its most impressive when Nakajima completely drops all sound during one of the more dramatic scenes. Pure silence spreads itself through the room when the on-screen characters are completely falling apart. Very reminiscent of a particular scene in Dolls, just as overpowering. That's how you do drama.

The film relies on only a handful of actors but they all put in a tremendous effort. Mitsuhiro Oikawa, taking up a pretty demanding and difficult lead, is particularly strong as Kohei. When the dialogue and plot dies out in the second half of the film he has to carry both characters on his frail shoulders, but does so with impressive ease.

screen capture of The Clone Returns Home

Some people will tell you that a certain state of mind or mood set is required to watch The Clone Returns Home, I believe the film is strong enough to evoke this mood all by itself. Still, it might not be a good idea to watch this when craving a fast-paced action flick, I'm sure you'll be dreaming or dozing off in no time.

The first part of the film is still somewhat plot-driven but once past the halfway point it leaves most dialogue and plot behind to find its own way. We follow the clones of Kohei on their own path, struggling with their own being, looking for their mutual past. Things get a little vague from here on, but this vagueness adds a mysterious layer only making it a more powerful and lasting experience.

The Clone Returns Home is one of the most impressive dramatic films I've seen in a long time. It lingers, it surprises, it impresses and it leaves you in a daze. If you're looking for clear-cut answers or simple plot progression this is not a film for you. If you're looking for action or sentimental drama, stay clear. But if you're in for another prime example of Japanese drama set to a sci-fi background you're in for a real big treat. Absolutely stunning stuff, definitely recommended. 4.5*/5.0*

Check the unsubbed trailer, I'm sure you won't miss the translation.

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Mon, 02 Aug 2010 12:13:00 +0200
<![CDATA[kick-ass/matthew vaughn]]>http://www.onderhond.com/blog/personal/kick-ass-review-matthew-vaughn

Comic books, superheros in silly suits, victorious nerds and spiffy oneliners. On paper, Kick-Ass wasn't going to be my kind of movie and so I kindly waited for the hype to blow over. I ignored all reviews and comments as to enter the film without too much prejudice. Turns out all the bad stuff is nothing a touch of sprawling directorial efforts couldn't fix. Welcome back Matthew Vaughn, I missed you!

screen capture of Kick-Ass

After producing the early Guy Ritchie hits, Matthew Vaughn stormed the scene with his own Brit-crime comedy Layer Cake. A pretty cool flick sporting a somewhat surprising reference to Avalon (earning it a special place in my list of favorites). Vaughn took a wrong turn with Stardust (although that film did give us Robert deNiro in a pink tutu - classic!), with Kick-Ass he returns to the craft of high-quality, stylized and brainless fun-cinema.

Judd Apatow, Michael Cera and to a lesser extent Jesse Eisenberg, they all played their part in reviving the victorious film nerd. In Kick-Ass Aaron Johnson continues this fine tradition. The first hour sees Johnson parading around as a loser in a green wet suit, posing as a superhero. Without wanting to spoil too much, you can pretty much guess how it goes from there. Not that I have anything against film nerds, but the formula is getting a little stale by now.

Luckily there is more. Upgrading the film are Nicholas Cage and the Hit Girl character. With their introduction comes a fair amount of dry comedy and flashy action. It makes for a nice diversion, completely revitalizing the film after the halfway point. Vaughn handles himself pretty well in the action scenes, taking it nicely over-the-top. And even though a lot of the action was cut on the editing floor, he manages to keep the flow of the fights intact. A rarity in Hollywood.

screen capture of Kick-Ass

The story is simple enough. Nerd is into comic books, buys a wet suit, gets his ass kicked but comes out of the accident with dulled nerve endings. Add a crime organization and a little side story involving the background of Hit Girl and Big Daddy and you have enough material to fill 120 minutes of film. Finish off with a touch of self-aware humor and you're good to go.

Visually there is plenty to enjoy here. Vaughn demonstrates his talent for style, relying mostly on strong camera work rather than flashy visual effects. Some scenes even seem to suggest the budget was not as big as the hype would have you believe, maybe that's exactly why it turned out so well. Good use of color, snappy yet controlled editing and a pleasant visual pace. The soundtrack mostly consists of existing tracks, but used with a fair share of winking and nudging. It adds to the light atmosphere running throughout the film.

Performances are pretty good overall too. Johnson is pleasantly non-irritating as Kick-ass, his friends a pretty funny bunch of sidekicks. Cage is perfect as Big Daddy though he doesn't need to do much besides rehashing his old routine. There's only one big problem here which is Chloe Moretz as Hit Girl. Granted, it's a difficult role for a young girl to play, but she completely fucks up her oneliners and she's simply too uncontrolled during the action sequences.

screen capture of Kick-Ass

It's a shame Vaughn couldn't land a better actress for his Hit Girl. A splendid character which brings the film alive as she cuts, hacks and shoots her way through her adversaries. All that cool is countered by the lacking performance though. What remains is still good fun, but there's a big wide black hole of missed potential gaping whenever she surfaces. Still, I'm sure she is the reason Kick-Ass will be remembered over time.

Kick-Ass is damn good fun. Nothing more, as it loses itself in its comic book world of comedy, action and self-awareness. It's a comic-like look at one of the biggest comic book genres out there. In that it differs from Hancock or other superhero parodies, while still keeping very close in atmosphere to these films . Biggest star of the film remains Vaughn though. It's his efforts that make the film worthwhile, creeping away from the Hollywood aesthetics and inserting it with some good old-fashioned British spark.

Even if you don't like superheros, even if you don't like the nerdy overtones, hell, even if you don't give a damn about the whole setup, Kick-Ass is still a pretty cool film. As long as you don't mind a little over-the-top action and a good dose of style over substance there is plenty to enjoy here. One of the best films to come out of Hollywood in a long time. 4.0*/5.0*

Chances are you've seen it before, but just to be sure here's the trailer.

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Fri, 30 Jul 2010 15:01:17 +0200
<![CDATA[web design patterns/the road to component-based development]]>http://www.onderhond.com/blog/work/web-design-patterns-for-front-end

Patterns are big business in IT. You can't get far in OO programming before hitting a book about design patterns, stressing the need for standardized solutions to particular problems. When it comes to web development though, design patterns never really hit off. Maybe because of the chaotic nature of the so-called web standards, maybe because we as an industry are just not ready for them yet. That's no reason to ignore their potential though. I say: screw the industry.

define: design pattern

A design pattern is a standardized and well-defined solution to a recurring problem.

The word "problem" in this context is quite loosely defined. For example, navigation is a solution for getting from one page to another, a breadcrumb is a solution for lack of orientation within a site, a sitemap is a solution for getting a grip on the site's complete structure, and so on ... Once we're talking about a recurring problem, we can look for a standardized solution and turn that into a "design pattern". Before it becomes a real pattern though, it's key to look at it from as many angles as possible, defining the pattern as extensively as possible.

To give you a good idea of what kind of angles we're talking about here it's probably best to use a real-life example making the article a little less abstract. One such simple and easy to understand web pattern is without a doubt the confirmation message. A simple message that appears every time a user completes an action successfully. So let's go from there and see how such a trivial element can be defined.

how to look at patterns

It's best to keep a broad view when defining a design pattern, considering all aspects and all situations where such a pattern might be used. Following are some common angles that keep popping up when examining a pattern from up close:

  • functional angle: where should the message appear (close to the action element or on top of the page), should it be shown on a new page or through an AJAX call on the same page, how long should it remain visible when implemented with an AJAX call?
  • graphical angle: red is probably not the best color to use, green the most obvious one, could other colors be used, should we add an icon and if so, what icons are best?
  • copy angle: does the message need a title, should we address the user personally?
  • front-end angle: can we write a standardized html structure, can it be visualized using a whitelabel css, are there accessibility concerns?

All these questions need to be answered in order to define the boundaries of this pattern. Then it's interesting to see if the pattern is not part of a broader whole. A confirmation is just a variation on a generic feedback message. There are errors, alerts, help messages and you can probably come up with a few others. So grouping patterns according to type might be a good idea, often leading to new insights.

so what, I'm a developer

Remember how I always go on about structure and components? Well, design patterns are the perfect way to start building towards standardized code. Once a pattern is defined it's pretty easy to write a fixed html structure that can handle all requirements made for that particular pattern. And if you have the time and/or means, why not add a whitelabel design. You can have a live prototype up and running in a mere day.

As a front-ender it's not only important to know about html, css and javascript. It's also important to know a little thing about design, wireframing and copy. Not so you can do it all yourself, but to interpret the work others have done for you and to make the most of it when turning it into a web page. Consistency, standardization and a common language between all people involved in a project are all aspects of a solid design pattern library that can only increase the quality of the product you are developing.

The only thing to note is that while a design pattern library gives you easy access to a set of standardized solutions and a wealth of knowledge, the web is ever changing and if you have defined a pattern one or two years ago certain things might have changed. A few years ago the tag cloud was the biggest hype, now almost nobody uses it anymore. So make sure you keep questioning the patterns you are using while at the same time enjoying the benefit of all the work you (and others) have done in the past.

conclusion

While at first this topic might seem a little out of place on this blog, I figured a little introduction to web design patterns would still be useful. They are absolutely crucial in changing the way you think of html. Because html isn't a mere means to apply semantics to a single element or to structure a single page, it's a means to define components and to reuse these components throughout a whole site, even multiple sites.

If you want a good starting point, you can check the Yahoo library or Welie library. Both are pretty extensive and free to roam around in. These libraries don't feature html examples or css snippets, but once you have the functional (and sometimes graphical) requirements, writing up some structurally solid html for each pattern shouldn't be too hard.

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Wed, 28 Jul 2010 12:56:34 +0200
<![CDATA[love in a puff/ho-cheung pang]]>http://www.onderhond.com/blog/personal/love-in-a-puff-review-ho-cheung-pang

Ho-Cheung Pang, the man that introduced me to another side of HK cinema. Not hindered by the limitations of genre cinema or the pretensions of arthouse, his films are quirky and lovable author pieces. Love In A Puff is no different. A fun, little romantic comedy set in the hidden back alleys where smokers gather to share a cigarette, possibly even more.

cover of Love In A Puff

Love In A Puff feels like a continuation of Pang's previous film, Trivial Matters. A semi-realistic snippet of modern day society. Still very stylized and cinematic, but not as staged or acted as his previous work (Isabella or Exodus). Those not too taken with this new style need not fear, Pang will return with the crafty-looking horror flick Dream Home later this year.

In 2007 Hong Kong followed many other countries by prohibiting smoking on the work floor. This led to the birth of the smoke date, a new social phenomenon where people sneak out together for a quick puff. Short 5-minute breaks that replace the coffee machine talks and are ideal for some good gossiping away from prying eyes and ears. Such is the setting of Pang's latest film.

It's essentially the story of Jimmy and Cherie. The two meet during one of the smoke breaks and start a somewhat unusual affair. Jimmy has just dumped his former girlfriend, Cherie is stuck in a five year old relationship void of any passion. They get along pretty well but interaction is mostly limited to short SMS texts and fleeting conversations during smoke breaks. Then things get serious and the usual male knee-jerking ensues.

cover of Love In A Puff

Love In A puff feels a little hazy and light-footed, something which is strongly reflected in and enhanced by its visual style. A very mobile camera staying close to the actors and energetic editing add a lot to this feeling. That doesn't mean there is nothing to look at though. Pang has a keen eye for details. Be it finding abstraction in settings or simply catching the smoke in the sunlight, there are always some lush details to marvel at.

A bit more peculiar is the soundtrack which really shakes up the film's atmosphere. It's hard to compare the effect to any other film out there, but I guess Johnnie To's Sparrow comes pretty close. Quite cool and absolutely defining for the overall feel of the film, it seems To's choice for atypical scores is catching on in Hong Kong.

The acting is pretty solid. Yeung turns into a rather nice performance as Cherie, but it's Shawn Yue that sets another step in becoming one of the brightest HK talents out there at the moment. He's been turning up into a lot of good films these last ten years and never fails to add something to his character. He more than confirms his status once again in this film.

cover of Love In A Puff

While fellow Twitch writer and Hong Kong resident James Marsh confirms the realistic setting of Love In A Puff, the atmosphere in the film reminded me a lot more of European cinema. No doubt due to the peculiar score and talkative nature, I believe that simply changing the actors would be more than enough to turn this into a prime example of French cinema. And maybe that's not even all too surprising, considering Pang's references to Melville's Le Samourai in You Shoot, I Shoot.

Love In A Puff doesn't really feel like a full-blown masterpiece but there is definitely more than meets the eye. On the surface a simple romantic comedy, the film itself is grounded in a more realistic setting and allows a good look into the lives of contemporary HK citizens. It doesn't shy away from modern social phenomena like the smoke breaks or even Facebook, allowing Pang to keep his odd one out status very much alive.

For a quick diversion, Love In A Puff is a pretty accomplished film carrying a very enjoyable atmosphere, working both on a comedic and dramatic level, sporting good performances of the whole cast and delivering some astounding visual touches. The perfect way to spend some time reconnecting with Ho-Cheung Pang until Dream Home arrives. Recommended stuff. 4.0*/5.0*

Don't forget to check out the trailer.

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Mon, 26 Jul 2010 12:26:50 +0200
<![CDATA[panique au village/aubier and patar]]>http://www.onderhond.com/blog/personal/a-town-called-panic-review-aubier-patar

Belgium has a rich background in comic books, but when it comes to animation there's not too much happening here. Sure, we have Picha (Blanche Neige: La Suite), most other attempts at producing something worthwhile usually amount to very little. But there is hope. Aubier and Patar turned their much-lauded short series into a feature-length film, throwing their hyperactive Cowboy and Indian couple into their biggest adventure yet.

screen cap of A Town Called Panic

Panique au Village was first released as a 20-episode short series made for Canal+, sadly I never got to see those episodes. The first time I saw Horse, Cowboy and Indian in action was when they appeared in an intro for Cineart (a Belgian cinema distribution company). I didn't make much of it at the time but when I watched the trailer for the feature-length film I recognized them immediately. Not entirely convinced yet, I sat down hoping the directors duo would do something to turn that feeling around. And they certainly did.

Panique au Village is a hyperactive stop-motion animation film, built around a strange little trio of characters. Cowboy and Indian are two friends living together, assisted by a talking horse. There are some secondary characters, most of them added just for laughs or plot progression. It doesn't take long before thing go wrong and the three of them end up in an earth-shattering adventure. Don't expect a decent plot, there simply isn't any. It is sacrificed completely for laughs, fun and insane situations.

The film starts with the birthday of Horse. Cowboy and Indian plan on building him a barbecue but when they order the bricks online they end up with 50 million bricks rather than 50. This kick-starts their adventure leading them to the center of the Earth, the icy plains of the North Pole, a mechanical penguin and finally ending up right below their own house once again. That's a lot of adventure for a mere 70 minutes of film.

screen cap of A Town Called Panic

The animation is pretty crude. Stop-motion asks a lot of time and effort to produce, and while you can see a lot of effort went into creating this film it doesn't show in the way of fluid animation. The settings are cool though, with lots of small details bringing broad smiles to my face. For people not familiar with the series (like myself) it might take a few moments to get used to the particular style, but five minutes into the film I stopped noticing the crude animation and actually enjoyed the hyper-active motion of the characters.

Whatever soundtrack there is, it is used for comedic effect. It's fun though not all that special. More important is the incredible voice acting, taking the film to a whole new level. I can't stretch enough that this films needs to be seen with the French voice actors doing their thing. The Dutch audio track is horrible and I can't see an English track adding anything good to the film. The rough and snappy French accents are a real hoot and really help to bring the (purposefully) simplistic dialogs to life. As a little extra, fans of cult cinema might recognize the voice of Benoit Poelvoorde (Man Bites Dog) as one of the secondary characters.

screen cap of A Town Called Panic

Like most series that are being adapted into a feature-length film, it proves difficult to completely step away from the series format. Panique au Village can feel a little episodic at times, introducing new settings and characters every ten minutes, then completely abandoning them a little time after. It's not necessarily a bad thing, just don't go expecting a tightly plotted film where everything gets nicely tied up in the end. It's not that kind of film anyway.

What makes this film is its crude exterior (animation and voice acting) coupled with the strange and somewhat random sense of humor. Once it hits, the magic remains alive throughout the whole film and there's a lot of grinning and laughing to be done. It's a short film but with all the madness going on that's probably for the best. There's a lot of adrenaline running through the film making it a pretty exhausting affair, even when you're just watching from your lazy couch.

If you have a soft spot for claymation or you're just looking for a zany comedy, Panique au Village will not disappoint. It's not as accomplished as Mary And Max or Coraline, but it charms with its straightforward appearance, absurd humor and chaotic fun. 4.0*/5.0*

Check the trailer with some comfortable English subtitles.

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Thu, 22 Jul 2010 12:15:03 +0200
<![CDATA[the graduates/yuki iwata]]>http://www.onderhond.com/blog/personal/the-graduates-review-yuki-iwata

If you take out all the school stuff, (high)school life was great. Old enough to do stuff, young enough to not face big responsibilities. Of course it was also filled with boring lessons and subjects that would never prove their value, but those are easily forgotten. Looking back at our school lives can be comforting, even when it's through the distorted vision of an unfamiliar society. Enter The Graduates.

cover of The Graduates

Even though high school films never succeed in depicting a realistic vision of high school life, they do hint at big cultural differences. The subject of these films may be the same, American high school films are in no way the same as their Japanese counterparts. While American directors often focus on minority groups, sexual frustration and comedy, the Japanese are more concerned with blossoming young love, planning out your life and puberty drama. That said, coming from Belgium both systems feel pretty alien to me.

The Graduates is very much a Japanese high school film. There are equal doses of young love, uncertainty of future careers and people moving away to pursue their own lives. The film is covered with dramatic and romantic overtones, comedy is only a distant third. And no, seeing these adolescents struggle with their pre-career life doesn't really remind me of myself a good ten years ago, but the easy, melancholic vibe coming from this film sure does.

Central to the story are two young couples. Both deal with blossoming feelings of love, both relationships have little chance of succeeding. Kayako and Tomizo are fighting the battle of pursuing different colleges in different cities, Kei and Kazuya battle the fine line between friendship and love. It's a pretty simple setup, but crazy or long-winding plot developments are not what these kind of films are about.

cover of The Graduates

Style-wise, The Graduates is a another perfect example of stilted Japanese drama. There isn't much camera movement and when there is it is usually slow, dreamy and deliberate. Shots are meticulously planned with a couple of glamour shots once in a while to make the film more attractive. It's delightful to watch though experience tells me most people find it rather boring.

As usual this goes hand in hand with a timid and subdued piano score, highlighting a couple of dramatic scenes but never really intruding. It's a crucial aspect in reaching that typical dreamy, laid-back atmosphere so often present in these type of dramas. No points for originally, but it works out well enough.

Acting is pretty strong but once again typically Japanese. Actors don't throw their emotions at the screen, most of the emotional impact is playing behind stone-cold faces. As always, body language plays a pretty big part in the acting here. From time to time the actors erupt, only for very short bursts of time, only to retreat back behind their emotional wall second later.

cover of The Graduates

Emotional doesn't mean sentimental, which is proven more than once in this film. The climax of the young love between Kayako and Tomizo is a scene where he asks her if she'll let him touch her hair. No wild kisses or morning afters here. And a goodbye scene doesn't coincide with dramatically running after the train shouting and waving but includes a static shot from the rear window as the trains bends a curve. It's simple, it's subtle and it's all the better for it.

The Graduates doesn't bring much new to fans of the genre, but what it does it does extremely well. It's a film that allows you to sit back and enjoy the view. Enjoy the free-wheeling students as they linger on the roof of the school or when they are out playing sports. That's what this film is all about, that's where it excels.

It's a pretty good film for newcomers and hardened fans alike. The film is accessible, has enough drama for those not quite used to the slow pacing and leaves enough room for meandering thoughts. Sadly Iwata hasn't made anything since this film. There's been a serious decline in quality output in this particular genre. All the more reason to give this film a lovingly warm nudge in the back. 4.0*/5.0*

No trailer this time, but I can share a music video from the film.

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Wed, 21 Jul 2010 13:07:15 +0200
<![CDATA[nymphomation/jeff noon]]>http://www.onderhond.com/blog/personal/nymphomation-review-jeff-noon

You don't see me writing much about books on my blog. The reason for that is quite simple: I just don't read as much as I used to. Back in the days I tore through pages and paragraphs, reading whatever I could get my hands on. But over time the books were replaced by games, films and music. And with all the blogging work there's hardly any spare time left to take a book and sit down comfortably. That doesn't mean my interest in books has completely faded away though.

cover of Nymphomation

I used to love horror novels. Everything from Clive Barker to James (not Frank) Herbert was a sure win. Later I discovered the comedy of Pratchett and the urban fantasy of Neil Gaiman, but right before I quit the reading business I stumbled upon a certain writer that changed a lot for me. One with the ability to degrade everything that came before to mere pulp (most probably one of the reasons I lost my interest in books).

The man I'm talking about is Jeff Noon. A Brit with a remarkable talent when it comes to literature. He dabbles mostly in a pool of urban fantasy and sci-fi, set in an alternate Manchester reality which feels both familiar and alien at the same time. His first book (Vurt) introduced his readers to this strange little world, he's been building on it ever since.

Nymphomation is his third novel set in this world and serves as a loose prequel to his first book. Several familiar concepts are conceived in this book (like the Vurt feathers), though it stands on its own two feet well enough. Nymphomation is the tale of domino games, fractals and mathematical mazes. A true hype overshadowing Manchester, gluing people to their television sets and filling their minds with only one thing. Winning the lucky domino, even killing for a chance of victory if needed.

Noon's characters are a little bland at times, even bordering on simple stereotypes. And if you want a highly original storyline you're probably at the wrong address too. Even though Noon's setting and writing style is extremely creative, the plot hidden underneath it is quite standard indeed. Not that it degrades the experience, but it might guide you to start the book with the right expectations.

Noon's undeniable strength lies with his choice of words. Each book has a set of themes, themes that evoke certain words which are then royally applied throughout the whole book. Adjectives and nouns that have no sensible relation whatsoever are thrown together in favor of a running vibe throughout his story. And if Noon can't express himself with the existing English vocabulary he isn't afraid to make up some of his own. But always recognizable, never hard to understand and ever so in line with the themes of the book. It's this particular trait that makes his style so recognizable (and lovable).

Nymphomation takes a little time to get up to steam. If you're a Noon noob it's probably better to start with Vurt (his introduction to that strange little world living in his mind), but if you've tasted his work before and you're hungering for more, Nymphomation is a safe bet. Not his best, but still strikingly spectacular. 4.5*/5.0*

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Mon, 19 Jul 2010 13:20:53 +0200
<![CDATA[guest article 04/and a little extra]]>http://www.onderhond.com/blog/work/semantic-consistency-smashing-magazine

The onderhond blog has been running for a good 2.5 years now. There's been ups, downs and many in-betweens. I've learned a lot from the time spent on writing the near-400 articles already present on this blog, but with all the time going into fine-tuning these articles you start to demand something in return. Now, before you think this is my goodbye note, no need to worry. There's only happy stuff in here.

Blogging for fame is a pretty horrible starting point, that said it certainly helps if what you write has a certain impact on the people you write for. You can't write 2 years straight without getting any feedback or without straying outside of the boundaries of your own blog. Going places gives a serious boost to your motivation so it's good to stay on the lookout for opportunities. On a personal level I achieved that by joining the Twitch team, on a professional level I seek for guest posts once in a while.

hunted

First things first though. Looking for guest post opportunities is one thing, people picking up and publishing your stuff is even more fun. That way you don't have to do anything and you still get to reach new audiences. When I checked my site stats last month I noticed a serious bump in Japanese traffic coming to my site. On further exploration it turned out the article on 1px rounded corners made it in the June issue of Web Designing a Japanese (printed) magazine.

They were nice enough to send me a couple of issues. Not that I understood any of it, but how cool is that, holding a Japanese magazine with a reference to one of your own articles. From what I could read it did look pretty informative though. Shame they don't have an English translation out.

Want proof? Check the scan.

serious stuff

Sometimes it takes a little more effort, which isn't all that bad as long as you have something to show for it. A good two months ago I solicited to write a guest article for Smashing Magazine, one of the leading web design blogs out there. It ended up as one mean beast of an article, but the result is something I'm quite proud of.

The article is about semantic consistency and the lack thereof in most sites. Not only big corporate sites that have other things to worry about, but also blogs from the leading web design bloggers seem to suffer from semantic inconsistency. Quite strange, as it's not all that difficult to implement. The article gives you a little sample of content type implementation around the web and some pointers on how to make your own code more consistent.

Find it here: When One Word Is More Meaningful Than A Thousand.

predictions for the future

Well, that's a simple one. I just take what comes along. Whenever I feel the need to write something I believe deserves a bigger audience than my little blog can guarantee I'm sure I'll be able to land the article some place or another. And when that happens, you'll read about it here.

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Fri, 16 Jul 2010 12:56:57 +0200
<![CDATA[nasu: suitcase no wataridori/kitaro kosaka]]>http://www.onderhond.com/blog/personal/nasu-suitcase-no-wataridori-review

Every year at the start of the summer vacation the biggest cycling circus of the world opens its doors for three weeks of almost inhuman labor. The Tour de France is without a doubt the biggest cycling event of the year, and to celebrate that with a film there's really only one serious option available. Add some blistering hot weather and it can only mean one thing: it's time for my Nasu fix.

screen cap of Nasu: Suitcase no Wataridori

When talking about sports anime people will automatically feel that 80s vibe. Soccer and basketball were hot in anime land, but once the 90s came around the genre pretty much dried up. Sporadically a new series surfaced (Prince of Tennis), but nothing that would revive the golden days of outrageously spinning balls and net-splitting attacks.

An interesting detail about these anime series is that they mostly feature sports with balls. I guess these kind of sports are a little easier to animate than say ... a cycling race. The focus of the animation often lies on the ball, not on the players. Animating people who are running or walking is hard enough as it is, but transferring the emotions of grinding away on that bike is near impossible. And yet Kosaka does a tremendous job. No doubt he is a true cycling fan at heart.

After the first Nasu (which played during the Vuelta), our Belgian team (to be honest though, there's nothing Belgian about it) travels to Japan for some serious training in the Japan Cup. Even though there's some little background drama with references to the death of Marco Pantani, Kosaka keeps most of his attention on the race at hand, only using the drama to enhance the emotions of the race.

screen cap of Nasu: Suitcase no Wataridori

Visually this sequel has improved a little over the first Nasu. Not dramatically and not all changes are actual improvements, but overall there's a bit more to look at here. There's a significant rise in CG (often used to great effect) though during the descents in particular the movement of the bikers is a little too slick for its own good. I'm pretty confident that hand-drawn animation would've worked better in this case.

Kosaka's Ghibli roots are still very much apparent in this Nasu episode. Character and background design are heavily influenced by the Ghibli signature, though Kosaka's style shows a bit more detail here. Especially the characters are richer in detail compared to the previous film.

Voice acting is solid as you'd expect from a film like this. No overly active Japanese squeaking, but subtle and strong voice work. The music is on a similar level. Nothing extraordinary, but effective in its use. It could've used a few more memorable tracks, but as it is it works fine.

screen cap of Nasu: Suitcase no Wataridori

The strength of Nasu is crystal clear. There is no sports anime that ever came this close in mimicking the race dynamics of a particular sport. It's insane how the film knows to capture the excitement and drama of a cycling match in such a short span of time. But it does, and it's superb to behold. By the end you're cheering and hollering at the screen (or at least mentally), hoping Pepe is going to win.

There is no one point where Nasu excels, it's a combination of realistic animation, understanding of the race mechanics and a little dramatical tension inserted at just the right time. It raises the bar for sports anime to almost mythical heights, deserving a golden medal of its own.

An interest in the cycling sport comes in handy. You'll notice many familiar situations and even recognize some funny little parallels with the real world. It's very economic running time (just over 50 minutes) makes it an ideal film to take a little breather from the Tour itself and sink back into your couch to tap into Kosaka's near-instant cycling fix. 4.0*/5.0*

Check the unsubbed trailer (just don't mind the music).

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Wed, 14 Jul 2010 13:43:18 +0200
<![CDATA[equal height search form/form chaos]]>http://www.onderhond.com/blog/work/equal-height-search-form

The world of css knows many grey zones. Areas where a healthy css developer would rather not tread if they had anything to say about it, but can be conquered with a serious dose of willpower. There is worse though. The black holes of css make us cringe only be thinking of them. That exact same cringe you might notice when a designer starts talking about pixel differences in forms. Oh, the horror!

defining our goal

There are countless articles written on how input elements differ across browsers and operating systems, even OS themes. The conclusion of these articles is always the same. Don't mess with them. And usually I agree. In a normal form there are limits to styling form elements, if only to safeguard our own sanity. Small differences in size, spacing and appearance between input elements is something inherent to the web. In other cases though, I can understand the designer's frustration.

One of those cases is the small search form often found in the header of a site. A prominent element within a site usually consisting of a text input and a submit button. The design is normally tightly integrated into the whole header so any pixel differences there can result in a sloppy overall feel really fast. One long-running frustration is that the height of both text input and submit is hard to match cross-platform, cross-browser. But there are ways. We're talking css after all.

The goal here will be to create a consistent setup for a text input and submit button so they can easily be given a fixed and equal height, rendering the same cross-browser. It will get hacky and you will need to get your hands dirty, but in the end it might actually we worth the trouble, especially when used sparingly.

defining the problem

input[type="text"], input[type="submit"] {height:2em;}

In short, the code above illustrates what I am hoping to do. Add an equal height to the text input and submit button and hope they are rendered with the same height by all browsers. Of course, it won't be as simple as that. The first problem is easy to fix though. Both element appear to have a different base font-size in certain browsers, so adding a font-size:100% to both elements helps us forward a little.

The biggest problem lies with the borders though. The border-width on the submit button is included into the height, the border-width on the text input has no impact on the height of the element. In other words, the border on the text input is drawn on the outside while the border on the submit button is drawn on the inside. Some quick experiments with the -vendor-box-sizing css property didn't result in much (unless you don't need to worry about ie6 and ie7), so let's try the hard way.

input[type="text"], input[type="submit"]{height:2em; font-size:100%; border-width:0;}

The only smart thing to do is to disable the borders on both text input and submit button and to provide some generic wrappers to take over the styling. By doing that you avoid differences in rendering height between the two input elements. I know it's not very clean but at least it works.

the html code

<div class="search"> <form id="searchForm" action="#" method="post"> <div class="inputWrap"><input type="text" /></div> <div class="submitWrap"><input type="submit" /></div> </form> </div>

This is the final html code we will be using for our search form. Not complete rubbish, only the .inputWrap and .submitWrap elements are obsolete from a structural point of view. We will use these two elements for faking the borders around the input elements, on top of that we'll need to float both wrappers. Note that adding a display:inline-block (rather than floating) is also on option, but applying the floats gives us a little more control over the spacing between the two, which I prefer.

In Opera, Chrome and Safari there will still be a slight difference in height between the elements. This is caused by a padding on the text input which can be removed quite easily. And by adding a line-height the same as the element height we'll have better alignment of the submit button text (Chrome) and text input text (IE). All of this results in the following code:

.inputWrap, .submitWrap {float:left; border:1px solid #000;} input[type="text"], input[type="submit"]{height:2em; line-height:2em; font-size:100%; border-width:0; padding:0;}

This will yield perfect results in Safari, Chrome, Firefox and Opera on both Windows and Mac, sadly IE still experiences some of problems (but what else is new, right). There will be strange spaces popping up which shouldn't be there, but nothing a couple of floats (and display:inline fixes) won't solve. Here's the ie7- css code.

/* ie7- specific css*/ .search {zoom:1;} .search .textfield {float:left; display:inline;}

putting it all together

.inputWrap, .submitWrap {float:left; border:1px solid #000;} input[type="text"], input[type="submit"] {height:2em; line-height:2em; font-size:100%; border-width:0; padding:0;} /* ie7- specific css*/ .search .textfield {float:left; display:inline;}

That's "all" you need to have a search form show up consistently in a range of browsers and OSes. If you want some live example code you can check the test page:

Note that a similar problem exists with input elements widths, in that case though the -vendor-box-sizing property (border-box) proves a lot more useful. Sadly ie6 and ie7 don't seem to like it that much when it comes to defining heights.

I wouldn't recommend using this for every form and every input element, but when two inputs need to align pixel perfect, ensuring design consistency, it's a very useful option. If anything, it's a good trick to win points with your designers.

]]>
Wed, 07 Jul 2010 16:41:04 +0200
<![CDATA[love exposure/sion sono]]>http://www.onderhond.com/blog/personal/love-exposure-review-sion-sono

No doubt that Love Exposure will become Sion Sono's ultimate masterpiece. The movie every film critic will refer to when his name is mentioned. And even though Love Exposure is not my favorite Sono film, it's not difficult to see why so many people are championing this film as his best. It's a true epic 4 hour long journey through a world that simply breathes Sono's unique style.

screen cap of Love Exposure

Holy fuck ... never before have there been two small words so aptly describing a film. 'Holy' because Sono's films are always rampant with religious themes, though nowhere as deep-running as here. 'Fuck' because there is a lot of sexual content, though never explicit. And 'Holy fuck' because in these 4 hours Sono inserts so much material working together that it defies every law of cinema. Love Exposure is such a mess that by all means it shouldn't be allowed work as a film. But it the end it simply does.

Sion Sono (Suicide Circle, Strange Circus, Noriko's Dinner Table, Ekusute) is building himself quite a reputation. His films are often a mix of religious themes (sects mostly), in-your-face extremities and absurd humor. The combination of these element can be a little uneven but the final result is always interesting and unique. Love Exposure sees Sono taking it one step further, cramming everything he's got into an epic 240 minute film. I guess he just needed to get something off his chest.

Capturing the storyline in one measly paragraph is near impossible so I won't even bother, but at the core of this film lies a very simple love triangle. Yu is a young boy oppressed by his father turned priest, Koike is the leader of a Zero Church fraction looking for new recruits and Yoko is a young girl with a big aversion of men (caused by traumatizing events in the past). The three of them meet up and get entangled in a seriously twisted tale of trust and love.

screen cap of Love Exposure

240 minutes is a lot of film to fill, especially when you're not willing to spent a couple of years slaving away to get it all perfect. Sono's choice for DV is a logical one and although it results in some lesser-quality images the agile camera work and versatile shot angles make up for that. Overall the film has a pleasant enough look and the editing ensures decent pacing. Some scenes are a little drawn out but only when they are supposed carry the dramatic impact of the film.

The soundtrack is pretty cool, resembling Battle Royale in the sense that Sono uses popular classical tunes in a modern, atypical setting to create an unsettling effect. It works well and lends an extra comedic effect to certain scenes while at the same time enhancing the dramatic effect in others. Some people might be put off by this use of classical tunes (see Battle Royale again) but I must say that I quite liked Sono's choice of music.

The acting is overall strong, though some of the young leads do fall through in certain scenes. Nishijima and Mitsushima have some trouble with the more comedic parts, Ando is the only one to deliver a strong performance all the way through. What's more important is that all actors are able to convince in the dramatic scenes, ensuring that whatever punch is dealt hits the mark.

screen cap of Love Exposure

Even though Love Exposure is an extremely long film the pacing is surprisingly fast. Because of that, some parts still manage to come off as a little underdeveloped, especially for a film of this magnitude. While Sono does his best to fit all the elements within the timespan of his film he can't help but wander a little in some parts. This results in a couple of superb scenes (like the camera training) that keep the film going but fail to bring any relevance to the core story. A decision I actually support as it makes the film a whole lot more accessible though I'm sure not everyone will agree.

Love Exposure is a film that has almost everything. There's cult, comedy, romance, drama and even a dash of horror. The third hour is a little slower compared to rest of the film because that's where the dramatic angle starts to take form. The first two hours are mostly dominated by a comedic undercurrent keeping the film light and playful, while the final hour deals most of the punches and creates a great payoff for the drama build-up during the third hour. It leaves its audience a little dazzled, somehow unsure of what they have just witnessed.

One small thing though. If you read all the rave reviews, know that people are prone to rate longer films a little higher just because they manage to keep them entertained for such a long time. It is indeed a feat if you can keep people interested for 4 hours in a row, but I myself prefer shorter films that pack more punch in a shorter timespan. There's no doubt that Love Exposure is a superb film with plenty to offer. Absurd comedy mixed with tense drama give this film a nice edge, but even though I was never bored, even for a second, and always eager to keep on watching Sono's film lacks a finishing touch to make it truly great.

Don't let that hold you back though. Love Exposure is a great experience, offering lots of weirdness, fun and shock while never boring its audience. It's a true author's film, perfectly illustrating the different styles and themes so prevalent in Sono's cinema. The fact that it works as a film is a small miracle, that it knows to immerse you for a full 4 hours is almost insane. That said, I've seen better films that packed more punch in only a quarter of the running time. With that said, it still comes highly recommended. 4.0*/5.0*

Here's an unsubbed trailer revealing a little of the madness found inside.

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Tue, 06 Jul 2010 13:28:45 +0200
<![CDATA[blood of rebirth/toshiaki toyoda]]>http://www.onderhond.com/blog/personal/blood-of-rebirth-review-toyoda

Toyoda is back! At one point unsure whether he would even go back to feature-length film making, he returns with a blistering vengeance. I can only hope Blood of Rebirth is just the first in many to come, generating enough momentum for a true resurrection. Whatever happens next though, Toyoda delivers a pretty impressive come-back film, worthy of your complete and submissive attention.

screen cap of Blood of Rebirth

Up until five years ago Toyoda's career plan was perfect. Cashing in on his potential, he kept on making one great film after another. That is, until the day he got caught with "illegal substances", apparently considered a pretty serious offense in Japan. Toyoda forcefully retreated from the film scene and went on to direct concert visuals for Twin Tail. A smart move as five years later Toyoda resurfaces with Twin Tail front man Nakamura in the lead role and the band doing the soundtrack for his new film. Talk about turning a setback into an opportunity.

It's easy to start drawing parallels between Toyoda's film and his own recent background, but what did you expect with a comeback film titled Blood of Rebirth. It's the story of a masseur killed by poisoned sake, then taken to a revival spring to have his revenge on the ones that killed him. Those looking for symbolism and hidden parallels will have a field day with Toyoda's latest film. Luckily there is more to Blood of Rebirth to keep all of us other film fans happy as well.

Toyoda tells the tale of Oguri, a freelance masseur traveling around Japan. When he happens to stumble upon an evil lord his days are numbered. He is drugged and left for dead by the side of the road. Oguri is eager to get his revenge though and decides to ignore the paths to heaven and hell for the time being. He returns to the world of the living, searching for the spring of revival which will grant him the means to revenge his death.

screen cap of Blood of Rebirth

Toyoda's visual style hasn't changed much. Grim and dark colors, smart camera work and impressive slow-motion shots make up most of the visual impressions. Good stuff, but it only becomes truly great when paired with the amazing soundtrack. This kind of 70's-influenced rock isn't my thing, at all, but together with the visuals and long-stretched scenes Toyoda creates a mesmerizing effect that pulls the viewer right through the middle part of the film. Absolutely stunning stuff.

The acting is pretty remarkable too. Nakamura proves a superb lead, though his acting skills are mostly restricted to the start and finish of the film. He is assisted by Shibukawa and Kusakari who both put in terrific performances. Toyoda has a way with actors and even though the personalities here are quite standard, they are acted out with much energy and individuality. Even smaller roles (like the gatekeeper) make a pretty lasting impression.

screen cap of Blood of Rebirth

The film is split into three separate parts. The first part is mostly narrative and follows the introduction of Oguri and Lord Daizen. From the moment Oguri returns from the dead the film switches gears. The middle part is almost completely carried by the soundtrack and contemplative visuals of rural Japan. Oguri's trip through various landscapes is an almost meditative journey which more than once reminded me of Apocalypse Now.

After Oguri's resurrection (a smashing 5-minute slow-motion scene) the film switches gears again and revs up for a crazy finale. Saying anything more would be spoiling but the stand-off between Oguri and Daizen is pretty far out there. Take it as you will, but scenes like these actually hint at the benefit of Toyoda's little time-out.

Blood of Rebirth isn't a very easy film, even for Toyoda fans. The middle part is extremely slow and even though his style hasn't changed too much the themes, setting and characters have. It's almost impossible comparing this to his earlier work, so people expecting a peaceful reunion might be in for a shock. On the other hand, if you're ready for a new kind of Toyoda (and you don't mind atmosphere-driven cinema) there could be plenty to look forward to.

I still need to see Hanging Garden and Unchain, that said I believe Blood of Rebirth belongs to Toyoda's best output to date and could be the start of something beautiful. I pray he continues on this path and I hope he isn't put down by some of the negative critiques this film will definitely wield. Come prepared and be blown away. 4.0*/5.0*

There's an unsubbed trailer for the impatient.

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Mon, 05 Jul 2010 14:18:39 +0200
<![CDATA[necromentia/pearry reginald teo]]>http://www.onderhond.com/blog/personal/necropentia-review-pearry-teo

There are easier tasks than adapting Clive Barker's writing to the big screen. Many have tried, many have failed. And even the films that turned out okay never really managed to capture his twisted visions of horror. And so it came as quite a surprise that Teo succeeded with relative easy in doing exactly that. But most peculiar of all, Clive Barker wasn't in any way involved with this project.

screen cap of Necromentia

Only five minutes into the film my girlfriend and I were absolutely certain this was an adaptation of Barker's work. Everything here just oozes his style. From the dark netherworld, the malformed mutants and the fetish-inspired environments to the twisted interludes, this is what a Barker book feels like when reading. Imagine our surprise when it turns out this is in fact the work of Teo (who, it must be said, royally admits to the influences of Clive Barker).

Necromentia is another tale of demons luring humans into their netherworld. Through some occult scribbles on someone's back (Book of Blood, anyone?) one is sent to the world of the demons, a rather unpleasant place for the human race to reside in. The demons themselves resemble the Xenobytes from Hellraiser, their world an endless concrete hallway filled with industrial pipes. Teo has been paying attention.

The story starts at the end, following a guy trying to bring his deceased wife back from the dead. What he doesn't know is that he is tracked down by a victim of our illustrious demon. The film works backwards from there, revealing more and more about the story which each jump. By the time the film reaches its finale you'll have witnessed a couple of twists and turns, all in all unravelling a pretty decent story underneath. Not a given in modern horror films.

screen cap of Necromentia

Visually Necromentia is pretty accomplished. There's a low-budget vibe running through the film, but Teo manages to hide it very well. Snappy editing tricks, ominous and dark lighting and some nifty gore effect make his film rise above many of its peers. The Xenobyte-like monster kicks ass, the other demons are not as stylized but still pretty cool. This dark, snappy vibe running through the film earns it many extra points.

The soundtrack too is pretty good. Some crunchy industrial tracks liven things up and add some extra depth to the atmosphere. Voice manipulation is a little cheesy at times but that's easy to forgive considering the rest. Acting is decent too. Nothing too great but definitely better than average comparing it to other low-budget affairs. None of the actors falls short, which is more than I expected when I started this film.

screen cap of Necromentia

Not since the first Hellraiser has there been a film that captures the likes of Barker on screen this well. And let's be honest, Hellraiser is starting to show its age. With a bigger budget (or with a little more genius) Necromentia could've been a true horror masterpiece, now it lacks that tiny bit of fine-tuning to make it rise as one of the best horror flicks ever.

That said, it's nice to see horror return to the world of retracted skin and metal bolts sticking out of body parts. I won't mind one bit if the minds of Giger and Barker are once again revived to bring us hordes of creatures from hell, replacing all the (somewhat boring) zombies and vampires so rampant in modern-day horror. A creative creature designer is one of the biggest assets any horror film can have.

Necromentia belongs to the best Barker adaptations not written by Barker himself. If you like Barker's visions of demons and netherworlds, there's a big chance you'll love Teo's Necromentia. Reception for this film has been rather tame, which is completely unjustified. It's no doubt one of the better American horror films of the last couple of years. 4.0*/5.0*

Check out the trailer, ignore the voice over.

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Sat, 03 Jul 2010 08:51:56 +0200
<![CDATA[dontyoujusthatelongwords?/breaking the apart]]>http://www.onderhond.com/blog/work/breaking-long-words-with-css

Content is king. Design is queen. And we all know about the pitfalls of marriage. The balance between the two can be somewhat vague at times and is often directly influenced by project parameters (bad timing, missed deadlines, ...). If you like reading design blogs you'll know that a design should guide and enhance the content, and while that is most definitely a valid statement reality often decides otherwise.

Before I go on, let me make it clear that I'm talking about the actual content itself here. The information architecture process usually comes quite early in a project, but it is often based on global notions of what content should appear on the site and focuses on how that content should be structured and unlocked, not on actual ready-to-publish texts.

reality check

Most designs are made using "lorem ipsum" content. We all know that this is not the right way to tackle a design but more often than not a project doesn't leave us with many other options. And so we proceed with our work, realizing the actual content might not fit well into the design that's being made. To make it worse, bad (or complete lack of) copywriting can mess it up even more. You might have designed a horizontal navigation, but when it turns out the text for each link is half a sentence long rather than a clear and concise label you're in for some serious trouble.

As for today's topic, let's take a closer look at how long words (without spaces or split characters) can mess up your layout and how it can be fixed using some simple css.

the old days

If a single word is too long to fit into a designated space your options are limited by default, but back in the old days you were really screwed. You could only do one of the following things:

  • Do nothing and let the content spill out the designated space, possible overlapping other elements. Ugly as hell, but at least the whole word was readable.
  • Apply an overflow:hidden to the parent and hide the content that spills outside the designated space. Add fixes for IE and hope you're not hiding something crucial.
  • Change the content to fit the design, either doing a little copy work or manually insert split characters (fe '-') inside the problematic words.

All of these options suck, but it was all we could do back then ...

modern times

Luckily css3 is catching up with our styling needs and we've been given a new option to toy around with. Still not perfect, but a whole lot better than the previous three: check out the word-wrap css property. Surprisingly enough, a property long ago introduced by Microsoft. Go figure.

selector {word-wrap:break-word;}

When set to break-word this property will break off a word when it doesn't fit on a single line. Note that it will not break off every word when it reaches the end of a line, just the words that won't fit as a whole. It's still not ideal as there is no indication whatsoever that a words is cut off, but at least it gives us another good option to consider, one that's quite useful in most situations.

And best of all ... it works in all modern browsers + the ie6+ range. What more could you ask for.

conclusion

It's little additions like these that make a big difference when you are near deadline and it turns out the given content won't fit into your design. Rather than start redesigning certain parts with the chance of breaking other stuff in a series of browsers, you can simply apply the break-word to cut off problematic words into separate pieces without losing any of the content.

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Thu, 01 Jul 2010 13:16:28 +0200
<![CDATA[white panic/shugo fujii]]>http://www.onderhond.com/blog/personal/white-panic-review-shugo-fujii

Some films are low on budget yet high on concept. They don't need fancy special effects, wealthy actors or an elaborate crew to translate their vision onto the silver screen. All they need is a few good ideas and a creative team to work around all the limitations they will be facing. White Panic is a good example of such a film and even though it doesn't compete with the best, it's a damn fun ride nonetheless.

screen cap of White Panic

Science-fiction is a welcome genre for directors wanting to show off their skills with a very limited amount of money. Working in small spaces with shots from specific angles, the right lighting and just the right amount of tech and steam is often more effective than filling the screen with full-blown CG galaxies and spaceships. It's exactly the reason why sci-fi can sometimes feel more claustrophobic than spatial, but the result is usually more than satisfying.

White Panic's premise isn't too original, basically joining the list of films borrowing their setup from Cube and drawing some extra parallels with the Saw series. Four people waking up in a room with no recollection of how they got there, who the others are or why they were put there in the first place, that's all there is to it. It's a little cheap but effective enough. From there on, the film takes a predictable path laying much of its trust in the ending of the film.

After a somewhat disturbing intro we are introduced to the characters. Waking up in a strange room is one thing, but being covered in a weird white powder really puts them on edge. It only becomes worse when people charge in to feed them an unidentifiable liquid. The four don't seem to get along all that well and when the opportunity of escape presents itself they don't exactly proceed as a team.

screen cap of White Panic

Visually there's some good stuff here. The DV look can be quite harsh at times producing sharp contrast edges and heavy whites, but overall the look of the film is nice enough. Some clever play with black-light lighting helps to make it a bit more attractive, the editing is nifty and essential in hiding some of the rougher parts. The low-budget look is ever present but used to good effect.

The soundtrack gives the film a slight cyberpunk edge. Rough industrial sounds and soundscapes make up most of the soundtrack, lending the film a pleasantly dark atmosphere where needed. It's not as defining as it could have been but it works alright and shows more individuality than found in most other films. Acting is rather flat as most of the film is carried by its style. The actors aren't truly horrible but I'm quite sure they're not going to win any prizes anytime soon. It's all kept very functional and pretty dry.

screen cap of White Panic

The first half of the film is rather predictable. You've seen these films before so you know that after the initial introduction the middle part will see our main cast trying to escape from their prison. The ending always plays an important role in these films as it gives a sense of meaning and purpose to the whole setup, making it more than just a simple mind fuck. And it must be said, this is where White Panic truly shines.

Not that the ending is in some way deep or inexplicably brilliant, but it's sure to surprise most of you. It's not an impossible twist to predict but rather an option you would have discarded the second you thought it up. It's a Japanese film though and nothing is too silly for the Japanese. It's one of those few select endings that really make a film better, even if it doesn't make a whole lot of sense.

All in all White Panic is a great calling card for director Shugo Fujii (who you might already know from Living Hell). He confirms once again that he can make something good out of a tried and tested premise with a tight budget and delivers a film that packs enough punch and is blessed with a great ending. If you can look past some of the typical low-budget quirks, you're in for a fun ride with a pleasantly weird ending. 4.0*/5.0*

Check the trailer if you want.

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Tue, 29 Jun 2010 14:23:37 +0200
<![CDATA[cow/hu guan]]>http://www.onderhond.com/blog/personal/cow-review-hu-guan

If there is one genre that lacks critical acclaim it's without a doubt the animal/buddy genre. Usually aimed at small children and/or pet lovers, most of these films only aim for "awww, cute" value and have little else to offer the viewer. Leave it to the Chinese to come up with something that resembles actual quality film making. And if you think that's a stretch already, you'll be baffled to hear they used a cow(!) to pull it off.

screen cap of Cow

Dogs and kittens are usually the favored animals for these kind of films. They are naturally cute and need little extra attention to extract emotional responses from their audience. Japan in particular has been making quite a few cat/dog movies these last couple of years, but none of them very good (although they can be adorable at times). The funky poster artwork and an attractive trailer convinced me to give this genre one more chance though, and I'm glad I did.

Cow is a rather unconventional mix of genres and themes. Central to the film is the titular cow, a huge prize beast (apparently with Dutch roots) close to becoming a god in a small Chinese mountain village. Sadly, the little village is overrun by the Japanese which marks the start of an epic journey for the imported animal, although for most of the time it seems largely unaware of all the commotion happening around it. If not for Black Sheep, it could've won the Oscar for most apathetic film character ever.

The film follows Niu Er, a somewhat silly farmer who earns the task to take care of this cow. Before he knows it the whole village is slaughtered by the Japanese and he is left to take care of the animal all by himself. From there on, things get gradually worse, though without ever turning into full-blown black comedy. There's a strange balance of genres at play, floating somewhere between comedy, drama and war, never really settling down on either side.

screen cap of Cow

Visually Cow is a very accomplished film. The gray/blue filter used throughout the film gives it a grim and harsh look, often in sharp contrast with the funkier and even flashy camera work used in certain scenes. Extreme close-ups or wide-lens frog perspectives underline its less than serious overtones. The camera work is overall impressive, very precise and even when a little quirky, it's always functional.

The soundtrack is subtle and very atmopsheric. At times it's almost inaudible (a bit like the remake of Springtime in a Small Town, which sometimes only seems to suggest sound rather than actually using sound), but it fits wonderfully well and creates a welcome feeling of ease in between the more action-oriented scenes. Especially during the more epic scenes the subtlety pays off pretty well.

Acting is superb too, with Bo Huang doing most of the hard work. He carries the film almost entirely by himself as most secondary characters only appear for short stretches of time. The cow itself doesn't win much points for cute factor and is more a bother than a real help to Niu Er. On the other hand, its comedic potential seems endless and director Guan makes good use of it. The only other remarkable character is Ni Yan who plays the romantic (if you can call it that) interest of Niu Er and is important for the deeper layers residing underneath the film.

screen cap of Cow

Cow is a pretty difficult film to get a firm grip on, even when it is well past its halfway point. The structure of the film is a little confusing at times as it continuously jumps back and forth, but the weird genre mix threw me off the most. Even though there's a pretty light atmosphere running through the film, the drama is pretty tense and the journey of man and cow reaches epic proportions.

For this reason alone Cow is worth checking out. It lives in a plain of existence exclusive to itself, making a captivating and fun film out of a completely implausible setup. Near the end it becomes a little bit too repetitive as yet another setback is thrown at Niu Er, but overall his journey is one that will stick with me for some time to come and the repetitiveness is easy enough to forgive.

Even though the film feels very "Chinese", the combination of rural life and extremely stylized visuals is quite novel. The symbolism are dramatic backgrounds are explored sufficiently, but in the end they are overshadowed by the remarkable trip of one farmer and his huge cow. My advice: just watch it and marvel at this unlikely piece of genre mash-ups. 4.0*/5.0*

Check out the trailer for some genuine cow action.

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Mon, 28 Jun 2010 12:44:28 +0200
<![CDATA[womb ghost/dennis law]]>http://www.onderhond.com/blog/personal/womb-ghost-review-dennis-law

There are many ways to achieve greatness in film. Novel premises or interesting spins on old ones, new tech or old tech used in innovative ways. Crossing the current boundaries of decency is another good one. As long as you have a selling point, your film will get the attention it deserves. But sometimes it suffices to just take what's already there and do it well. Nothing fancy, nothing special, just plain old solid. And that is exactly what Womb Ghost is.

screen cap of Womb Ghost

My first acquaintance with Dennis Law was Bad Blood, a somewhat cheap and cheesy crime flick showing plenty of promise but never able to cash in on it. For some reason it made me believe Womb Ghost wouldn't be much different, cataloging it as a film that would sit well with the oeuvre of Herman Yau, glorying Hong Kong trash cinema. So imagine my surprise when Womb Ghost turned out to be a surprisingly well-made Asian suspense flick.

The genre has been bleeding to death for some time now and overall that's a good thing. Like all hypes the bubble has to burst some time and when it does it creates room for people with a real interest in working with the genre. Law does so with great conviction and delivers a film that stands proud among its peers. It can be best described as a cross between Ringu and Dumplings, taking the best of both worlds. People wanting something fresh and exciting can drop all their expectations right now, fans craving for another solid genre film rejoice!

Womb Ghosts's storyline is typical genre fare. Take adultery, a jealous lover and a miscarriage, put it in a blender and finish off with fetuses and a long-haired ghost. You can rest assured that the ending will do all the explaining for you so all you need to do is sit back and enjoy the ride. The story pretty much suffices for what the film sets out to do, just don't expect anything smashing. There isn't even a real twist at the end, just an explanation of what it was all about.

screen cap of Womb Ghost

Visually there is plenty to like here. Law uses strong, vibrant reds in contrast with grey and bleak-looking filters to create a visual tension that almost literally blows of the screen. The editing is tight, camera work precise and controlled. The shadow effect applied to the edges of the screen can be a bit much but apart from that it's a beautifully shot film drawing lots of atmosphere from its visuals. Very important for a horror film shunning any form of realism.

The soundtrack is decent enough but never ventures outside regular horror territory. It's pretty functional, adding a tense layer to the film, though it mostly goes by unnoticed. Which is, considering the nature of this film, probably not even a bad thing. It works, beyond that it can be neglected. Acting is on a same level. Always nice to see Suet Lam showing up in a film, the rest of the cast is decent enough but none of them is going to win any prices with their performances here.

screen cap of Womb Ghost

If Womb Ghost succeeds at anything, it's bringing some punch back to the scares. Can't say I was actually digging a hole in my couch but as far as Asian suspense goes the ghost bits are creepy and effective and the gore is sufficient. Nothing compared to the bloody mess of Thai horror films but still quite revolting at times. It's hard to pinpoint where exactly Law exceeds the competition and no doubt it's in the smallest of details, but his film somehow revived my faith in the genre.

I'm pretty sure others will simply see this as another boring Asian ghost flick and it's difficult to contradict them. Even though the film is visually attractive, boasts a solid soundtrack and some decent acting, it's really not all that different from its peers. Depending on the context and how you pick up on specific details you will either love this film or be bored to death by it. It's a tough call to make up front, so the only real way to find out is just watch it I guess.

Even though I've had my fill of Asian ghosts, Womb Ghost manages to do so many things right that I was actually able to enjoy the thrills of the genre once again. I can only complement Law for that. Don't go in expecting the next best thing since Ringu or you'll surely be disappointed. Just expect a very solid genre entry, showcasing a thorough understanding of the genre mechanics and what makes a film like this tick. 4.0*/5.0*

You can check the trailer, though it doesn't do the movie justice.

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Tue, 22 Jun 2010 12:10:31 +0200
<![CDATA[air doll/hirokazu koreeda]]>http://www.onderhond.com/blog/personal/air-doll-review-hirokazu-koreeda

When I first heard Koreeda was going to do Air Doll I was extremely pleased to see him return to what he does best: magical realism a la Japonais. Even though most Koreeda fans seemed a little weary of his latest experiment it turned into one of those projects just destined to be awesome. Air Doll sees Koreeda return to optima forma, giving the somewhat slacking Japanese drama genre a welcome kick in the butt.

screen cap of Air Doll

Ever since I watched After Life (Asian film releases are completely random over here) I've been a big fan of his work. His other films didn't manage to evoke quite the same emotions for me, but if anything Koreeda consistently delivers quality work. His films radiate a level of humanity that is quite unique but when coupled with a fantastical premise his work really starts to flourish. Hence my excitement when I heard he was going to adapt Air Doll (originally a manga).

The premise of Air Doll is not that wild as some would like you to believe. A doll coming to life is hardly revolutionary, especially if you're somewhat familiar with Japanese fixations. Be it dolls or robots, the birth of non-human life is a recurring theme in fictional Japanese tales. From the childish wanderings of Astro Boy to the philosophical meanderings in Ghost In The Shell:Innocence, the search for souls in inanimate objects is a beloved and often explored subject.

Air Doll plays like a mix of Video Girl Ai and Lars And The Real Girl. One fine day Nozomi, a sex doll, wakes up from her rubbery existence and finds herself with a heart. While her master is out working she starts to explore the human world and ends up spending her days in a local movie rental shop. Life as a human turns out to be a little harder than expected though, especially when running into more complex emotions like love.

screen cap of Air Doll

I don't think I've ever seen Koreeda's dreamy visual style executed this wonderfully. The camera work is perfect, floating through typically Japanese settings at a leisurely pace, mostly observing, sometimes even wandering a little. The visuals emit a certain quiet and peaceful atmosphere almost unique to Japanese dramas, though not often executed as well as here.

The soundtrack is handled by World End's Girlfriend, no stranger to fans of the more alternative music circuit. It flows very well with the atmosphere but it's hardly subtle and can be a little present at times. This is not a problem if you like the outcome, but I imagine the score could become a bit tedious for people with less appreciation for WEG's work. At least Koreeda deviates from the normal piano-infused soundtracks usually present in Japanese dramas, which is a definite plus for me.

Acting is strong though that shouldn't come as a surprise. Koreeda is always capable of drawing great performances from his actors, Air Doll is no exception. Bae in particular does is perfect job of playing the come-to-life doll, her scenes together with Arata are without a doubt the high point of the film. A few welcome cameos (Terajima! and Odagiri) are the icing on the cake.

screen cap of Air Doll

Koreeda manages to keep a light atmosphere throughout the film though the core of Air Doll is not all that happy or positive. Obvious parallels between the emptiness of the doll and human beings can't be avoided, but Koreeda's observations go beyond that. His message could've been handled with a little more care and subtlety as Koreeda is quite direct in what he wants to say, though most of that is countered the lighter atmosphere and it never becomes bothersome.

Story progression is pretty predictable and obviously not a big priority. You can pretty much see from the start where it is going to lead you, still the ending awes and left me in a trance, not ready yet to leave the characters and the film behind. It's a beautiful finish even though it could've been integrated a little better with the rest of the film.

It's a tough choice deciding whether it's Air Doll or After Life that ranks as my favorite Koreeda film, but I'm glad he finally cashed in on the potential he showed in After Life. Most people will prefer his more down-to-earth dramatic work and that's fine. I'm glad he's going in a more fantastical direction as he can create a lovely niche of his own there. And I'll be there to support his work no doubt. 4.5*/5.0*

Check the unsubbed trailer, but only if you're prepared to be spoiled.

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Mon, 21 Jun 2010 12:27:27 +0200
<![CDATA[common css mistakes/putting a stop to them]]>http://www.onderhond.com/blog/work/common-css-mistakes

In the margins of the html5 and css3 rise one can find a whole lot of unpleasantness. Take your eyes away from the dazzling new features for just a couple of seconds and you'll be overwhelmed by a penetrating stench coming from underneath your browser's canvas. But that's not even the worst of it, take some time to look around and notice how badly written css is still very prevalent on the web. Time to get rid of that ugliness first.

It's obvious there still isn't a very good base for css best practices. Newcomers to css continue to make the same mistakes we made 10 years ago and with people flocking to html5 and css3 this group is growing fast. It's a sad state of affairs that needs dealing with, so even though I'm not much of a fan of haphazardly thrown together lists here's my top list of css ugliness I never want to see again.

1. stop unnecessary floating

.selector {float:left; width:100%;}

The code above is something you find quite often. A simple block level element that is floated with a width of 100% to make it span the complete width of its parent. In most cases, removing the float and width will result in exactly the same rendering, only with more flexible use of margins and paddings. So what gives?

What usually happens is people fail to understand the workings of collapsing margins. Floating the element triggers a more understandable use case where margins are not collapsing with margins of surrounding elements. This is okay until you need to add paddings, margins or extra positioning rules. Furthermore, this code isn't very browser-proof and you'll often end up with nasty ie6 troubles.

There are better ways to work with (or around) collapsing margins and besides, floats are never a good way to fix things. Using floats to fake a block level element is completely useless and will definitely result in trouble later on. So no more.

2. margins and paddings

.parent {margin:1em 0.5em 0em 0.5em; padding:0em 0.5em 1em 0.5em;}

Margins and paddings should never be used together to create one single space. Both properties can be placed on leafs (an html element with no children) in certain circumstances, but apart from this use case it's better to stick with either one of the two to define all spacing around an element.

Usually statements like these come forth of laziness or bad planning. They are the result of last minute changes or unfocused code weaving. All understandable excuses, but if you claim to have a professional attitude you just can't leave them in your code.

I don't really care whether you prefer, paddings or margins, but combining them to create one single space is never a good idea. So no more.

3. width abuse

.parent {width:50em;} .parent .child {width:49em;}

Use widths only when really necessary. People tend to go all math on their css while css is (somewhat) equipped to do most of the work for you. In the example above, the width declaration on the .child is completely unnecessary. It would be much better to simply add a right margin on the .child element (unless you'd really want the child to be 49em wide independent of the width of its parent). Using paddings or margins instead will ensure decent rendering even when the parent would change widths.

I've had several projects where the goal was to widen a site. It's true bliss if you can do this by adapting just a couple of values in the css without worrying to much about browser inconsistencies. A project like that turns into hell on earth when each component has a specific width defined, especially when these components just take up the available width anyway. It really makes the difference between an hour work or two days of hard labor.

For positioning an element relative to its parent, use margins or paddings. Only use widths when an element should explicitly have a fixed dimension (not saying it should always be in px though, it could be ems just as well). Widths are for reserving space, not for spacing. So no more.

4. mending and fixing

.selector {margin-left:-6px;}

There aren't too many things the web design community as a whole agrees on, but when it comes to ie6 most (if not all) people agree that it is an outdated, hard to code for piece of software junk. And while I won't contest that statement, it must be said that most of ie6's problems can be fixed quite consistently. Whether you use inline hacks or conditional comments doesn't even matter, how you actually go about fixing these issues is more important.

Many of ie6's bugs exist of (little) misplacements of elements. Most people try to fix these issues by re-aligning them specifically for ie6. For example, if an extra 6px space is added to the left you can counter it by defining a negative margin of the same size. This is crap coding though, as you're only just mending the problem rather than really fixing it. ie6 might be a true bitch, but most of its bugs can be countered as to make it behave like other browsers.

This is pretty important as these fixes will continue to work when the original css is adapted. Rather than defining a negative margin, make sure ie6 renders the item as it should, so future adaptations won't need extra fixing. Making ie6 behave is not easy, but far from impossible. So no more.

5. reset without rereset

* {margin:0; padding:0;}

I have nothing against reset css, be it coming from a standard script of coming from custom coding. As long as you make sure to set the general styles back, I'm fine with it. I do get furious when encountering a css where simple text paragraphs don't even have a margin (or padding) defined on them. This is simply not done and extremely sloppy coding.

So use these reset css styles as much as you like, just make sure to set the basic styles again. Make sure your paragraphs look like paragraphs and lists feature some kind of list element indications. These quick resets eliminate styles that are important for displaying general data, not setting them back to a good standard is pure amateurism.

conclusion

Basic as these five remarks might be, you'd be surprised how many front-end developers still make mistakes like these. There are many reasons that seem to fuel this state of affairs, like lack of proper schooling or a good fall-back place for css best practices to go to when starting out with css. Most people learn from scattered blogs and snippets found in articles, which is probably not the best way to get to the bottom of what we do. This makes finding a good solution a pretty tough task though.

The list above is more than just my top 5 of commonly seen css ugliness, it's hopefully a wake-up call to whoever feels the passion and energy to create some kind of starter's platform for css best practices. Through all the bling and sex of css3 these issues are once again eclipsed, but they might be even more relevant than two years ago with a whole new group of people starting to learn the tricks and trades of html and css.

So no more, it's time to take css to its next level. And no, I'm not talking modular css or advanced animation, just a good set of best practices and a well considered starters platform for people to get started.

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Thu, 17 Jun 2010 12:53:22 +0200
<![CDATA[hollywood hong kong/fruit chan]]>http://www.onderhond.com/blog/personal/hollywood-hong-kong-review-fruit-chan

When hitting a Fruit Chan film I'm usually in doubt. The man is obviously talented but he doesn't always seem very aware of his own talents. Hollywood Hong Kong did look very promising though and so it didn't take me too long to convince myself giving Chan another spin. Good thing I did as it turned out the best film I've seen by him so far.

screen cap of Hollywood Hong Kong

Finding arthouse directors with international appeal in Hong Kong isn't always easy. It's a paradise for fans of genre cinema, but those looking for a more unique movie experience need to embark on epic journeys to find the hidden gems. Fruit Chan is a welcome exception. He might not be truly famous in the West (though most people know about Dumplings) but at least you can buy some his films in regular stores. I haven't seen much of his work, but from the little I've seen it's obvious his films can go both ways. Either they are imaginative and fun or they miss the mark completely.

Hollywood Hong Kong is a pretty clear tale of rich versus poor. The titular Hollywood refers to an apartment complex for the wealthy while Hong Kong refers to the slums the Hollywood residents look down upon. It's an interesting contrast which Chan explores well throughout his film, though he never allows Hollywood Hong Kong to slip into mere social commentary. Above all, the film a somewhat magical (but still dark/black) comedy layered with some drama.

Central to the story is Tong Tong, a mainland girl coming to seek fortune in Hong Kong. She ends up in the slums amongst pimps and butchers, though she doesn't really seem to be bothered by them. The slums light up when she arrives and for a while everything is fine. Around halfway her true intentions are revealed and from there on the film turns into a pretty unpredictable ride.

screen cap of Hollywood Hong Kong

After a good 30 minutes into the film I was damn sure I was watching a film shot by Christopher Doyle. From the magically colorful setting to the agile camera work, this film breaths Doyle. It's a good thing I took the time to verify my hasty assumptions as it turns out Doyle had nothing to do with Hollywood Hong Kong after all.

Cinematography is handled by Sing-Pui O, and what a tremendous job he did. His visualization of the slums is magnificent, turning them into a maze of colorful lit pathways and dirty houses. Red and green dominate the slums, enriched by the pink of pigs and fleshy inhabitants. In contrast, the Hollywood complex looks dull, lifeless and boring.

The soundtrack too is pretty special. A more modern rework of traditional Chinese music, it melts together with the images to create a couple of very memorable, fantastical scenes. I'm pretty sure it won't be to everyone's liking but it really struck a cord with me. Acting is equally strong, with Zhou in another powerful lead, supported by a range of very convincing secondary characters. The pig butcher's family in particular is a real treat.

screen cap of Hollywood Hong Kong

Hollywood Hong Kong more than once reminded me of the darker streaks of Jeunet. Its colorful and playful portrayal of the slums coupled with a darker sense of humor and some general weirdness really put it in the same league as Delicatessen. Still, Fruit Chan's work is hardly a copy and it succeeds in displaying a very unique style of its own. It's only when taking a step back that similarities start to emerge.

Hollywood Hong Kong is a film for fans of the mildly strange. Not strange as in Miike over-the-top strange, but in a more subtle, fantastical and stylish way. I've looked really hard but couldn't find anything wrong with this film. Even better, it excels in just about every department. The film is visually impressive, boasts a distinctive and attractive soundtrack, features an interesting and cool story and is supported by a cast of strong actors.

If anything, this film renewed my interest in the work of Fruit Chan. I know they won't all be as good as this one, but I would be surprised if he hasn't got a few more tricks up his sleeve. It's a definite recommendation to all looking for something a little magical and a little weird, especially when looking within the realms of Hong Kong cinema. 4.5*/5.0*

Still not convinced? Check the trailer.

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Mon, 14 Jun 2010 11:50:41 +0200
<![CDATA[rampage/uwe boll]]>http://www.onderhond.com/blog/personal/rampage-review-uwe-boll

Ever since I watched Uwe Boll's Postal I've been keeping an eye on his work. Mind you, from afar, but still close enough to spot any interesting works. It sure paid off as Uwe is back, presenting a film with the power to silence even the harshest of naysayers. You might not appreciate Rampage, but it's difficult to miss the talent he puts on display here.

screen cap of Rampage

Don't call me a fan of his work though. The man obviously has the talent to make a good/fun film, but in between those gems there's a large pool of considerable crap. Some of it intentional no doubt, but crap nonetheless. There's a strange gap in quality that exists in Boll's work, reminding me a little of Miike's oeuvre. Sadly, the overall balance in Boll's body of work in a little off, making most of his films a serious gamble.

Rampage is a film that settles itself between the gritty portrayal of Kiss Kiss, Bang Bang (not the Robert Downey Jr. film), the nihilism of Nakajima's This World Of Ours and the stylistic realism of Van Sant's Elephant, zooming in on a young guy mad at the world in general. Boll's portrayal is far from subtle or nuanced, but because of that it has to potential to appeal to a crowd with a soft spot for rebellion. It's a film that feels as if it was directed by its main character, which is always a big plus in my book.

The story is centered around Bill, a 23-year old boy who doesn't have a bad life per se, he just has very little to look forward to. Comfortably dulled down by his somewhat unruly parents he wanders through life without much sense of direction. That is, until one day he feels the need to break his boring life with a gun slinging rampage. Using the internet for supplies, he sets out to make the world take notice.

screen cap of Rampage

Rampage has a gritty look, reinforced by the shaky hand-held camera work. It works well for most of the film, though from time to time Boll seems to be shaking his camera around a little too much just for the sake of fake-realism. These moments are rare but do detract a little from what's happening on screen. Apart from that it might not be a particularly beautiful film but the visuals are extremely functional and work remarkably well.

The soundtrack is a another real asset to the film. Dark and uncomfortable, atmospheric and grim. Boll's choice of music is spot on as it really makes the atmosphere more tangible, only improved by further tweaking of background noises. The mix of atmospheric sound manipulations and a solid soundtrack really reinforce the gritty, uneasy vibe coming from Rampage.

Performances of the actors are not as solid though, with the welcome exception of the main character. Brendan Fletcher does an awesome job with Bill, combining his smarts and likeable sides with a mean and dark undercurrent. He's actually quite scary and believable even though the film isn't always dead serious. Other actors are less talented, especially Bill's parents never manage to convince. It would've been nicer to get some better actors in those secondary roles, though it never really hurts the film as a whole.

screen cap of Rampage

People expecting an action film might be a bit disappointed. There's plenty of shooting and killing going on, but it's never presented as cool or exciting. Boll's vision is mean and bitter, always cold and heartless. People die without a second thought or a dash of compassion, such are the motives of the main character. It means no cheering for the good guys in this film.

Those expecting a true character piece will be equally disappointed. There's much rampaging in the film and apart from the start and finish there's very little character development. There are even a few absurd scenes tucked away in there, granting the film a dark comedic rim, though Uwe makes sure these scenes never intrude on the general bitter atmosphere.

The middle part is a little repetitive, but things pick up again when the climax is nearing. There's a big turning point where the film could've gone both ways, luckily Boll is man enough to pick the only right ending for his story leaving his audience a little dazed and overwhelmed when the end credits start rolling across the screen. If it had gone the other way, I probably wouldn't be writing this review right now.

Rampage is a pretty relentless film, but considering its concept and themes the execution is pretty spot on. No politically correct endings, no censorship, no concessions. It's a very simple and straight-forward film, yet very pure and honest at the same time. But above all, Rampage is quite simply a solid film which hits all the right spots. Kudos to Mr Boll. I'm still not convinced I should check out everything he makes, but I'll be sure to keep an eye out for further gems. 4.0*/5.0*

I know some of you still distrust Uwe Boll, so check out the trailer.

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Fri, 11 Jun 2010 11:19:25 +0200
<![CDATA[dl-dd-dt/sounds like stammering to me]]>http://www.onderhond.com/blog/work/dl-dd-dt

Today, let's talk unsexy html5. One of the more commendable things the html5 group is doing right now is updating definitions of elements that caused confusion in the past. Rather than deprecating all these elements and introducing newer ones these elements have been given proper semantic meaning, clearing up most of the confusion surrounding them. At least, in theory.

Every language has its flaws. Yeah ... even html. I've blogged about the address element before, but other elements like <b> and <i> also experienced their fair share of controversy back in the days. Redefining these elements is fine, even at the cost of temporarily introducing unwanted or ambiguous semantic value (older code could never have been written with the newer definitions in mind). In some cases though, I strongly believe it would be better to simply rethink an element from scratch.

dl: definition list or description list?

The definition list (<dl>) was without a doubt one of the most confusing html elements out there. Though actually quite properly defined, its practical value was very limited. Unhappy with this situation many people kept coming back to it, trying to find proper uses for the element. The definition of "definition" became an almost theological debate, leading the definition list to be used as mark-up for forms and other strange, completely unrelated structures.

It's time to let go of all of that. The definition list is no more, long live the description list. While its name could still cause some confusion, the definition to go along with the element leaves little to the imagination. Here's what the w3c has to say about it:

The dl element represents an association list consisting of zero or more name-value groups (a description list).

w3c site

Important here is the use of "name-value" in the definition, broadening the use of the element significantly and making it a very suitable element for what I call the caption-detail structure. A very typical structure often seen in meta data and profile data.

If you'd like more practical information on the dl revamping, you can check the html5 doctor article.

why dl sucked in the first place

Thing is though, the biggest problem with the dl elements was never its poor practical use or strict definition, but its poor structure. It was originally devised as a list of definitions, a case where the list structure actually made sense. But even then, the fact that a unique couple of terms and definitions could only be determined based on order (since they lack a unique containing element) made it into a structural mess. Contrary to other html lists, there is no <li>-like element to speak of.

This structural weakness carries over to styling, something most people who've tried to properly style a dl should have experienced already. It's doable as long as the couples are displayed as a typical list, but try anything fancier and you're dead out of luck.

The new definition of the element further underlines its structural weakness. Should you use the dl for meta data, there is no proper way to add extra semantic value (classes like .author, .publishdate, .lastchanged, ...). Of course you could always add the class to the term and make it a rule that the following dds are included in the data, but that would go against 20 years of proper html and microformats structuring.

what it should be like

With the new description element, there's really no good reason to stick with the whole "list" concept. The dl element could function as a container for each couple, uniquely identifying one name-value group. The context of the element could (and should) determine whether the dl is part of a list or appears as a standalone element. Code speaks louder than words, so below a couple of examples of what I'm talking about.

Author metadata:

/* name-value as meta data */ <dl class="author"> <dt>author:</dt> <dd>Niels Matthijs</dd> </dl>

Full name data field in a profile:

/* name-value as profile data */ <dl class="fullname"> <dt>name:</dt> <dd>Niels Matthijs</dd> </dl>

Full name input field in a form:

/* name-value as input/form data */ <dl class="input fullname"> <dt>name:</dt> <dd><input type="text" /></dd> </dl>

conclusion

The name-value pair (dt-dd) of the dl element is one of the only html elements out there which is not defined by a unique parent. Even worse, it's current structure is effectively making it impossible to do just that. This is a big structural flaw with noticeable effects on styling and javascript. The new definition of the dl element is a lot better, but without structural change the element will remain a pain in the ass for years to come. Even worse, because the new definition is actually forcing us to use the element in more places. Let's hope the nice people of the w3c will take the time to fix that.

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Tue, 08 Jun 2010 12:28:46 +0200
<![CDATA[fire of conscience/dante lam]]>http://www.onderhond.com/blog/personal/fire-of-conscience-review-dante-lam

Even though I'm a big fan of Hong Kong action cinema, for some reason most Hong Kong police thrillers don't really have what it takes to make me sit up and take notice. Up until now Johnnie To's work has been the only positive exception to the rule, but Dante Lam is sure to give him a little extra competition. And looking at Fire Of Conscience, his latest film to date, he's doing a pretty good job at that.

screen cap of Fire Of Conscience

Dante Lam has been playing the field for some time now. I've been following his work from a distance and even though he never really impressed me before, he's made some good, solid stuff over a wide range of genres, building himself a respectable oeuvre. When in need of simple but enjoyable filler, Lam is always a good bet. The only thing missing was that one film that would take him to the next level. Fire Of Conscience could very well be that film.

The film plays as a mix of Johnnie To's stylish crime cinema with Wai-keung Lau's slicker pieces. The blend delivers a film that has plenty of commercial appeal without becoming too cheap or plain boring. It's a tricky balance but Lam knows to walk that line like no other it seems. The result is a stylish action film that keeps a solid balance between fast pacing, style and macho gunfights.

The story itself is not all that interesting though. Take a worn down cop beaten by the death of his wife and a big case with quite a few parties involved, add a mole, mix it all up and you have the tale of a million other police thrillers already out there. But like most genre cinema, it's not so much the setup that matters, but how well it is all executed.

screen cap of Fire Of Conscience

Lam's visual intentions are clear from the start. The first scene is a perfect mixture of dreamy, floating To-like camera work in a bullet-time setup. It sets the tone for the rest of the film, where good action cinematography is mixed with more stylish visual tricks. Lam's visual style is clearly not as dark as To's but he still manages to keep a level of grit in there. Settings are gorgeous, as is the use of color throughout the film. And Lam makes sure the visuals remain challenging throughout while ensuring visual consistency, which will surely please more conservative audiences.

The soundtrack is less in your face, but fits the bill. It's a pretty simple score that works when it has to but mostly remains lingering in the background. Acting on the other hand is strong an vibrant, with Leon Lai getting all needed space to display his talents. Supporting roles filled by Richie Ren and Kai Chi Liu add good extra value. Especially the latter does a surprisingly good job with the somewhat over the top character he needs to portray.

screen cap of Fire Of Conscience

Fire Of Conscience is a police action/thriller done right. The action scenes are impressive and snappy, the character drama is solid and it's a visual treat from start to finish. Believability is sometimes sacrificed to make the whole mix a bit spicier but that's hardly a negative point. If you're watching this film to get a realistic view of police work you haven't been paying attention to all the promotional efforts surrounding this film and you'd do best to let go of those hopes.

Dante Lam finally delivers a film that mixes enjoyable, adrenaline-inducing action coupled with a more stylish and classy exterior. Add solid performances from the whole cast and you've got a winner. I can only hope Lam continues on this path, though I won't mind if he keeps jumping genres from time to time. The police thriller genre isn't actually my favorite terrain, but when done this well I won't mind sampling some extras once in a while. 4.0*/5.0*

Check the trailer for a preview of the action.

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Mon, 07 Jun 2010 13:13:15 +0200
<![CDATA[on css triangles/and no, it ain't good news]]>http://www.onderhond.com/blog/work/css-triangles-issues

Sometimes you come across a technique which sounds a little icky but holds a lot of potential nonetheless. Usually I file these methods in the back of my head, until I come across a project where they present the most valid option. The css triangle technique is a good example of what I am talking about here. A pretty refreshing idea, but only really practical in very specific circumstances.

finding a use for triangles

Usually background images suffice when visualizing triangles. I actually prefer using an extra wrapper with a background image over some empty elements with a lot of crazy css applied to them, just to create a triangle. In this particular case though, the size of the triangle wasn't fixed and could change depending on the design.

The effect I needed to create was an angular bottom side on several boxes throughout a site. These boxes could vary in width so I needed a flexible solution to create my triangles. I've tried using the image technique before (creating one over-sized image and actually computing the height needed for the opposite side to make the hypotenuse - the side not containing a 90° corner - fit correctly) but that didn't work out too well. Too many rounding errors there, which led to sloppy results.

So I looked around a little and hit Jon Rohan's article on css triangles. A good summary of the technique with all the needed fixes for it to work in all necessary browsers (including ie6!). I tested it myself (better be safe than sorry) and actually got good results in all needed browsers, though the ie6/chroma filter fix needed an extra budge using zoom:1 to kick in.

My idea was to insert html elements into the boxes (using jQuery or whatever), turn them into triangles and position them absolute at the bottom of the containing box, mimicking the effect of an angular bottom side. At first I had some trouble making sure the triangle was as wide as the containing element (border widths can't be 100% apparently) but with a little javascript help all worked out fine. The results in Firefox were actually quite perfect. Up until then, everything was going smoothly, but you know what's coming next, right?

a line isn't just a line

It's a funny thing how running into an issue makes you notice certain things. Firefox rendered the triangles flawlessly, but when checking other browsers it turned out they had way more problems rendering the triangles.

If you look around for articles on the web, you'll notice that almost all examples use triangles with a 90°/45°/45° setup, meaning the width defined on both borders is equal. This ensure that the resulting hypotenuse is drawn under a 45° angle. More specifically, a line drawn like this needs no anti-aliasing to render properly since each next pixel is drawn at +1px/+1px from the previous pixel.

If the hypotenuse is drawn under a different angle, the line will start to look extremely jaggy if no anti-aliasing is applied. When used on top of images or other high contrasting backgrounds, the result is ugly as hell. Seems that apart from Firefox (and apparently Chrome for Windows), no other browsers apply anti-aliasing on the resulting lines between different borders. You can see the final results below:

who's to blame then

In this case it's difficult to actually blame browser vendors. The triangle method is one of those typical examples of creative thinking sprouting from the web community. The triangle effect is really a side effect from wide borders colliding, which hasn't seen much use in the past. Firefox' rendering is of course preferred, should you want to use fat, differently colored borders on a single element in your design. If not done like this, the separation line between both borders will look pretty crappy, but a high priority issue this is not.

So, even though the technique works alright, the application of it is still pretty limited due to rendering issues. Use it in situations where you have a 45° angle or when the background color doesn't differ much from the color of the triangle. Otherwise, you'll have to live with jaggy edges.

conclusion

For those interested to know how we fixed it: we used the html5 canvas and drew some triangles of our own. This was actually easier said than done, but for larger triangles it worked out okay. For smaller triangles though the drawing algorithm we used simply wasn't accurate enough, still resulting in ugly triangles. For those elements we still use background images.

In short, just another day at the office. I'll just repeat myself here and declare this another typical case of standard css development: read about it and be happy, try it and be disappointed.

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Wed, 02 Jun 2010 13:16:41 +0200
<![CDATA[nightmare detective 2/shinya tsukamoto]]>http://www.onderhond.com/blog/personal/nightmare-detective-2-review-tsukamoto

Tsukamoto's first Nightmare Detective film marked an important turn in his career. For the first time he made a film of his own (which excludes Hiroku) that had the potential of appealing to a broader audience, without actually forsaking his trademark style. And now, for the second time in his career, he created a sequel to one of his own film. The result is Nightmare Detective 2.

screen cap of Nightmare Detective 2

Tsukamoto is without a doubt one of my all-time faves. Movies like Tetsuo are truly my kind of cinema, though I also love his more delicate side (as can be seen in Vital or Gemini). Like no other he combines raw energy with visual brilliance, setting a new standard in experimental film when he first burst onto the scene. His later work is a bit more subdued, but without ever losing eye for his defining elements. With Nightmare Detective he takes another step closer to mainstream cinema, though people fearing he might be going soft will be glad to hear his current project sees the resurrection of the Tetsuo saga.

Even though Nightmare Detective is obviously a sequel, the tone and structure of the film are quite different from the first one. With Matsuda's character established, Tsukamoto takes the time to explore his protagonist a little more rather than simply serving him a new case. Never does the film feel like a cheap sequel or easy cash-in, in every way it's still a full-fletched Tsukamoto film.

Nightmare Detective 2 sees Matsuda return to his childhood, edging in on the troubles with his parents, more in particular the increasingly severe panic attacke of his late mother. When he encounters a similar case he is drawn into a downwards spiral, shedding light on his particular powers and making the saga behind his personality a little fleshier and more concrete.

screen cap of Nightmare Detective 2

Ever since Tsukamoto started going digital the visual side of his films have suffered a little, especially the 'regular' scene. Still, with each new film he seems to be improving himself. The start of Nightmare Detective 2 is still a little unpolished, but during the final 30 minutes you'll hardly know where to rest your eyes first. The editing is as strong as ever and the camera work is pretty much perfect too, but what else would you expect.

The soundtrack has always been an important asset for Tsukamoto, which he underlines once again in this film. Moody pieces, maybe not as outspoken as in his early days (ie, no pumping industrial) but very atmospheric and absolutely crucial for accomplishing the right moods. Acting is strong too, combining young talent with the mastery of Matsuda.

screen cap of Nightmare Detective 2

While the first half of the film starts of a little tame for Tsukamoto standards, he lays a solid base for what is to come. A mix of drama, mystery and a dash of horror form an interesting setting for our nightmare detective, once he gets in deep Tsukamoto's experimental side resurfaces and everything falls into place.

The final 30 minutes are truly impressive, dipping the viewer into a pretty surreal world of stunning imagery and slightly offsetting events, only to end with a scene that could normally only be featured in the best of Japanese drama cinema. It completely justifies the slow (but still quality) start of the film and left me completely satisfied.

Nightmare Detective 2 might be his most commercial work to date, there is still plenty here to scare away the regular movie fan. Tsukamoto seems to have found a good balance between two worlds, though I am looking forward to see him go mental once again. For now though, I'll gladly settle for a film like this. Far from his best work, but still very powerful and gripping. 4.0*/5.0*

Check the trailer, though I'm sure true Tsuka fans won't need it.

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Mon, 31 May 2010 12:30:41 +0200
<![CDATA[unsexy css3 and html5/it's everywhere!]]>http://www.onderhond.com/blog/work/unsexy-css3-and-html5

I don't remember the early days of the web, I simply wasn't around back then. But I do remember the days of geocities, the period of irresponsible javascript use and horrible animated gifs. And of course the Flash days, spawning inexplicably crappy websites like crazy. Looking at the way we are going now, I'm getting a pretty big deja vu. Say hi to html5 and css3.

what standards?

Since a couple of months there's been a real explosion of html5 and css3 talk. Several big web issues (like online video) have helped in gaining great support for these new standards, but like all things web, abuse is always just around the corner.

One thing web standards don't include is standard of quality. The past has learned us that with each new big technology introduced on the web, quality standards are the first to go. Maybe it's because the web is governed by techies who mainly care about technical achievements, but it's a given that when a new technology is launched on the web it gets fucked over for a couple of years before its actual benefits come to the surface.

you say sexy, i say ugly

Bloggers need attention. Fact. With all the css3 demos, techniques and experimentations going on grabbing the reader's attention is getting more and more difficult with each passing day. Hence all the posts with titles including words like 'sexy', 'cool', 'amazing', 'fresh' and other positive buzz words floating around the web, just to pull readers in. Checking them out usually amounts to watching demos of sluggish animations, graphically poor visuals and often completely unusable, even inappropriate techniques.

Web standards have fought for years to give semantics and accessibility a place on the web, all that is thrown overboard in the blink of an eye just to create a couple of ugly animations which serve little to no goal at all. People are trying to mimic the capabilities of Flash and failing horrible in the process, but it doesn't seem to be a big issue since they are at least using the latest technologies. That's the current state of the web, and the community of web developers are actively encouraging it.

Animation on the web has always been poor. Javascript isn't really suitable, Flash only to some extent (when it fits the typical Flash style). With css3 we seem to have hit a new low. A couple of rotations in sequence with some transformations are being sold as actual animations, ruining 80 years of professionalism in that particular field. If that's sexy, I'm just not interested in sexy anymore.

html5 is not css3

Another hot topic is whether hmtl5 is going to replace Flash. Most people don't even realize it's not so much html5 but the canvas element in html5 that's the real threat to Flash. Most people won't realize that animation comes from css3, which is no no way related to html5. And an even smaller group asks itself whether css is actually the right technology to define these animations.

The function of css has always been styling. Animation can be used form styling purposes, but much of it is treading on behavioral grounds. Just think of collapse and expand structures or other animations revealing hidden information. If your browser doesn't support the animation, more often than not you won't get to the content (unless you disable css). And it's not just the little ones doing it. You can find examples on the Apple site if you wander around a little.

And yeah, I'm quite confident this is only a temporary phase. In two years time we'll start questioning the purpose of all these horrid effects and animations, weeding out all the garbage and learning from our mistakes, but it would be frustrating to wait for another two years to see this process kick in. The web is slow enough as it is.

my redesign

Looking at my redesign, you might be wondering why I'm complaining so much about css3. The new design clearly includes overuse of css3 properties, which is true enough. Part of that is because I set out to use my blog as an experimentation platform for testing css3. It's fun to test and play around with css3 but in due time the unnecessary bells and whistles will be taken off again.

In addition I've compiled a little list of bugs, shortcomings and mis-renderings I've seen on my blog so far, just to indicate how buggy and/or incomplete most css3 implementations still are:

  • Safari and Chrome: no support for inset on box-shadow
  • Chrome: anti-aliasing on rounded corners sub-par
  • Chrome: fuzzy box-shadow rendering
  • All: multiple rounded corners stacked on top of each other result in rendering issues (check articles on homepage)
  • Opera: box-shadow is clipped on tab navigation (homepage). Reappears when hovering certain elements
  • Safari and Chrome: can't get rgba colors to work in gradients
  • Safari and Chrome: crappy gradient control (no px allowed for stop points)
  • Firefox: radial gradients are ugly as hell. Looks more like concentric circles than an actual gradient. Linear gradient not perfect either.
  • Firefox: hover with text-shadow or box-shadow is extremely laggy
  • All: no gradients possible (X)px from the end. Very typical css shortcoming.

Sure, not every browser should be pixel-perfect in its design rendering, but the list above gives a good indication of just how sub-par most css3 implementations are at the moment.

conclusion

It's not that I don't welcome html5 and css3. Far from it actually. But for now, people seem more interested in abusing these technologies rather than giving it some good thought first. And I really do understand the need to experiment, trying to find novel and breakthrough uses for these new technologies, but without a word of warning and with a big bold 'sexy' in the topic title these techniques will find their way to the live web, greatly diminishing the web experience for many out there.

Think wisely when coming up with css3 and html5 articles. Warn against the pitfalls and don't advertise everything as sexy or cool just because it is html5 and css3. Think of what web design stands for, not about how cool you look using one or other new, flashy and hip technology. Just my two cents and sorry if this rant spoiled your fun working with these new technologies.

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Thu, 27 May 2010 13:38:54 +0200
<![CDATA[basic love/oxide pang chun]]>http://www.onderhond.com/blog/personal/basic-love-review-oxide-pang-chun

When Oxide Pang makes a new film, I'm there. I don't need a synopsis, trailer, poster or whatever to get me interested. When Basic Love was first announced I was a little surprised though, as it marks a pretty serious shift in territory for Oxide. No more horror, fantasy or other manly genre film making, but a full-blown drama in true Pang style.

screen cap of Basic Love

If the name Oxide Pang (The Storm Warriors, The Detective, Som And Bank) doesn't ring a bell, it means you haven't been paying attention to my reviews here. Oxide Pang is without a doubt one of my favorite directors, though more because of his constant quality output rather than any true masterpieces amongst his body of work.

Even though Basic Love is a serious departure from familiar territory, from the very first shots it feels like a true Pang film. There's this thing in his visual style that's immediately recognizable and makes it something he can call his own. Apart from that Basic Love feels much like a Japanese drama, though a bit more polished and maybe not as subtle. Luckily there is plenty of good stuff here to compensate for that.

The titular 'basic' refers to the simple love triangle setup. Things get a bit more complicated when one of the main characters turns out to be deadly ill, disrupting the romantic affairs of the threesome and upsetting the lives of the three protagonists. What follows is an endearing story about loving and living in the moment, set to a tenderly handled coming of age background.

screen cap of Basic Love

If there is one thing Oxide Pang never fails at, it's delivering some awe-inspiring visuals. Not always consistently throughout a whole film, but the man knows how to play around with cameras and color. Basic Love is no different. The usual Pang touches are here, though used in a more gentle, loving way. Nothing big or extreme, but all the same beautiful to behold.

The soundtrack is a little trickier, though Oxide manages to keep it within the confines of good taste. It seems he has learned from earlier films, and even though the music can be a tad too soft/piano-based for its own good, for the remainder of the film it actually works in creating the needed atmosphere. Acting is surprisingly good too. A couple of young talents that have no trouble working their way through the harder scenes in the film.

screen cap of Basic Love

Basic Love is not a very big or difficult film. It's a modest tale about three kids, young love and fear of communication with a touch of drama running underneath it all. It's not as bare-bones or realistic as regular Japanese dramas, but it still fits right in with the rest of them. It's a little surprising seeing a film like this coming from Oxide, but he seems to pull it off without a problem.

A pretty low profile film that is sure not to reach the West any time soon, but fans of the Pang brothers should do well to seek it out anyway. Especially those of you that can't get enough of their trademark style. Just don't expect anything like their regular output. Basic Love is not an overpowering film, but slowly grows on you and ends up as most other Pang films: a solid, enjoyable and stylistically pleasant endeavour. 4.0*/5.0*

Overly long and spoiler-heavy trailer, don't watch it unless you need to.

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Mon, 24 May 2010 13:25:08 +0200
<![CDATA[reykjavik whale watching massacre/julius kemp]]>http://www.onderhond.com/blog/personal/reykjavik-whale-watching-massacre

Oddities, I like 'em. If you're telling there's an Icelandic horror flick set on a whale watching boat coming along then my interest is sparked. Often films like these won't meet my expectations but once in a while a film comes along that dares to take it even one step further. Enter Kemp's weird little horror flick.

screen cap of Reykjavik Whale Watching Massacre

My knowledge of Icelandic films is almost non-existent. I've seen the modern classics like 101 Reykjavik and Noi Albínoi, but that's about it. What those films left me though is a clear sense of their somewhat strange, dry and morbid sense of humor. In combination with the awesome title and some great promotional artwork it sure got me excited.

Now I don't mind a good genre film as much as the next guy, but I was a little worried it would be dragged down by usual horror conventions. And to some extent, it is. Apart from the original setting and strange ensemble cast the film is a pretty straight-forward, playing like a streamlined mix of straight American slasher horror and morbid European weirdness. Think Severance and The Cottage meeting TCM on a boat in Iceland.

As for the story, a pretty strange mix of characters (quite a few nationalities present) come together for a little trip of whale watching. They all end up on a boat of former whale hunters who aren't too happy with this lovey-dovey industry prohibiting them from doing their job. I guess you can imagine what happens after that.

screen cap of Reykjavik Whale Watching Massacre

Visually RWWM is a pretty good film though nothing out of the ordinary. Kemp's movie features a pretty grim and washed out look with some nice lighting and coloring work, apart from that most of the camera work is purely functional. It's stylish and atmospheric, just not very noteworthy or having any lasting effect.

The soundtrack is a bit more in your face, especially during one of the key scenes where the main character starts singing Bjork's It's Oh So Quiet. From there on the film start to take bolder steps away from typical genre film making. It's also fun to see a reprise of that song during the end credits, mixed with some pretty harsh metal music.

One nifty side effect of having all these nationalities on board is that you get a pretty broad range of accents. It can make it a little hard to understand what everyone's saying, but I have a soft spot for that. Acting is pretty decent too, no annoying youngsters for a change, so that's all good. Hansen's (the original Leatherface) role might be a little small, but I guess he's just there as a tribute to Kemp's influences.

screen cap of Reykjavik Whale Watching Massacre

The cool thing about our whale watching cast is that none of them are actually good guys. Just about everyone's an asshole and it's not simply good vs bad, especially when the watchers start turning on the crew, and themselves. This makes it a lot more entertaining to watch and a lot harder to predict who's going to die next.

One more word of advise though. The comedic nature of the film might be hard to discard, but the jokes can be a little tough to spot at times and don't really fall in the category of 'politically correct'. If you don't appreciate the poetic justice of a fat Japanese guy harpooned down while swimming in the sea, this film might not be entirely for you.

Kemp's film starts off pretty typical, but with each scene things get stranger and more awkward. There are some awesome twists, some true expectation killers and just as many elements to break through the typical cliches. RWWM doesn't go completely overboard, but its little edge gives the film such a spin that it is convincing enough to put it way above most other genre outings. Recommended stuff. 4.0*/5.0*

Watch the trailer, but only if you must. It's a little spoiler-heavy.

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Sat, 22 May 2010 11:05:20 +0200
<![CDATA[nesting links/how to make your browser vomit]]>http://www.onderhond.com/blog/work/nesting-links-how-to-make-your-browser-v

One of the few workable updates html5 has to offer right now are block level links. In short, when using html5 just about every element can be nested inside a link tag, solving the problem of linking bigger areas constructed from divs, headings and/or other block level elements. A cool new feature that is supposed to make linking a whole lot easier. At least, that's the theory.

Like all things html and css related: read about it and be happy, try it and be disappointed. While the block level link does work in simple cases, it completely screws up when things get a bit more complex. For the current redesign of my blog I had hoped to put each shortlist article inside a block level link but after the first preliminary experiments I quickly put that idea behind me. Here's why.

web design and analogies: vomit bugs

Not too long ago I stumbled upon an article describing the vomit bug, a family of bugs causing the dom to scatter in all different directions, except the one you laid out initially. From what I have read so far it's related to the packet boundary bug (nesting of block elements inside inline elements I believe?) and occurs when nesting html5 elements inside a link. Looking at the resulting doms, the name is quite aptly chosen.

The problem that I'm experiencing occurs when nesting links inside other links. This used to be somewhat pointless, but now that we have block level links there are cases where this is actually quite natural. If you take the example of my shortlist articles you'll see I have a direct link to the comments section of the article, apart from that it could be that links are present in the intro text of the article itself. I assumed that these nested links would simply work as expected, as they lie on a "higher plane". The rest of the article element should react as being the block level link.

The resuls ... dom vomit, and not only in Firefox 3.6.

doms say more than a thousand words

Rather than describe the problem, why not show it to you? The following html code was used to generate dom structures in a range of modern browsers:

<div class="page"> <a href="#block" class="block"> <div class="test"> <div class="date">2010</div> <div class="vote">5.0*/5.0*</div> <div class="link"><a href="#test">test</a></div> </div> </a> </div>

As you can see, a very simple setup with a block level link containing several other block element and one nested link. Remove the nested link and everything is fine, but leave it there and all hell breaks loose. What follows is a screenshot of doms taken with dom inspectors in Opera 10.5 (1), IE8 (2), Safari 4 (3) and Firefox 3.6 (4):

The only one showing the dom correctly is Opera 10.5, though it must be noted that when giving a background color to the block level link Opera's rendering is off. Surprisingly, the only one rendering the block level link correctly is IE6 (seriously!), though the click area still doesn't correspond with the whole block level link. In short, block level links with other links nested inside are not working yet.

Those of you who've been following my blog a little longer will know this article fits right in with my articles on inner link spacing and cross browser underlining. All of these display wildly different behavior/interpretations of simple concepts across multiple browsers.

more about read more

Apart from this nasty bug, there is one other thing that caught my eye. When using block level links it's probably best to add a title to the link describing its function, as the content is not simple text but could be a whole content type. At the same time, block level links take away the need for multiple links leading to the same page, meaning that the omni-present read more link could finally be rendered obsolete.

When I tried to remove it though, I found that you lose a lot of visible, immediately recognizable feedback on the element telling you there is actually more to read. So while the read more link isn't exactly needed anymore, a "read more" indication could still be useful after all. Maybe just on hover with a little css3 animation, but definitely something to look into.

conclusion

My conclusion isn't any different from most conclusions found in articles about new html and css techniques. Cool stuff, but it's just not working yet. For simple wrappings without html5 elements and links block level links seem to work, but when you nest another link inside it breaks down completely. Which is a shame really and I just hope it gets fixed soon. Up until that time you'll still need to use the links on the title and "read more" text or remove all links inside a block level link.

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Tue, 18 May 2010 13:36:45 +0200
<![CDATA[symbol/hitoshi matsumoto]]>http://www.onderhond.com/blog/personal/symbol-review-hitoshi-matsumoto

Talk to anyone who's already had the pleasure of seeing Symbol and they will warn you it is best to go in knowing as little as possible. Which, by the way, might actually explain the lacking amount of reviews for this film, even on the web. And truth be told, reviewing Symbol really isn't a very easy task, yet Matsumoto's film deserves all the attention it can get, so here goes.

screen cap of Symbol

Matsumoto is the mastermind behind Dai-Nippinjin (Big Man Japan), a small film that made a bunch of avid fans amongst a tiny group of die-hard film lovers. It turned out to be a slap in the face for many who believed they liked their humor served dry, as Matsumoto took the concept a couple steps further and out-freaked a big portion of his target audience. With Symbol he is back to tease his fans, but does so in a more accessible way, making sure this film is less certain to alienate its audience.

Symbol is a little difficult to describe. As for name dropping, think Gen Sekiguchi (of Survive Style 5+ fame) redoing Kubrick's 2001: A Space Odyssey. If your mind can't quite handle that, no worries, Symbol is a film that simply needs to be experienced. There's a fair amount of dry humor in the form of a seemingly unrelated tale of Mexican wrestlers, but the main portion of the film is way more direct and in your face, even slapstick at times.

Matsumoto plays an unnamed character waking up in a white room. Completely empty, void of any presence whatsoever, except his own. But when taking a closer look, Matsumoto finds a little switch sticking from one of the walls. In no time there are popping up switches everywhere, each of them opening hatches and dropping seemingly random stuff inside the room. Completely baffled (can you blame the guy?), he starts to find his way out of the room.

screen cap of Symbol

Visually Symbol is striking. The scenes in Mexico are warm and gritty, greatly contrasting the extremely clean and controlled sensation coming from the white room. There's a fair share of CG which is either very functional or simply neat, always making sure it never intrudes or detracts. Matsumoto also smuggles in a couple of comic scenes and a truly explosive ending, all contributing to making this film pure visual bliss.

The soundtrack is great too, very supportive of the scenes and often quite funny in its own right. From the silly Mexican song at the start of the film to the angelic "Ah"s coming from the switches, there's always something happening to amuse the audience. Add to that the awesome track featured during the climax and some great tunes during the comic scenes, and you won't hear me complain any more about the relative bore most Japanese soundtracks are nowadays.

As for the performances, the Mexican part is acted nicely enough, but the main attraction is of course Matsumoto himself. He takes up the lead role again and does so with style. He has a range of superb expressions and great comedic timing, making sure that no gags stretch out too long and no pun is left hanging without a good visual punchline.

screen cap of Symbol

Matsumoto could be considered a self-indulgent, even narcissistic man. He plays the main role in both of his films and considering the nature of his role in Symbol you might believe he likes himself just a little too much. Which could just as well be the case, but similarly to Kitano the man knows to bring it in such a way that audiences just aren't bothered with it. He's just that good.

Even though there are plenty of solid gags tucked away, it's not so much the puns and jokes that make Symbol such a funny film, but the setting cooked up by Matsumoto. When the two story lines finally collide the pay-off is magnificent, but it's still small fry compared to the immensely impressive climax. Typically Japanese, think Otomo's Akira, but not as vague as some people have suggested. A perfect ending shedding a pleasantly different light on all that came before.

Symbol is a rare film. Ultimately creative, laugh out loud funny and leaving you in a slightly bedazzled trance. Matsumoto's sophomore film is even better than Dai-Nipponjin, ranking it safely among my all-time favorites. And that's all I'm going to say about it. If you're into strange Japanese comedies, put this on your number 1 spot. If you're not all that familiar with them, make sure you don't miss the chance to see this one if it happens to come your way. Absolutely recommended. 5.0*/5.0*

If you still feel the need to spoil yourself, check the trailer.

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Mon, 17 May 2010 11:16:57 +0200
<![CDATA[blood/ten shimoyama]]>http://www.onderhond.com/blog/personal/blood-review-ten-shimoyama

Vampires are the new zombies, even in Japan. And so we're starting to see a surge of Japanese live action vampire flicks. The latest to join the hype is Ten Shimoyama. His films often go by largely unnoticed, but when I stumbled upon the trailer of Blood by accident I was immediately hooked. The final result turned out to be just as pleasing.

screen cap of Blood

I could say I'm a fan of Shimoyama's films, but the truth is that even though I appreciate his work a great deal, his name fails to stick in my consciousness. Shinobi, St. John's Wort and his segment in the anthology film About Love are all good stuff, so maybe it's time to finally pay some extra attention when I see his name fly by.

Even though Shimoyama's move to the Vampire genre isn't very original, Blood isn't exactly what you'd call a typical vampire film. It takes some elements from the popular myth but goes its own way to construct a new story from the various bits and pieces. Of course there's blood sucking and slavery involved, yet the center of the film harbors a twisted story of love and romance far removed from the typical vampire setting.

Things get rolling when Hoshino is sent to investigate an unsolved murder before the case is shelved for good. He stumbles upon a lady vampire and gets hopelessly entangled in a feud between her and her former slave/lover. Things go from bad to worse before revealing the twisted nature of the whole setup. And while the story isn't much by itself, it presents a nice twist on the whole vampire sub genre.

screen cap of Blood

Visually there is plenty to be happy about. Shimoyama is superb when it comes to color manipulation, which he immediately shows off in the first couple of scenes. The camera work is well guided and controlled, the action sequences impressive and well-directed. Though having watched a lot of Hong-Kong work recently, it can't hold up to what they are producing over there nowadays.

The score is nice enough and holds a good atmosphere, but again it fails to be truly special or engaging. Pretty standard horror fair compared to some of the better offerings in the genre. The performances are pretty divided too. The male cast is decent enough, but Aya Sugimoto does ruin it a little for the others. Her presence is a little annoying and her acting too theatrical.

screen cap of Blood

The only real downside is Shimoyama's somewhat implausible attempts to sneak some soft erotica in there. These few scenes feel completely out of place and detract from the rest of the film, almost giving it a somewhat unnecessary sleazy after-taste.

Blood is a pretty interesting snack, coming from a director who's building an impressive resume for himself. Maybe he needs a real killer to grab everyone's attention, but if he continues to make films like these, I'll be happy to keep track of him.

Visually luscious, a cool take on the vampire genre and some nifty set pieces are more than enough for Blood to fly through its economic running time. The film is not without faults, but Shimoyama knows to cover them up pretty well. 4.0*/5.0*

Located the unsubbed trailer, take the bait.

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Fri, 14 May 2010 19:51:10 +0200
<![CDATA[redesign 2010/like watching grass grow]]>http://www.onderhond.com/blog/onderhond/redesign-2010

I've been running this blog for a good 2.5 years now. It served me well and I love it to bits, but in all honesty it could us a fresh lick of paint. So a couple weeks ago I started to experiment, trying to come up with a design that would still feel very much like Onderhond, but at the same time could manage to break free of the style I've been using ever since I started this blog. Here's what I've come up with.

welcome css3

I'm not a designer, by far. Give me a white PhotoShop sheet and rushes of cold sweat are inevitable. The original design was created by a friend of mine but I felt it was time to try and stand on my own two feet. Rather than start up my graphical software, I turned to css3. Something I can at least understand.

At the same time, it proved a good exercise to get to know the flaws and limitations of css3. The (somewhat final) result is a design that's maybe a bit heavy on typical css3 graphical features, but still came out pretty much okay for a non-designer blogging for a more technical-oriented audience. Truth be told, I also got some professional advise and feedback along the way which was extremely helpful.

time-lapse iterative redesign!

Along the way I was pointed to one of the articles I wrote some time ago on iterative design. It gave me an opening to make the whole redesign process a little easier to handle. The idea is to take a month or two for implementing the redesign. Live. On the blog. No test development server needed.

The design will be implemented little by little, one component at a time. I'm sure at some point this will clash with the current design I have, but that's not too big a deal. The orange warning message you see on top will cover that and will lead people to this article if they want to know more about the strange things they might be seeing. At the same time, I like the transparency of the redesign process it creates and it gives me immediate results rather than working against deadlines I'm not going to make anyway.

exciting times

So I hope you guys bear with me for a while. I'll try not to screw things up (too badly) while doing my redesign work and I'll try to keep the overall design at least decent, even when the visual design of components might clash from time to time. I also hope to rework some things under the hood (read: get some more html5 in there), which should be mostly invisible to you all.

The first updates should hopefully be visible later this week.

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Mon, 10 May 2010 13:35:04 +0200
<![CDATA[steve, get out of my browser/ex if!]]>http://www.onderhond.com/blog/work/image-orientation-on-iphone-os

Standards. The past 10 years on the web have been dictated by standards. Mark-up, styling, javascript, accessibility, ... they all evolved from loosely governed languages and rule sets to strictly monitored constructions. A good thing, don't get me wrong. But what to do when standards start contradicting each other. When one standard tells you to do one thing and another standard tells you to do the exact opposite? Take out your iPhones and iPads and follow me for a little ride.

45 seconds of iPad pleasure

A few weeks ago I had the pleasure of toying around with the iPad. I let the iPhone pass by because phones and teeny tiny screens really aren't my kind of thing, but I was rather curious to see the iPad work its magic. When checking my site everything looked okay-ish (save some graphical glitches in the main menu and some other minor quirks), but when I arrived on my gallery section I ran into some less pleasant surprises.

Apparently some of the pictures in my gallery were shown in landscape mode rather than the expected portrait mode and visa versa. A very strange effect that didn't seem to have any immediate html/css cause. I took it as an exciting (yet annoying) mystery that demanded an explanation and set out to solve it. Time for some serious digging.

onderhond holmes and the mystery of exif data

Looking at the affected images (a clear minority) it started to dawn on me that these were all images I edited in my photo editing program of choice (Paint.Net - free and loads quickly). The images affected were all photos that had been rotated in some way or another, either because my camera had failed to give them the correct orientation or because I simply thought they looked better this way.

It took me a couple of search queries and some live human consultancy before the magic word dropped. EXIF. A photo standard that stores a series of properties related to the photo, ranging from size to focal length and camera model. Apparently, one of the properties it stores is orientation. When a photo is rotated manually this property should be adapted by the software that is used to rotate it, but not all software is properly equipped to do this.

steve says exif owns browsers

The orientation property is extremely useful, especially when considering the tilting/spinning behavior of the iPhone and iPad. Using the orientation data, the OS can easily determine how to show a picture. The question is, how far are you willing to take this OS intervention.

Looking at my gallery, browser and EXIF are contradicting each other. As a web developer I'm assuming that the browser's rendering engine will place my image according to its dimensions, but the iPhone/iPad OS intervenes and decides to rotate the photos according to the EXIF specs, effectively ruining my design and blocking some part of the content on the page.

i say: get out of my browser steve

While I understand the process behind the bug, I'm not at all content with the OS deciding to rotate an image I've placed in my html. I'm sure it's handy when viewing photos in the OS itself, but I don't see any benefit tweaking people's websites with the danger of ruining the layout. It's not because the standardized data is available that you should immediately act on it in all possible circumstances.

I could start looking for a different image editor or start adapting the EXIF data manually, but that sounds like complete overkill for a decision that should've turned out the other way in the first place. So please Apple, keep your hands off my images when I place them in my html. I'm a web developer, I know best. I rule my html, my css and my design. Please don't intervene please and leave things as I intended them.

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Wed, 05 May 2010 16:44:34 +0200
<![CDATA[kanikosen/hiroyuki tanaka]]>http://www.onderhond.com/blog/personal/kanikosen-review-hiroyuki-tanaka

A new Hiroyuki Tanaka film, rejoice! He used to operate on a pretty regular schedule, sadly his last film dates almost 5 years back. By the time I'd finally caught up with his films, it seemed he quit making them. Kanikosen is a welcome come-back for Tanaka and even though it's a little different from his other output, it turned out to be a very enjoyable film indeed.

screen cap of Kanikosen

Tanaka (better known as Sabu) is without a doubt one of my favorite directors. I consider The Blessing Bell a true masterpiece, with Monday and Postman Blues only further proof of his enormous talent. His films are notoriously hard to find on DVD (English subbed that is, they seem to appreciate Tanaka in Germany a great deal more), which is quite strange considering how well-received his films are on festivals.

With Kanikosen (or The Crab Cannery Ship), Tanaka reunites his love for transportation (a boat this time around) with a fresh angle. The film is based on an old activist novel which gained renewed fame in Japan after a 100 year sleep. Tanaka's adaptation was preceded by Takiji Kobayashi who made his version a good 50 years ago, sadly I have neither read or seen any of the original works, so if you want comparisons between those and Tanaka's version I'll gladly redirect you to the Midnight Eye review. They do a much better job at those kind of things than I could ever do anyway.

It's activist background makes that Kanikosen is a film suited for big essays and deep-digging reviews. The revolution of the working class (almost slaves) against the rich exploiters is nothing new though and doesn't deserve all that much attention as the setup would make you believe. The story of slave workers rebelling against their employers is hardly new, the critique on the slavish Japanese mindset a popular theme for Japanese directors to work with.

screen cap of Kanikosen

From the first scene, it's obvious that Tanaka has made a couple of visual strides forward. Where his films used to rely on nifty editing, long shots and strong camera shots, it's the first time I see it combined with excellent use of color and setting. Almost every frame is visually impressive, which is quite a feat considering the minimal settings and tiny sets he had to work with. I think his choice to put a lot of money into a limited amount of things paid off in the end though. The film's a true bliss to behold.

The soundtrack is atmospheric but somewhat basic. Something which seems prominent in modern Japanese cinema. The music is often complementary and well-used, but hardly ever stands on its own to feet or knows to add some extra layers. It would be nice to see Japanese directors take some chances again. Acting on the other hand is universally excellent.

The whole crew does a great job, though it's Ryuhei Matsuda that deserves the most credit as head rebel of the workers. With the sudden disappearance of Tadanobu Asano and the all-over-the-place resume of Joe Odagiri, Matsuda is Japan's greatest in-house talent to roam Japanese cinema. His choice of films is almost infallible, his performances always strong and gripping.

screen cap of Kanikosen

Even though the drama in the film is pretty overpowering, Tanaka leaves enough room for comedy. From the morbid mass suicide attempt in the beginning to the silly poverty dream sequences and the crazy Russian party, there are plenty of moments to let all the seriousness slip away. Tanake does make sure though that these comedic interludes never harm the core believes of his film.

The only thing I'm missing from his latest output is his ability to let his films run its own course. Kanikosen is driven by its storyline which makes it impossible to let the film drift away on minor details and side stories. I always appreciate it when a film doesn't hold to closely to the point its trying to make, but rather takes a natural course with whatever it finds on its way. Films like Drive and Monday are perfect examples of this way of film making. On the other hand, Kanikosen really isn't suited for this style anyway and it would've felt wrong to force it into this particular frame.

Kanikosen is a solid come-back for Tanaka. Visually impressive, boasting a superb setting and a strong cast. Thematically it's a little past its expiration date maybe, but Tanaka makes sure there's plenty of bits left to enjoy next to all the moral meanderings. I can only hope he has recaptured his strength to make another couple of films as I always enjoy looking forward to his films. 4.0*/5.0*

Interested? See the unsubbed trailer.

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Mon, 03 May 2010 13:30:25 +0200
<![CDATA[the battling angel/ryo nishimura]]>http://www.onderhond.com/blog/personal/the-battling-angel-review-ryo-nishimura

Hello there, little unknown gem of a movie. Where you came from, I don't know. Why nobody has ever noticed you, no idea. But you were a very pleasant surprise indeed, so please invite some of your friend next time you come around. Nishimura's Battling Angel seems to be largely ignored by the world, time to change that.

screen cap of The Battling Angel

The Battling Angel is Nishimura's first film. He directed one more film (Waters) after this and has some special effects credits to his name, but that's about it. Information on him is scarce, any info on his films even more difficult to find. After watching Battling Angel I can understand why he lacks a vast audience, but his work is perfect genre fan material that simply deserves a wider audience.

The film is based on a novel but looks as if it originated from a manga. Especially from a storyline point of view Nishimura has some tough hurdles to take. In essence a police techno-thriller, the film makes a couple of strange jumps to keep its story going. If you want a streamlined and well-considered plot this might not be your thing, but luckily the film has plenty of alternative appeal.

The story is based around a young female cop and her partner. The two form a pretty good team and even engage romantically, but before it becomes anything more a rather serious case drifts the two apart. Up until that point it's a pretty basic police affair film, but then brains gets swapped, mysteries are revealed, past are brought back and twists follow each other in rapid succession. Not the most subtle film, but still pretty interesting if you dare to take it at face value.

screen cap of The Battling Angel

The story might not be perfect but the film has enough expertise to survive on visual flair alone. Every frame is shot with precision, color handling is extremely pleasant and very atmospheric. From time to time the film even manages to rise above itself and displays some pure visual mastery. There's no fall-back, no weak moments, just 'impressive' and 'even more impressive'.

The soundtrack operates on a similar level but stays a bit more in the background. It's atmospheric, well-timed and never too intruding, adding to the general darkness of the film. Acting could've been better but it suffices. While both leads (Osawa and Sada) do a pretty good job, the secondary characters don't always manage to act on the same level. It's nothing too serious, though I'm some scenes would've turned out just a little better if Nishimura would've had better actors to work with.

screen cap of The Battling Angel

As the film progresses the credibility keeps dropping little by little. If you can't appreciate its style, you'll probably start to hate it with a vengeance. Its two hour running time isn't exactly helping either, especially since the last 30 minutes consist of a simple succession of plot twists. I didn't mind much, the source material is cool/nerdy enough to warrant the extra minutes, the visual style more than pleasing enough to sooth the nerves.

The Battling Angel is a movie with obvious shortcomings, but offers plenty in return to direct your mind away from them. Whether you can solely depends on what you expect from it. For me, it's a neat little rush, oozing style and delivering all that it needs to. Others will loath the film, but that's not bad either. It's always better than seeing it die a lonely death, so go out and try it for yourselves. 4.0*/5.0*

Beware spoilers, if you don't mind check out the unsubbed trailer.

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Thu, 29 Apr 2010 13:31:35 +0200
<![CDATA[why css3 is worse than ie6 debugging/headaches (again)]]>http://www.onderhond.com/blog/work/why-css3-is-worse-than-ie6-debugging

I remember them. The days when css2.1 was pretty much all there was to css. css3 was a faraway dream, a promised land full of easy coding and free afternoons and IE6 was the devil, making our job a living hell with all its buggy quirks and lack of standards. How naive we all were back then huh.

code explosion

css3 was never really made for shortening our css code, but rather with the idea that it would deliver a more flexible experience. A background color gradient used to be only achievable through the use of a background image, meaning that if the gradient needed tweaking you had to keep recutting the image over and over again. By moving this graphical effect to css it would be possible to simply define the needed colors and let the browser do all the drawing. Sounds good, right?

Now I know we are into some kind of intermediary phase, but ever since both webkit and Firefox started proprietary support for the gradient property it has made my css life completely miserable. As a front-end developer with a passion for getting to know latest techniques and methodologies I'm eager to start using the css3 way (you know, live and learn), but it's damn time and byte consuming to get things working across a range of browser. For a pretty simple fade I had to create yesterday, I came up with the following piece of code:

/* how it used to be */ background:url("...") left top repeat-y; /* using automated gradients */ background:#FEF3D1; background:-moz-linear-gradient(top, #FFF1CC, #FDF5D5); background:-webkit-gradient(linear,0 0,100% 0,from(#FFF1CC),to(#FDF5D5)); -ms-filter: "progid:DXImageTransform.Microsoft.gradient (GradientType=0, startColorstr=#FFF1CC, endColorstr=#FDF5D5)"; filter: progid:DXImageTransform.Microsoft.gradient (GradientType=0, startColorstr=#FFF1CC, endColorstr=#FDF5D5);

This makes the fade available in FF 3.6+, Safari/Chrome and IE5.5+. Opera users and IE users without filter support simply see the fall-back color. In contrast, using an image makes it available in every single browser version out there without any issues.

The problem is not so much that the css3 syntax is a little longer but that it looks like a block of css which could style half a site. And that only for one fade.

support doesn't equal quality

An image is an image. Apart from some color profile nonsense, it shows up the way it was made, consistently across all browsers. This is not true for css3 effects. It's not because a browser supports a certain css3 property that it knows how to render it properly. Firefox gradients are of sufficiently lower quality than those in other browsers. Especially light fades over large areas are known to create ugly stripes.

These artifacts are dependent on the conditions when viewing the gradient (screen settings and such), but on my home screen the difference between Safari and Firefox gradients is really striking. And this is just one example of course, I'm sure differences in rendering quality will keep popping up in the future. Gaps in quality you won't have when working with images.

One other area where css3 is seriously failing is animation. While it's neat that you can define (non-functional) animations in css, I still haven't seen one implementation that runs smoothly. And I mean smooth, not hey, for a browser this is kinda okayish. Replacing Flash with open standards is fine by me, but as long as the same level of quality can't be guaranteed I'd rather watch Flash animations to be honest. css3 animation is definitely nerdy cool, but quality-wise it's utter crap.

support doesn't mean full support

Still, all the above didn't put me off enough to stop css3 gradient experimentation. I started a new project today and pretty much the first thing I had to do was define a background gradient for my site. Not a full gradient mind, a pretty big harsh fade 3px high, which led to a slight fade of about 500px high.

It took me less than a minute to work it out in Firefox and about an hour to find out there was no (easy ?) way to accomplish it with the -webkit syntax. Apparently you can set stop-points, but only in relative measures. Why, I don't know (documentation is rather lacking on the webkit site), but the outcome is pretty obvious. No css3 gradients for me. Sigh.

conclusion

The bottom line is simple. The theory behind css3 is awesome, but practical use is something entirely different. I hope this intermediary fase won't last too long and that it won't create a similar backlog of compatibility issues the way IE6 did. Public availability on pre-standards are what causing all this at the moment, so I would really advise browsers to keep their proprietary css locked away in development versions, but I'm afraid they're not really going to listen.

It's not the first time I'm complaining about this, but theoretical complaints seem to be materializing rather rapidly these past couple of months. As it stands now, I find it easier to debug sites for IE6 (with the help of the IE6 CSS Fixer) than it is to get css3 working nicely across a range of browsers and browser versions. It's a somewhat sobering thought in sharp contrast with our past dreams, but it's a reality nonetheless.

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Wed, 28 Apr 2010 13:36:28 +0200
<![CDATA[true legend/woo-ping yuen]]>http://www.onderhond.com/blog/personal/true-legend-review-woo-ping-yuen

If you still don't believe Hong Kong has revived its glorious early 90s cinema, Woo-ping Yuen is here to deal the final blow to any remaining doubts. Lee's 14 Blades and Ng's Tracing Shadows only served as preludes to Yuen's True Legend, a film that lets you forget 15 years of cinematic progress and transports you right back in time.

screen cap of True Legend

Maybe you don't recognize the name of Woo-ping Yuen, but chances are you've come across his work at some point. His efforts as action choreographer on The Matrix granted him world-wide recognition, though fans of Hong Kong cinema didn't need the Wachowskis to get acquainted with his work. Yuen is Hong Kong's most famous and lauded action choreographer and responsible for some of the most amazing martial arts sequences ever seen on screen. His latest directorial feature length effort dates 14 years back, making this a pretty remarkable comeback.

Stylistically not much has changed for Yuen. Even though True Legend shows updated techniques, visual effects and sound design, the core of his film feels extremely familiar. From the settings, the action choreographies to the dramatic complications, fans of the genre will feel right at home. Only the split in different acts hints at a more modern approach.

The film is staged in three parts. A short intro, the main act and a rather lengthy outro. All three segments show a different phase of our hero's life, creating a somewhat disjointed feel as both intro and outro could've been left out for the sake of the storyline. On the other hand, they result in a broader and more appealing view of our hero which is somewhat novel for a martial arts flick. But whatever its impact on the story, both segments provide some awesome fight scenes, so who cares really.

screen cap of True Legend

Yuen hasn't lost much of his visual flair. Expect lots of wire-fu antics, smart and tactical camera work and bold, expressive camera angles. It's clear though that Yuen doesn't need as many cuts as before to make the fights flow well, giving his film a more fluent feel. CG can be a little intruding at times which is a shame. Luckily this is mostly during in-between scenes so they never get the chance to screw up any major fight sequences. The intro and outro animations on the other hand are stylish and pretty atmospheric.

Sound design is one of the fields where these revival films clearly improve on their ancestors. The musical score features some classical Chinese music which is nice and fitting but hardly remarkable. It's the sound effects during fights that have a way bigger impact than before, making the fights all that more engaging. Acting is pretty solid too, with Chiu putting on a pretty impressive martial arts show and Zhou taking care of the more dramatic moments. Her talent is a little wasted on films like these, nonetheless it's quality work.

screen cap of True Legend

The only thing I'm missing here is some comedic interludes. Even though the fight sequences are usually the high points of films like this, I've always had a soft spot for these everyday martial arts scenes (like cleaning a room or hanging the wash). They seem remarkably absent in favor of more dramatic resonance. Not really my preferred choice as it can get a little too serious while all the wire-fu action doesn't really invite this grave atmosphere.

That said, the martial arts fun is simply too big to ignore or to be spoiled by little qualms. Yuen still has plenty of adrenaline-inducing magic left to fill a film with superb action scenes. From the mass action scene at the start to the drunken antics at the end, martial arts fans will find lots to enjoy here. With True Legend Yuen proves he has plenty of creativity left to make a couple more of these films, and I won't be the one stopping him.

The 3-way story split might be a bit of a gamble, but looking back I actually enjoyed the extra depth it brought to the film. It's not much, but it makes True Legend a little more than a simple rehash of the old days. Comparing it to 14 Blades, True Legend is a little less impressive and not as big an upgrade, but apart from that it's an extremely entertaining martial arts film. Yuen fans rejoice. 4.0*/5.0*

Check the trailer, no subtitles needed.

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Tue, 27 Apr 2010 12:05:16 +0200
<![CDATA[extended semantics/crawl-before-you-fly]]>http://www.onderhond.com/blog/work/extended-semantics-simple-is-better

When I talk about html I usually try to stress its structural function, as it is so often forgotten or ignored. Today though, I'm ready to do some fussing about semantics, in particular why its promise still doesn't deliver half as much as it could (and should). Let's face it, we're not just putting so much time in writing structurally and semantically valuable html only because screenreader users could benefit from it.

google sucks

One of my main internet frustrations of the past couple of years is the lack of progression in the search engine field. With an insanely high market penetration of around 85% Google is industry leader, but their search engine hasn't really evolved all that much. The internet has though, it's been growing ever since it was conceived, making it more difficult to find valuable sources of information with each passing day. I simply spend too much time wading through irrelevant and outdated sites.

In my opinion Google currently lacks two very important elements. First of all there is the date factor. Older articles have had more time to build a strong link base and will often rank higher than more recent articles, increasing the danger of receiving outdated information. A publish date filter is nonexistent, at least to my knowledge. But more importantly (and relevant to this article), Google's search engine lacks solid recognition of content types. When I look for film reviews, I want to receive a list of actual reviews, not pages with the word review on (usually grayed out because none have been submitted yet). And that's our where semantics would come in handy.

we all wish to fly

Obviously I'm not the first one to think of this. Several steps have been taken in the past to extend the semantic power of our html code. Currently there are two (common) methodologies that try to accomplish this: Microformats and html5 microdata. Then there's RDF, but I'm going to leave that out of the discussion now.

Microformats extend html semantics through the use of standardized (not necessarily semantic) class names. The most popular Microformat is the hCard which holds the data of a person or company (name, address, contact data, ...). There are a couple of other formats defined too but they are mostly ignored by the web (though Google does parse some of them). The adoption rate of Microformats is depressingly slim, yet as a developer I can't say I'm all that surprised. Syntax is often fuzzy, unclear and downright impractical.

Then there's html5 (yay, hype!) microdata. You can read the spec yourself, but currently it's still a working draft with hopefully a lot of drafting left to be done. Through the use of four (4!) properties (itescope, itemtype, itemid, itemprop) you are able to add extra semantics to your html. Two main problems exist here. First of all, it all sound overly complex for what it's supposed to do. On top of that, most values for the itemprop seem to correspond with the class names you'd normally put on there, which you still need for styling. So it sounds an awful lot like double effort to me.

processability vs findability

The problem as I see it is that we're overreaching here. Of course it would be awesome to automatically and fully process content types on the web. Google is trying to do just that with Google Squared (thanks to Mathias for the heads-up), but I would me more than happy if it would just find my damn search queries.

The complexity of Microformats and microdata lies in trying to provide a full standardized description of a content type, while most people would be happy with the raw data itself. I don't need a full matrix of data comparisons when looking to buy a dvd, I would be thrilled enough if Google could direct me to valid product pages only. Attempts to process everything at once are holding back technological advancements. We're waiting for full-fletched definitions of content types while basic recognition would simply suffice for now.

conclusion

Rather than define a complex model for content types, why not start with defining a simple, standardized and semantic base identifier. For most content types these identifiers would hardly need discussing. Use "event" for events, use "product" for products, use "review" for reviews. Prefix them (maybe), but stop there and try to make that work for a start. After that, there will be plenty of time to try and process all the data within.

In my opinion, classes should suffice for this. Design and meaning are actually linked closely enough to warrant the use of class names. I'm really a big fan of the Microformat ideology, I just think it's overcomplicated and over-descriptive at the moment. Which is a shame, because bad search results are actively ruining my internet experience every single day.

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Wed, 21 Apr 2010 12:59:19 +0200
<![CDATA[14 blades/daniel lee]]>http://www.onderhond.com/blog/personal/14-blades-review-daniel-lee

Remember the HK martial arts films from the early 90s? Well, they're back. The first time I picked up some really obvious signs was when watching Tracing Shadows, but with 14 Blades I think the verdict is definitive. The year 1993 is here again and has returned with a vengeance.

screen cap of 14 Blades

For me personally, '93 is the glory year of Hong Kong martial arts cinema. Titles as Iron Monkey, Green Snake, Fong Sai-Yuk and Tai-Chi Master all belong to my absolute favorites in the genre. 14 Blades revives plenty of that former glory, mixing it with more recent period piece styling. Watching 14 Blades, it's easy to recognize influences from Lee's previous film Three Kingdoms just as much as from the classics.

14 Blades also reinforces (once again) the comeback of Donnie Yen. It's funny how he slipped from the scene just when it started to collapse down on itself, only to return when the HK industry was starting to pick up its pieces. This last year has been a blast for Yen, with major roles in Ip Man, Bodyguards and Assassins and now 14 Blades, each film displaying another aspect of his action hero talents.

The story behind 14 Blades is a pretty simple one. Yen is the leader of an elite group of government agents. He is framed during one of his missions and barely manages to escape. He sets out again to finish his mission and to uncover the conspiracy against him. Most of the storytelling is done during the first half of the film, after that there is little time for such silly stories, as the action and acrobatics take center stage.

screen cap of 14 Blades

Visually 14 Blades is a true marvel. Using modern camera techniques and smart yet modest use of computer power, Lee recreates the appeal of the 90s HK movies. This means lots of monochrome shots, agile and creative camera work during the actions scenes and a good dose of smoke to make it all the more mysterious. Classic settings like desert towns, inns and forests all pass the screen, making fans feel right at home.

The soundtrack is pretty unremarkable though. Usually not a big asset in these type of films anyway, so it's not really a big issue. It doesn't irritate, which is just about all I expect from it. Sound effects on the other hand feel stronger and carry a lot of punch, making the fights that more powerful. Acting is pretty solid too, with Yen as an impressive stoic force and Zhao being her typical self.

screen cap of 14 Blades

The second part of the film is mostly spent on action scenes and some quick plot progression. Which is a good thing really, as the main story leaves little room for much elaboration and the action choreography was just too good to let it go to waste. The build-up towards the final fight is pretty much perfect, with some solid and quick matches between several side characters and the main villain, a snake-like woman displaying incredible fighting powers. The finale doesn't disappoint either, delivering a truly epic battle which is already a classic if you ask me.

It's good to see this kind of fast-paced martial arts cinema being revived. I didn't mind the more gracious kind of the past 10 years either, but it did lack some of the more macho elements of fighting action. Yen is perfect in his role, the choreography is splendid and creative. Add some neat visuals and the results is a perfect update of the martial arts genre, making me look forward to the next film of this caliber. 4.5*/5.0*

Check the trailer to preview some of the goods.

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Mon, 19 Apr 2010 13:08:16 +0200
<![CDATA[instant numa/satoshi miki]]>http://www.onderhond.com/blog/personal/instant-numa-review-satoshi-miki

Instant Numa is already the fourth Miki film I see in a rather short period of time. His latest film bears all of the regular Miki treats, yet succeeds in delivering another original and creative story. Miki fans will rejoice at the random oddness, newcomers can get a good taste of Miki's earlier work before they start backtracking through his oeuvre.

screen cap of Instant Numa

I quite simply love Satoshi Miki. He must be one of the most stable directors I've come across so far. Even though each film has its very own feel, Miki's unique style links them all and lifts them to a very stable level of loveliness. I can safely sit down for one of his film, knowing that what follows won't be a disappointment and will leave me with a rather warm glow inside. Previously I wrote reviews for Turtles Are Surprisingly Fast Swimmers and Adrift in Tokyo, now it's time to put Instant Numa in the spotlights.

The film revolves around Haname, a somewhat aimless woman who has considerable trouble finding her place in Japanese society. She has no luck in romance, no luck at work and has some trouble coping with her somewhat dreamy mother. Things take a very strange turn when her mother goes Kappa hunting one day and nearly drowns. Together with her body an old letterbox is pulled to the surface, uncovering a letter revealing the identity of Haname's real dad.

If this all sounds a little loose and incoherent, it is. Every 15 minutes seem dedicated to another little storyline, some unrelated, others key to advancing towards the finale of the film. It's not until the final 20 minutes that you'll have any idea what the title of the film is all about, nor have a clue about the key importance of some very minor details. Coherent storytelling has never been Miki's strong point, luckily he knows how to make up for that in so many other ways.

screen cap of Instant Numa

Visually Instant Numa is a pleasant film. Miki doesn't have an overpowering visual style, but through some quirky editing and cool camera angles he knows to create a very nice feel for Haname's world. There are a couple of scenes that jump out and deliver more than simply solid visuals, but they are quite rare and don't create an unfitting contrast with the rest of the film.

The soundtrack has that same joyous quality, where it knows to deliver without actually being too much in your face. Looking back all I can say that Instant Numa had some pleasant tunes, but none of them are particularly memorable or catchy. Acting is overall strong, with a superb performance of Aso as Haname and a great supporting cast. The acting is pretty understated, which goes very well with Miki's usual style.

screen cap of Instant Numa

The ending is odd, even more so than the rest of the film. The titular revelation is hilarious, what follows is pretty interesting too. It reminded me a lot of the Taste Of Tea ending, sporting a comparable setup and feeling like a true climax. I won't spoil too much, but even though it might be somewhat unrelated to everything that came before, it's definitely worth sitting through the movie.

The first half hour of the film feels just a little less strong than usually the case. Miki's humor is a little simpler and direct, featuring some bad breath jokes I don't really need to see again. From then on, he falls back to his regular weirdness and dry, absurd comedy. It all leads up to a rewarding ending, leaving you with a fuzzy feeling and a sense of chill bliss. Recommended, like all of his other films I've seen so far. 4.0*/5.0*

And of course there's the trailer if you like to spoil yourselves.

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Mon, 12 Apr 2010 12:28:22 +0200
<![CDATA[ie6 css fixer v0.8/adding inline-block support]]>http://www.onderhond.com/blog/work/ie6-css-fixer-0.8

It's been a while since we released version 0.7 of the IE6 CSS Fixer, just know that we haven't abandoned further development of our tool. To prove our dedication to the mental health of all front-enders out there, we even updated the tool with a nifty new feature and some general improvements. Brace yourself for inline-block support!

inline-block

The following fix has been suggested by a couple of people before (thank you!), but somehow we always seemed to lack the time to really dig into it. It seems that for a while now there has been a pretty valid workaround for ie6 and ie7, enabling the inline-block behavior on elements. Some testing revealed that the fix isn't perfect (still some issues left with vertical alignment it seems), but in most cases it works just fine.

I won't be going into full detail about the specifics of the inline-block display value, you can read up on that in yesterday's article on floats vs inline-block, but it's an invaluable asset to solve certain longstanding design/css issues. The problem with inline-block is that is had poor support in older browser versions. Both ie6 and ie7 have partial support (it works on native inline element - meaning you can't use it on divs or lis, rendering it somewhat useless), FF2 had -moz specific support.

ul li {display:inline; zoom:1;}

That's all there is to it really. Use display:inline and add a zoom:1 for block properties support. A pretty logical fix if you think about it, but this gives us basic inline-block support in ie6 and ie7. An additional advantage is that you can now decrease the use of unnecessary floats, eliminating the need for fixing certain overflow:hidden declarations and floats in general. On top of that, the "add zoom to backgrounds" option becomes less harmful as it behaves flawlessly inside inline-block elements (while in floats it pushes the element to 100% width).

On top of that, version 0.8 has some additional performance fixes and better png detection. The 0.7 version was a little flawed when using different syntaxes for background image declarations. So that should make it easier to get all pngs fixed.

test it yourself

So that's all for the 0.8 release of the IE6 CSS Fixer. For thoughts, comments or suggestions you can always contact us. Let us know what you are still missing!

Check out v0.8 of the IE6 CSS Fixer.

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Thu, 08 Apr 2010 12:37:02 +0200
<![CDATA[inline-block vs float/thinking horizontal]]>http://www.onderhond.com/blog/work/inline-block-vs-float

With display:inline-block finally ready for everyday use across the most popular browsers (in all honesty, it has been for a while now), I quickly hit a pretty big dilemma. When comparing inline-block to floats, it wasn't immediately clear what the exact differences were and what method to prefer. I looked online but couldn't find a source listing the difference between the two. Guess that's a good reason for keeping a blog then.

Note that inline-block still needs fixes in IE6 and IE7 (more about that later this week) and isn't supported in FireFox versions prior to FF3. There is a -moz fix if you still want to support these browsers though. Apart from those (easy to fix) issues, you can play around with it all you like.

looking alike

At first sight inline-block and float (left) look incredibly alike, and in a fair few situations both statements can be used to accomplish the same visual effect. Both statements are used to create a horizontal flow rather than the standard vertical flow. A popular design element for navigation, image lists, product lists and a whole range of other commonly used web patterns. That's where the confusion started for me, as randomly choosing a method isn't really my kind of thing.

The inline-block value was created to give an element two different faces. Its parent will treat it as an inline element, with all the typical inline properties. But the element itself considers itself a block element, meaning it can have widths, heights, paddings, margins and all other popular properties of block elements.

Finding the differences

As much as they seem to have in common, once you start looking at the finer points it becomes clear that both methods can be used to different effect and both have their own set of use cases. Below is a list of the most visible and useful differences, allowing you to make a weighted decision when confronted with the choice.

1. horizontal positioning

Horizontal positioning is probably the most important difference, or at least the one I needed the most. Parents can position inline-block children using the text-align property. This means you can actually center a block-property container without knowing its horizontal dimensions. A typical example is that of pagination that needs to be centered, no matter how many pages are displayed. This was pretty much impossible if you wanted to apply fancy styling (not just some text links). Another thing you can do is align all children in normal source order to the right of the container, previously impossible for more complex elements (unless you added a couple of extra floats + wrapper).

Floats can't be centered, let alone be controlled by their parent. Left-floated elements do behave pretty much like normal inline-block elements, but right-floated elements will change order. The first element will be at the far right, the second element will hug the left side of the first element, etc etc. This can be useful behavior, but it's not always wanted. A clearer advantage of floats is that you can float children in separate directions without directly influencing any of its peers. In our pagination example, the 'previous' link can be floated to the far left, the 'next' link can be floated to the far right, while leaving the number navigation centered. You can't do that with inline-block elements.

2. to flow or not to flow

Inline-block elements aren't taken out of the flow. This means that you won't need any clearing nonsense on the parent. No clearfix class, no abuse of overflow:hidden or any other ugly trick to make the parent semi-aware of its children. Quite lovely indeed.

Floats are taken out of the document flow. Even though this has caused us a lot of trouble, it is there for a very simple reason, allowing us to float text around an image (the original intent of the float). Related to this is the ability to clear floats. You can force elements to the next visual line, something which can't be done when using inline-block elements. One thing I thought of was using the ::after pseudo-element in combination with a line feed to force the following elements down, but no luck so far. Haven't been able to get anything in the content property that doesn't come out as simple text.

ul li:nth-child(3n)::after {content:"--fake enter--";}

3. the baseline

Inline-block elements are positioned against the baseline of the text. This means you have way more vertical control. Additionally, when an element breaks to the next line it will never "hang" behind any of the previous elements but will always start at the left-most side of its parent. In some cases this will remove the need of a "row wrapper". It's interesting behavior which has some unforeseen advantages, but more about that in one of the following articles.

Floats will always align at the top, but can be made to hang behind a previous float. When a list of floats reaches the right side or the parent, the next element will either hit the left-most side or the right side of a previous float sticking out at the bottom. Once again, this can be useful in some particular cases, so it really depends on the situation what you would be using.

4. white-space

The biggest down-side of inline-block elements is that they take into account html white-space just like other inline elements do. I still haven't found a good way to eliminate this yet through css, of course you can always use the old html trick to do this, but clean it ain't. Floats don't have this problem at all, which could be a strong factor in choosing which method to apply.

conclusion

Seeing all the differences, there are quite a few differences than can help you decide what method to use in a particular case. If you want control over alignment, inline-block is usually the best option, but if you want more control over individual elements then floats are still preferred.

Then there will still be situations where both methods will yield the same result. For now I guess I'll go with the inline-block method, if only to learn more about the ins and outs of this display value. I'm sure there are more differences, be sure to list them if you think I've forgotten something.

Later this week there will be more info about inline-block in IE, after that there will at least be one more article revealing a pretty interesting technique using inline-block. So stay tuned.

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Wed, 07 Apr 2010 13:11:30 +0200
<![CDATA[one million yen girl/yuki tanada]]>http://www.onderhond.com/blog/personal/one-million-yen-girl-review-yuki-tanada

The title and promo material might have you believe that One Million Yen Girl is a quirky Japanese comedy, but that couldn't be further from the truth. In retrospect, it's not so much the artwork or the title itself that carries this misconception as both definitely fit the film, but simply some false assumptions on my side. Be warned though.

screen cap of One Million Yen Girl

One Million Yen Girl is a variation on the old 'the grass is always greener on the other side' proverb, but with a refreshingly down-to-earth twist. It's not so much a movie about finding out the best place to be, it's about facing up to whatever comes your way. How green the grass really is doesn't matter, it's all about appreciating the specific color in a location for what it is.

The first half hour of the film we get to find out why Suzuko decides to run away from all those close to her. A rather trivial incident lands her in prison, leaving her with a criminal record and an enormous sense of shame. Returning back to her own family and neighborhood, the peering eyes of those around her quickly strengthen her urge to start all over again.

The remainder of the film is spent traveling from place to place, following Suzuko as she repeats the process of earning one million yen, then leaving again for the next place. A trip through some typical Japanese sceneries, passing the beach, the mountains and the urban regions. Parallel to Suzuko's story, her younger brother is learning a similar lesson at home.

screen cap of One Million Yen Girl

Visually this film could be used as a textbook example of the Japanese drama genre. Subtle camera work, mostly observing, serving enjoyable but somewhat unremarkable shots. Only to be pierced by several landmark moments giving the whole a very pleasant feel. It's pretty basic but quality stuff, giving the film a solid dramatic base to start from.

The soundtrack is equally nice yet standard. One Million Yen Girl won't win any new fans to the genre, that's for sure, but genre fans will appreciate the lingering and soft musical score while Suzuko is traveling from town to town. Only the beginning is a little louder and screamish than usually the case. Acting is very strong too, with Aoi delivering a very powerful performance, helped by the people she meets along the road.

screen cap of One Million Yen Girl

The slow pacing of the film will turn some people off, as will the silent characters and stone-faced performances. Those more familiar with Japanese dramas will look past that and have no trouble deciphering the emotional impact of Suzuko's adventures.

The ending is a little mean but works remarkably well. It gives the film its down-to-earth dimension, making it less preachy and fluffy. Saying anything more would be spoiling it, so I'll refrain from doing so, but even though it feels like a "good" ending, there's certainly a more dramatic side to it.

One Million Yen Girl is a very typical Japanese drama which does little to really set itself apart from its peers. It will mostly appear to fans of the genre, which I happen to be. The overall quality is high though, working on every level and leaving you with a satisfied feeling afterwards. Recommended.4.0*/5.0*

Check the unsubbed trailer if you must.

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Tue, 06 Apr 2010 13:13:11 +0200
<![CDATA[css child selectors/using your offspring]]>http://www.onderhond.com/blog/work/css-child-selectors

Since the early days, css has taken a serious interest in identifying immediate dom-children. Through a combination of combinators (+ and ~) and pseudo-selectors (:first-child and :last-child) it became possible to target specific elements simply based on the dom's structure. Now css3 is giving us a whole new range of options, but the question remains whether they'll suffice, despite their relative complexity.

First of all, this article is not about styling elements purely based on their position in the dom. Some time ago there was a small hype pushing for less classes and more direct targeting through css. I've always seen it as a direct attack on css flexibility and common sense, even though I appreciate a clean html setup just as much as the next front-ender. The new css3 pseudo-selectors do give you more freedom to expand on this concept, but I won't be the one telling you how.

This article will focus on their use in floated multi-row blocks, more in particular floated list elements that span multiple lines. One of the trademark elements to push people to start using liquid designs and css layouts.

fixing spacing

For all the specifics, examples and tiny loopholes, you can check the w3C specifications yourself. The grid we'll be using for our example is a 3x3 list item grid. The code below gives us a basic layout:

1/ ul {padding:1em;} 2/ ul li {float:left; margin:0em 1em 1em 0em;} 3/ ul li:nth-child(3n) {margin-right:0;} 4/ ul li:nth-last-child(-n+3) {margin-bottom:0;}

The main issue has always been with the spacing of the individual elements related to their parent. Since the block items are floated margins won't be collapsing. If you're aiming for an evenly spaced grid layout, the second line of css above will leave you with too much spacing on the right and at the bottom of the parent element. What we need to do is remove the right margin on each third element and remove the bottom margin on all three bottom elements.

With the third css statement we can target each third list item. The 'n' takes on increasing integer values and matches it against the items in the dom. The fourth css statement does a similar thing for the three last list items. The syntax is a little less transparent but works all the same.

If the horizontal dimension of the grid changes you simply have to adapt the number 3 in these css selectors. Not ideal since we'll need to adapt multiple values for one single effect, but at least it works.

adding corners

Adding some complexity to our little setup, we now want rounded corners on each corner point of the grid. On our 3x3 grid this means adding a corner on the first, 3rd, 7th and last list item. The following code does just that:

1/ ul li:first-child {border-top-left-radius:10px;} 2/ ul li:last-child {border-bottom-right-radius:10px;} 3/ ul li:nth-child(3) {border-top-right-radius:10px;} 4/ ul li:nth-last-child(3) {border-bottom-left-radius:10px;}

Easy enough, though a little rigid and lengthy. And of course, for it to work in Safari, Chrome and Firefox you need to add a whole lot of browser vendor crap.

Check the first example on the test page to see it working.

what's not to like

Even though this setup works remarkably well across the latest selection of browsers, the whole idea just crashes when one list item is removed. You can add or remove full rows without any trouble, and the solution for fixing the margins works in all cases, but the rounded corners will end up on the wrong elements since we're targeting them through :last-child variants.

What we're lacking here is the concept of rows. The "seventh" child in our example really is the "first element of the last row". This cannot be expressed in css, so we still have to resort to workarounds. I have no idea how difficult this could be to implement (though I suppose it shouldn't be that hard, as the browsers needs to know it has to break to another line anyway), but for cases like this it would prove extremely useful.

a smarter solution

There is one more solution, but it only works in theory (and in some fucked up Webkit way). Rather than set the rounded corners on the list items, we could place them on the wrapper around it. This way, we'll be sure that they will hit the four corners of our grid.

1/ ul {overflow:hidden; border-radius:10px; } 2/ ul li {float:left;} 3/ ul li:nth-child(3n) {margin-right:0;} 4/ ul li:nth-last-child(-n+3) {margin-bottom:0;}

Sadly, remembering my earlier article on the trouble with rounded corners, there is no way to keep the visual styling of the list items from spilling over the rounded corners defined on the ul element. Only in Webkit, by using the horribly misused overflow:hidden property, can you fix this behavior.

So while in theory this solution is way more robust and flexible, it simply doesn't work like it should. Where are the times we still believed that css3 would fix all our troubles ...

conclusion

While css3 will give us a broader set of tools to work with, enabling us to do way more with a limited amount of html, it is still far from perfect. Even common patterns prove difficult to accomplish in flexible, best practice worthy ways. The more I play around with the possibilities of css3, the more I keep coming back to the same tired old concept of workaround, fixes and alternative methods. It's a somewhat depressing realization.

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Thu, 01 Apr 2010 12:39:13 +0200
<![CDATA[kamome diner/naoko ogigami]]>http://www.onderhond.com/blog/personal/kamome-diner-review-naoko-ogigami

Ogigami scored a relatively small arthouse hit with Megami in 2007. Somehow that one slipped past me, but if it's near as good as Kamome Diner than it's going straight on my watch list. Kamome Diner is the cinematic equivalent of a little time-out. A blissfully pleasant feel-good film that charms with its minimalist means and feels like a short but relaxing vacation.

screen cap of Kamome Diner

Kamome Diner is characterized by two main elements. First of all there is the lack of dramatic tension. Even though the main characters are not free of troubles, they seem to regard their issues as something to conquer. Which they usually do in about 2 minutes. There is no drama, no negativity, no evil. It reminded me a bit of Totoro, which has that same lack of urgency. It's sure to put some people off, but me personally, I love it.

And then there is the food. It's probably some Asian thing, but they have a way of shooting dishes that betrays a certain love for cooking that reaches beyond common, everyday interest. This being a story about a diner means there had to be some kind of food stuff happening, but the almost religious act of making coffee shows there is some deeper layer there. Rest assured, this film will leave you with a craving for Japanese food.

The story is as simple as it is endearing. Sachie is the owner of a small Helsinki diner which just opened. The first days are rather slow, but little by little people are starting to visit her little restaurant. Which is all there really is to it. People pass by, some only once, others stick with Sachie and help her out. There are no hints of financial problems, racism or bad-blooded competition. Just Sachie's diner and an increasing amount of customers, enjoying her cuisine.

screen cap of Kamome Diner

Visually this is what you've come to expect from a good Japanese drama. Sober and minimalist, but with a keen eye for framing and filled with static yet strong and emotive camera work. On sparse moments Ogigami allows herself a somewhat more colorful and funky style, usually during the more straight-forward comedic scenes. Add to that some tourist shots from Helsinki and the result is a rather classic but visually pleasing film.

The soundtrack is fitting. A little jazzy, not too present but giving the film a laid-back, lingering atmosphere. Acting is strong too, Kobayashi in particular portraying a very likable and cheerful character. It's also a nice surprise to see Markku Peltola doing a cameo, I immediately recognized him from Kaurismaki's "The Man Without A Past" (with means something, as it's been ages since I last saw that one).

screen cap of Kamome Diner

Kamome Diner is the kind of film that doesn't ask too much of the viewer. You can doze of if you want, or you can let your mind wander at some points. You won't miss anything crucial, nor will the film alienate itself. You can drop in at any time and simply enjoy the lingering atmosphere or the quirky characters.

While the film isn't a straight comedy, the tone is so light that you can't help but smile for most of the film. There are a couple of comedic interludes, but they never ask for much attention. It's really just a feel-good film without any further pretensions.

If you're a fan op Japanese dramas, in particular films like "Cafe Lumiere" or "Breathe In, Breathe Out", you will have no trouble finding a little place in your heart for this film. It's a truly pleasant experience from start to finish, but the lack of dramatic events is sure to leave some scratching their heads. 4.0*/5.0*

And of course there's the trailer if I haven't convinced yet.

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Mon, 29 Mar 2010 11:26:31 +0200
<![CDATA[the reeds/nick cohen]]>http://www.onderhond.com/blog/personal/the-reeds-review-nick-cohen

These last couple of years there's been a constant stream of British quality horror films. On my blog alone I've written reviews for The Children, Mum and Dad, Eden Lake and The Broken. The Reeds is the latest to join that list, sporting some very familiar characteristics and matching the same quality standards as its peers.

screen cap of The Reeds

The Reeds belongs to the current batch of After Dark Horror Fest releases, who keep a healthy release schedule of 8 films per year. As always, there's some potential-wrecking fodder in there, but one or two of these films usually rise above the level of the rest. The Reeds is this year's prize winner, slaying the competition with relative ease.

Grim, that's the keyword most British horror films seem to thrive on. And The Reeds isn't any different. Set in some deserted area in Great-Britain, the film features ominous figures, kids with hoodies, rainy landscapes draped in washed-out colors, a dawning feeling of emptiness and a fair amount of nastiness.

The setup is pretty simple. Three couples rent a boat and go sailing. A seriously outdated map makes sure they get lost in nowhereland, with no outside help possible (why do we even have cellphones). Then some strange things start happening and events start their inevitable downward spiral. As you can see, The Reeds is a true genre film, embracing all the regular cliches with pride, feeling no shame at serving something we've seen countless times before.

screen cap of The Reeds

Visually the film is very pleasant. That is, if you like that grim and grey British look. Somewhat grainy, devoid of bright colors, a minor hand-held look and a camera that stays close to the main characters. It's a tried and tested look, but one that works wonders for British horror films. Probably something to do with the setting.

The soundtrack is equally nice. Low humming noises, slight ambient soundscapes and some lifted sound effects. It's never in your face but almost always present, creating a moody atmosphere that lingers throughout the film. The acting too deserves some credit. No award-winning performances, but for horror fodder the characters are pretty enjoyable. Even the irritating ones are more than merely bad actors doing a worse job at being irritating on screen.

screen cap of The Reeds

The true strength of The Reeds lies with the blurry boundaries of its realm. There is definitely some strange stuff going on, but the audience is just as unaware of what is happening as is the crew of the ship. A silent group of kids, a guy with a shotgun and some strange apparitions haunt our main characters, but context is scarce. All we know is they are lost among the reeds, and so is the audience.

The climax is pretty basic, but works. Apparently the ending is advertised as shockingly surprising, though I never expected much of it besides a simple explanation. When it comes it is a little far-fetched but fair enough. Another one of those typical horror cliches.

The Reeds is a film that convinces through execution. When it comes to concept, ideas, or creativity there isn't much exciting to find here. But it is all so damn well executed that it doesn't really matter in the end. There's a tangible tension running through the film absent in most other horror films, which beats all the previous negative points. Recommended for fans. 4.0*/5.0*

And of course there's the trailer if I haven't convinced yet.

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Fri, 26 Mar 2010 11:47:42 +0100
<![CDATA[the space combinator/nothing important]]>http://www.onderhond.com/blog/work/the-space-combinator

Combinators are an overlooked part of css development. Most juniors don't even know they are making use of them, others are unaware of their full potential and let's face it, even most professionals don't really know about the ins and outs of css combinators. It's all connected to that little piece of nothingness in between class names, so let's start by taking a good look at the space (descendant) combinator.

I assume that most people reading this will be well aware of the functionality of the space combinator, feel free to skip the first section which is a simple introduction of what it is supposed to do.

space combinator

.class1.class2 {...} .class1 .class2 {...}

Spacing is pretty free-form in css. The most important exceptions are the space characters used between the first and last element of your css selector. Remembering the old days, it took me a while to figure out that the space character was more than just a way to increase readability. It wasn't until I started putting multiple classes on a single html element that I found out about the difference in both statements above. The W3C calls the space a descendant combinator, their exact definition can be seen below.

A descendant combinator is whitespace that separates two sequences of simple selectors. A selector "A B" represents B that is an arbitrary descendant of some ancestor A.

So basically, the simple selector after the whitespace could appear anywhere in the DOM below the simple selector in front of the whitespace for the full selector to match. It's a pretty vague relationship that doesn't cut it in modern web design, still we're stuck with this single combinator to do most of the work today. There's a very good reason for that.

ie6 and combinators

It's time to point fingers to that certain browser once again. IE6 is notoriously bad when it comes to combinator support. Apart from the descendant combinator there is not much that works. Now, it's not the first time that IE6 is being a bitch about css support, the thing is that there are no good workarounds to make combinators work like they should in IE6. It will basically fail to recognize your selector and ignore your well-written css.

/* child combinator */ .class1>.class2 {...} /* crappy fix */ .class1 * {margin:1em;} .class1 * * {margin:0;}

There are some JavaScript solutions to add support, just as there will probably be a .htc hack floating around, but none of these give any solid results. Attempts to fix it in css usually end up in tears, as the example above illustrates. The child combinator links selectors which are direct children (no DOM levels in between). The fix works in certain circumstances, but the last statement might overrule some elements far below .class1 which did receive a margin of their own. It's really no way to start writing css.

education

Most people learn css on their own. They check other people's code and try to understand what is happening. Some buy books, but even those can be quite vague when it comes to the different combinators available. Fact is that combinators besides the descendant combinator are hardly ever used in real-life web design. There aren't too many css files out there that make full use of the available combinators, even those sites that won't support IE6 no more.

That why it is extremely important to make junior css developers aware of the possibilities out there. When left to themselves, chances are that they will take a long time to find out about these crucial tools. Of course it's much easier to just tell them about what the space character means and how they can apply it, but if you leave it at that they will face a serious hurdle trying to overcome their combinator handicap later on.

the future

With all the blame put on IE6, you might expect that we will see some serious improvement once that browser is finally put to rest. That's why I would advise you to go out and try to make maximum use of these other combinators available. It won't take you too long to start noticing that there are still plenty of issues left to be discussed. Here's a short list of things I noticed so far:

  • Readabiltiy greatly decreases when using ">", "~" or "+".
  • The child combinator is rendered useless when inserting an extra wrapping element in your html code.
  • There's no obvious difference between .class>*~* and .class>*+*.
  • Setting up a basic parent/child grid (.parent>* {margin:1em;}) can be quite tricky.

Current day web development asks of us to design elements as separate components. Nested elements shouldn't necessarily be influenced and context should decide for itself how to handle these components. With all the extra combinators currently available I still haven't found a way to achieve these requirements. Furthermore, I've found some very practical issues when applying the current combinators as is. This is not very hopeful.

conclusion

The combinator remains one of the weak point of css. Sadly it doesn't receive too much attention from us web developers either. We as an industry are screaming for fancy graphical support, but with all that we still can't write solid, robust css code which is portable, reusable and flexible all at once. We often blame IE6, but those who tried using unsupported IE6 combinators might have noticed already that they won't really suffice either.

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Thu, 25 Mar 2010 12:27:22 +0100
<![CDATA[funuke, show some love you losers/daihachi yoshida]]>http://www.onderhond.com/blog/personal/funuke-show-some-love-you-losers

The Japanese film industry is struggling a little. These last couple of years have been lacking in fresh young talent and more established directors have been somewhat slacking. Not that there aren't any good films being made anymore, but there's a tangible difference with the early '00 years. Funuke is a very welcome exception and deserves all the extra attention it can get.

screen cap of Funuke, Show Some Love You Losers

In 2004 Ishii's Taste of Tea brought the perfect mix of drama and comedy, complementing both genres to create a blissful feel-good experience. Since then the general direction of the Japanese dramedy seems to have changed a little. While Funuke could be easily categorized as one, it it pretty much impossible to compare it to a film like Taste of Tea. There's been a surge of dark, somewhat mean-spirited comedies washing over the Japanese film industry and Yoshida's film belongs with the best of them.

Funuke is a film that ties in with the likes of Memories of Matsuko and Happily Ever After. Films featuring unpleasant dramatic events, but sugarcoated with a strange, fluffy and jolly comedic layer. On paper a very unlikely combination that seems almost impossible to execute efficiently, but somehow Yoshida makes it work alright. There are pretty ugly scenes in here but even though there's a constant undercurrent of nastiness, the film remains lighthearted and amusing throughout.

The fun starts when Kyomi's parents are killed by a truck when trying to save a little kitten. This event reunites the Wago family but it doesn't take long before old wounds are once again reopened. At the source lies a manga drawn by Kyomi when she was little, which turned out to be a tad too close to reality. Her winning a manga competition tore up the family, leaving Sumiko a failed actress, Kyomi void of social contact and brother Shinji right in between the quarreling sisters. The only one doing her best to keep a positive spirit is Shinji's wife, but she gets bossed (and slapped) around by the other family members.

screen cap of Funuke, Show Some Love You Losers

Yoshida drapes his film with colorful and warm scenes, which definitely helps the lighter atmosphere. The film is set in rural Japan, amongst the mountains far away from all the neon and stress. Green is a pretty dominant color, going nicely with the warm glow of the setting sun apparent in quite a few scenes. Once inside the film appears a little darker, which actually complements the events shown inside the house. Yoshida's style might not be overwhelming, but it comes off as pleasant, creative and effective.

The soundtrack is used to similar effect. Pretty jolly and lightweight, a little strange and unfitting maybe, but essential to the overall feel of the film. Maybe not too recognizable or outspoken, but a definite asset to the atmosphere. Acting is pretty strong too, with an always superb Nagase and a surprisingly good Sato. But the star of the film is without a doubt Nagasaku, the ever naive yet happy wife of Shinji. Her role is key to the comedy and necessary to provide a little diversion from the drama, even when its she that receives most of the blows.

screen cap of Funuke, Show Some Love You Losers

The first half of the film is pretty tame, but when working up to its climax there are some genuinely unpleasant scenes which go together with some laugh out loud comedic moments. It's difficult to describe this exact feeling, but it plays a little like a subtle version of Visitor Q. And while this sounds doomed to fail, Yoshida magically makes it work as the film gets nastier and mean-spirited. The actual climax is equal amounts of sick and sweet revenge, leaving the audience somewhat in doubt of what they are supposed to think and feel.

It's this exact balance that makes Funuke a truly special experience. Films before never really found the right balance or gained their credit in other areas, Funuke is really the first film that hits the nail right on the head. It's a visually attractive film, with strong performances and some goofy humor. But underneath lies a mean-spirited dramatic layer that leaves a pretty strong impression. Definitely recommended! 4.5*/5.0*

Check the unsubbed trailer if you like.

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Tue, 23 Mar 2010 12:36:19 +0100
<![CDATA[vampire girl vs frankenstein girl/nishimura and tomomatsu]]>http://www.onderhond.com/blog/personal/vampire-girl-vs-frankenstein-girl-review

While Japan has never really been shy of weird and crazy horror flicks, it's people like Iguchi (Machine Girl) and Nishimura (Tokyo Gore Police) who used the potential of the web to full effect, marketing their obscure cult films to a surprisingly wide audience. Vampire Girl Vs Frankenstein Girl is the latest to join the cult, adding its own particular flavour to the ever-growing list of Japanese splatter films.

screen cap of Vampire Girl Vs Frankenstein Girl

This time around, Nishimura is not alone though. He teams up with fellow director Tomomatsu (best known from Stacy and Zombie Self-Defense Force) to create a more comedy-oriented film that still bears all the typical treats of its predecessors, but adds a layer of silly comedy not quite unlike Cromartie High. The result is mighty strange, as you might have expected.

There is not much in the way of a story, but what else is new. I wouldn't be surprised if they spent more time coming up with strange and fantastical creatures than they did coming up with a coherent storyline. In between scenes there's some quick and dirty plot progression, but most of the film is spent on the crazy characters, gore effects and some running gags on the side.

VG Vs FG knows a pretty basic setup. Two girls, one guy, one blood-filled chocolate turning the guy into a vampire slave. This pisses off the other girl which ends up as a Frankenstein creature, giving it her all to win him back. On the sidelines we have a crazy professor, the wrist-cutters club (who are holding some sort of competition) and the Ganguro clan (Japanese girls trying to be blacker than black). Oh, and Igor the janitor of course.

screen cap of Vampire Girl Vs Frankenstein Girl

The directors didn't have much of budget to work with, but that is hardly an excuse. On the contrary, they are actively exploiting their lack of budget to do pretty much everything they want, even if it looks a bit amateurish. Regular effects and CG effects look rather cheap, but if you consider what kind of freedom it allows them, it's hardly an issue.

They still manage to create a solid atmosphere by decent camera work, some neat stylistic touches and a varied selection of effects. There is even a rather cool animation-like sequence somewhere in the middle, which illustrates pretty well what you can do with modest means.

The soundtrack is pretty silly, intentionally so. Not what I'd call a great or suitable soundtrack, but it does invoke a couple of smiles throughout the film. And I can say pretty much the same thing about the acting. Seeing it's a high school comedy there is plenty of overacting and posing going on, but it fits the setting. It's not A-class, high standard stuff, but for a film like this, I don't mind a single bit.

screen cap of Vampire Girl Vs Frankenstein Girl

Real gore hounds and splatter fans might be a little disappointed by the lighter atmosphere. VG Vs FG is a true comedy at heart, but filled with the usual blood fountains and torn faces. What it all boils down to is bringing their crazy ideas to the big screen, and in that they succeed like no other. There is never a dull moment to be found, keeping the entertainment factor extremely high, always coming up with new, crazy stuff.

The comedic range is also pretty wide. Of course there are some strange manga-esque characters and some gory fun, but Nishimura and Tomomatsu seem keen to include some references to other films. There's the pretty obvious link to Ju-on, with Shimizu himself playing a Chinese teacher doing some good promotion for his films, but the attentive viewer might also catch a glimpse of Pan's Labyrinth and some other big films in there.

Vampire Girl Vs Frankenstein Girl is entertainment to the max. There is no time for dull moments or dramatic depth, just heaps of blood, gore and silliness. And this time around, there's also plenty of room for comedy, which is a new twist compared to its predecessors (at least its immediate ones, the film could be compared to something like Battlefield Baseball I guess). Still, the film still caters to pretty much the same audience as before. Another good addition, showing that there is still plenty of fun and creativity left to keep this genre going a little longer. 4.0*/5.0*

If you want a taste of what is to come, check the trailer.

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Mon, 22 Mar 2010 10:04:43 +0100
<![CDATA[castlevania: order of ecclesia/the whip returns]]>http://www.onderhond.com/blog/personal/castlevania-order-of-ecclessia-review

Order of Ecclesia is the third Castlevania installment on the DS, following Dawn of Sorrow and Portrait of Ruin.The latter was my reintroduction to the series, which made Ecclesia a little easier to get into. This third installment roughly follows the same basics as the other Castlevania DS games, but toys around with the details, making it a worthy purchase and a valuable addition to my collection.

promotion art of Castlevania: Order of Ecclesia

The basics are pretty much still the same. The newest line of Castlevania games is a mix of RPG elements and platform action, trying to bring the best of both worlds together. While there is a typical RPG setup with different kinds of gear and character leveling, the gameplay is that of a normal platform game. There are about 20 areas which can be discovered and explored. Once available the areas can be accessed from a map, which makes them a little easier to access than the levels in Portrait of Ruin.

The story and setting have changed a little, leaving the Belmonts and the Morrises for what they are. You're now part of a small cult doing their best to keep Dracula from resurfacing. When a ritual goes wrong though, a fellow cult member escapes and wreaks havoc on the neighborhood. Your task is to get everything back in order and to save the nearby village from complete destruction.

This is done by freeing all the captured villagers. Each of them has a couple of quests for you which grant new types of gear and items. This is a big improvement on the earlier system where it was too easy to get stuck with the extra quests. Most of the quests are still pretty tricky to fulfill, but they present a nice diversion when the main storyline is getting a little stale or when you could use some leveling up.

screen caps of Castlevania: Order of Ecclesia

One thing that cannot be bought is weapons. They are dropped or stolen from enemies. You have the ability to equip two regular weapons and one special ability at all time. On top of that, you can choose to prepare two other sets and switch between them at will. And to make it even more fun, the combination of certain weapons can lead to even stronger attacks. It's a pretty fun system that takes some time to get used to, but keeps the whole weapon choice interesting until the very end of the game.

Visually not much has changed. OoE looks very polished and detailed, though at some points a little muddled and pixelated. You come across some pretty big and mean-looking enemies, but to achieve this on the little DS screen your main character looks a bit puny, lacking some presence. It's a little quirk, but one that carries some weight for a character you have to look at the whole game long.

The sound is decent for short bursts of gameplay but becomes boring and repetitive when playing for longer stretches of time. A recurring complaint about DS soundtracks, which they seem not bothered to fix. Maybe it's because the DS is considered purely as a portable gaming device, used in situations where you can't turn on the music anyway, but when playing at home it would be nice to have some nicer music to go with the game.

promotion art of Castlevania: Order of Ecclesia

The difficulty level is still a little uneven. Regular areas are quite easy to navigate, if not some quick leveling will help you along. The bosses are a lot harder and require pattern learning. But once you understand their pattern, they can be handled with relative ease. It's a repetitive difficulty pattern that is countered by the different weapons and spells you can use to kill enemies. The quests and exploration also provide an additional challenge, keeping the game entertaining while avoiding too much repetitiveness.

As an evolved platform game, OoE is a true stunner. The RPG elements have been tweaked to fit better into the platform gameplay and don't detract as much as in Portrait of Ruin. The world is easier to navigate and quests are more readily accessible. There are still plenty of modes to unlock (one of them involving playing the game from a completely different perspective) so the replay value of the game is still pretty impressive.

OoE is a game developed for those already fan of the series, or for newcomers who want to start with the best outing available. If you didn't like the previous Castlevania DS games, you won't find much here either I'm afraid. The gameplay hasn't changed much, but the mechanics and details in the setup makes it slightly better than Portrait of Ruin. A worthy sequel in all aspects. 4.0*/5.0*

Check the trailer if you want.

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Fri, 19 Mar 2010 12:26:56 +0100
<![CDATA[css specificity pt2/lacking proximity]]>http://www.onderhond.com/blog/work/css-specificity-pt2-lacking proximity

In last week's article on fuzzy css specificity I presented a case that illustrated the difference between regular specificity and css specificity. While it's interesting to review these cases, it's even better to get to the very core of them. This article will do just that.

abstract case: where am I

Real-world case: I'm standing on this Earth, in Belgium, in Antwerp, in Central Park
Translated to css: .planet#Earth .country#Belgium .city#Antwerp .park#Central me

Before starting, let's consider this little abstraction of the issue we're dealing with. Throughout the article I'm going to use the above case to illustrate the difference between regular specificity and css specificity. It's a real world case easily translated to css, describing my current position on this very planet. I've used classes for generic concepts and ids for unique instances of these concepts.

specificity

Specificity is about eliminating options. Making a description more specific will eliminate the chance of error and misunderstanding. It's like a game of darts, where you try to hit the bulls eye. The concept was introduced in css because certain elements in the DOM could be targeted by multiple css rules. When the same property is defined in two separate css rules, specificity helps to determine which property will win the battle for dominance.

#Belgium me {...} .country me {...}

When they developed css they tried to mimic regular specificity as much as possible, but they hit a few problems along the way. In simple cases though, it works just as expected. By using ids and classes they managed to come close to what we would logically expect. In the example above, the the first rule is more specific than the second because the id marks a unique instance of the class, meaning what is targeted by the id should be more specific, which is obviously the case.

This is the basic idea of css specificity, but it lacks one major aspect that regular specificity has.

proximity

.city .park me {...} .planet .country me {...}

Consider the code above. In css, both rules have an equal weight because they both contain two classes. Because the second rule appears last it wins the battle of dominance. In the real world though, the first rule is considered to be more specific. It tells you I'm in a city park, the second rule only states I'm in country on this planet. Let's look at another example:

.country #Antwerp me {...} #Belgium .city me {...}

Again, in css both rules have an equal weight because they both contain a class and id. In the real world , the fact that the first rule uses an id for city creates a greater specificity than when the id is used for country. And one final example:

.planet .country me {...} .city me {...}

This example shows the problem is bigger than simply the order of our css statements. While the first rule appears to be more specific in css, in the real world the second rule would be considered the most specific of the two, as it manages to put a bigger limitation on my whereabouts.

What's lacking in css is the concept of proximity. The css language doesn't care how close (in the DOM) a class, id or html element is to "me", it merely sees how many of each are in a selector and computes a weight. Contrary to our everyday world, where proximity is pretty much crucial to determine the specificity of something.

time for revolution

So is css failing us? To truly answer this question we should work out a full model where proximity would be introduced in css. This is a bit too complex to do right away, but my gut feeling tells me that including (DOM) proximity would make things way more complicated. While it would probably be possible to create rules that lie closer to our own mental model of specificity, the clarity and ease of understanding of the current css model would probably be lost.

Maybe I'm wrong though, and some form of proximity could be easily included without completely messing things up, but that I'll leave to greater minds than myself. As for now, the issues that arise seem smaller than the trouble to go and change this core concept of the css language.

conclusion

Know that css specificity is different from what we normally understand when talking about specificity. I personally try to avoid the term specificity when dealing with css. I'd rather use "weight" to talk about selectors, as it comes closer to how it actually works in css. It doesn't make much of a difference, and from time to time I still find myself forgetting about the difference between both, but knowing where the exact differnece lies surely helped me in conquering this pretty common mistake.

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Tue, 16 Mar 2010 12:44:11 +0100
<![CDATA[august in the water/sogo ishii]]>http://www.onderhond.com/blog/personal/august-in-the-water-review-sogo-ishii

Things have gone rather quiet around director Sogo Ishii. His latest film dates from 2005 and didn't exactly enjoy a broad release (still eagerly waiting for the DVD myself). A terrible shame, though it does give one the chance to catch up on some of his older, lesser known films. And so I sat down in front of August In The Water, one of the hidden gems, yet to be discovered even by most fans.

screen cap of August In The Water

Even more so than Shinya Tsukamoto, Sogo Ishii is the godfather of Japanese punk cinema. Crazy Thunder Road and Burst City put punk on the map a decade before Tsukamoto could even get started on Tetsuo. But Ishii also has a softer streak, put to maximum effect in Kysohin, his latest film. An ode to nature and humanity, far away from all the grit, dirt and noise so often featured in his films. Kyoshin seemed to be a serious shift in styles, but looking at August In The Water it seems he was merely revisiting themes already present in his earlier work.

August In The Water is a pretty strange mix of styles and genres. The film is part romance, part fantasy, part sci-fi and part coming of age with some meandering philosophy throw in. The balance between all these elements can be a little off at times but as a whole Ishii makes a pretty compelling film out of all this. There are still many links to his other films, but the resulting film is something completely different.

Everything starts when Izumi transfers schools and meets up with Ukiya. The first half hour is spent on their blossoming romance, but little by little the strange events surrounding their town are taking the forefront. A strange drought is started by two meteorites crashing on a nearby mountain, bringing with them a strange disease that turns people's internal organs to stone. Somehow Izumi and Ukiya end up in the middle of it all.

screen cap of August In The Water

There's not much of Ishii's punk aesthetic left in August, but his keen eye for textures and architecture is still very much present. There are numerous impressive wide shots, abstract close-ups and neatly edited scenes that betray the hand of Ishii. Especially one sequence at the start of the film shot during a diving competition jumps out as the work of the cinematic master. On the whole not as direct and in your face, but hardly less impressive.

Even more so than the visuals Ishii lets the soundtrack do all the hard work. Dropping the punk sound completely he picks up an ambient soundtrack that gives the film a warm yet eerie atmosphere. The soundtrack really is the key to combining all the different aspects into one coherent film, making it a 120 minute trip into his surreal world. Acting is pretty decent, though some characters come off as a little silly. It's not the strongest cast, but the main characters are solid enough to keep the audience involved.

screen cap of August In The Water

The first half hour is there to set the mood, from then on the film becomes gradually stranger and more unsettling. Never in a very direct or extreme way like Ishii's other films, but on a more subconscious level. The combination of the strange events, detached setting and ambient soundscapes reflect Ishii's typical trademark style and at the same time contradicts it just as much.

Fans of Sogo Ishii, and in particular Kyoshin, should do well to check out this film. It's probably one of his most accessible films, though there is still plenty of wonder and authorship to be admired. Without a doubt one of my favorite directors, with the ability to sculpt both subtle and extrovert films without losing any of his stylistic power. Definitely recommended. 4.0*/5.0*

Check out a short excerpt from the film.

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Mon, 15 Mar 2010 11:23:16 +0100
<![CDATA[alice in wonderland/tim burton]]>http://www.onderhond.com/blog/personal/alice-in-wonderland-review-tim-burton

Together with The Lovely Bones and Gilliam's Imaginarium, Burton's Alice In Wonderland is one of the recent high profile films that submerges itself into an elaborately constructed fantasy world. The tale of Alice in Wonderland isn't exactly original material, but on paper Burton is the perfect director to tackle a project of this magnitude. The first reactions are quite mixed, but for me personally Burton succeeded with style.

screen cap of Alice In Wonderland

I'm really not that big a fan of Tim Burton. The man has without a doubt a very creative mind and a unique vision, but the result is almost never something I can fully appreciate. Popular critique on Alice is that it lacks Burton's darker side, which is true to some extent. On the other hand, I've never really liked Burton's mix of dark romance in the first place. Alice is a more straight-forward fantasy tale and works all the better because of it.

I haven't read Carroll's book, nor did I grow up with the tale of Alice. Only recently I watched Disney's original version, but it did very little for me. That said, there are so many references to Carroll's book in popular culture that it's hard to go in blank. I can't really say whether Burton did a good job at translating Carroll's vision to the screen, but going in with so little background made it easier to see this film as something that stands on its own.

The title of the film is a little misleading as the story is really a mixture of both Alice books. Alice has grown up but finds herself back in the rabbit hole when running away from a marriage proposal. The land of course needs to be saved, from there on we get a pretty basic tale of capturing the sword and slaying the dragon. If you were looking for anything more profound or complex, you'd do good to adjust your expectations right away.

screen cap of Alice In Wonderland

On a visual level this films really shines though. I watched it in sprawling 2D (no way I was going to see this through a black filter) and was pretty amazed by the world Burton had created. The intro and outro in the real world look a bit bland maybe, but once in the magical land the visuals really jump out of the screen, even when watching in 2D. There's a perfect blend of animation and live action, helped by the superb styling of the live actors and the beautiful CG backgrounds.

Depp looks pretty nice in his orange wig with green eyes, but it's really Carter's Red Queen who makes the biggest impression. Completely stylized like a cartoon character she is without a doubt the best mix of CG and live action I've ever seen on screen. Burton allows his crazy world enough screen time and makes sure he doesn't overload his audience with ever-changing fantastical landscapes (a big problem in both The Lovely Bones and Imaginarium). He succeeds in building a thorough and fundamentally strong world in prime style, which is all I really wanted from this film in the first place.

The music by Elfman is okay-ish but not all that great. On the other hand, there are no songs or outbursts of singing during the film so I guess I should just consider myself lucky after all. The acting is quite strong, with a nice roles for Depp and Glover and some prime scenes for Carter. Same goes for the voice acting, properly helmed by people like Alan Rickman and Stephen Fry. They give the film some welcome maturity not found in its setting. And then there are of course the chubby twins, who steal the show whenever they appear on screen.

screen cap of Alice In Wonderland

If you're coming for a good story then Alice In Wonderland might be pretty boring. Burton takes little time to build up his characters and doesn't elaborate much on plot points. If anything, he indulges in nonsensical scenes and random craziness, though very fun and often extremely entertaining to watch. By the time Burton arrives at the climax I was already sold to this film, which probably explains why I didn't mind the somewhat lacking action scenes at the end. The setting was still awesome, but sadly Burton is not one to shoot enthralling action sequences.

Even though I expected very little, the style of Alice In Wonderland is imaginative and strong enough to carry the whole film. There are definitely some technical accomplishments here, like the blend of animation and live action, but it's Burton's style that thrives the film to greater heights. One of the best Burton films I've seen so far, I hope he continues on this path, leaving out the darker elements (which really aren't all that dark to begin with). Recommended material. 4.0*/5.0*

Here's the trailer if you haven't seen it already.

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Fri, 12 Mar 2010 14:29:12 +0100
<![CDATA[the life of a css project/shown in 4 panels]]>http://www.onderhond.com/blog/work/the-life-of-a-css-project

People often ask me to summarize the dangers and pitfalls of a css project. If you've been writing css for some time you'll know there are quite a few, many of which are difficult to explain to people not familiar with actual css code. Composing textual summaries is simply too boring and technical for most people to really care about. So I'm gonna try something different today.

Below is a little 4-panel comic that illustrates what happens with just about every css project over a certain stretch of time. I came up with the idea, sadly drawing isn't really my strong point. The actual drawing was made by Øyvind Sørøy (thanks again!), the man who was also kind enough to create the initial design for my blog and the IE6 CSS Fixer graphic. It turned out wonderfully well, so enjoy the following 4 panels of css wisdom.

a quick tour around the 4 panel

While the comic pretty much speaks for itself, I'm going to elaborate a little on the third panel which contains the essence of this comic.

When a css project is "finished" we are often afraid to dive back in and change stuff, because we've forgotten why half of the statements are in there and how they effect components across several pages. Many of the css files out there contain absolutely useless statements simply because "it worked any nobody dared to tweak it anymore". Just do some random probing on websites and you'll find an excessive amount of properties that are remnants of failed css experiments. They won't affect the current design, but might affect future changes. These statements are sure to come back and haunt you at a later time.

The final delivery of a css file is often met with an unhealthy amount of fear. By then the css is often unstable and untrustworthy, but "works" for the delivered design and html. Most of us just hope that there won't be any feedback and we can happily forget we ever worked on it. That is, until phase 2 is set up. That's when it crashes.

conclusion

This comic could be about more than just css projects, but css must really be one of the ugliest, uncontrolled and unchartered fields in web design out there. The lack of best practices, clarity, clean code and bad browser support results in time bombs that eat away at every project.

It's a pretty sad state of affairs that doesn't receive enough attention. While tutorials for the newest css3 properties are flooding the web there is very little to be found on how to improve the way we write, build and structure our css. As long as people keep neglecting this, there won't be a css3 property out there that will help to avoid the css crash of web projects out there.

You can use the comic at will, but please be nice enough to keep the credits in there.

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Thu, 11 Mar 2010 13:10:05 +0100
<![CDATA[css specificity pt1/eight, specificity and overruling properties]]>http://www.onderhond.com/blog/work/css-specificity-pt1-eight-specificity-an

Some issues appear too simple, too obvious and even too common to notice. These are the issues that are often essential to determine the strength of a language. These are also the issues that need investigating to improve a certain language from the base up. I've written about a similar css nesting issue before, a couple of weeks ago I ran into a new one.

This article will do its best to map out the problem and will hint at several fixes and workarounds. None of them fool-proof or particularly implementor-friendly. A follow-up article will then take a closer look at the core issue we're dealing with, diving into the depths of the human mind to uncover the true problem at hand. Sounds exciting, no?

One more little thing before I start though. I'm assuming that people reading this are familiar enough with css specificity rules. If not, pelase do some catching up first.

the issue

/* base component ...................... */ .class ul li {background:...} .class ul li.first {background:none;} /* variant */ .class.variant ul li {background-image:...}

The code above gives you a simplified version of the issue we're looking at. Just think of this as the code of a horizontal navigation. The background images on the list items are there to create a visual separation between the navigation items (often nothing more than a boring vertical stripe). We've created a base component but the design dictates to create a variant with a different separator, so we've added a rule to change the background-image for the specific variant. That's where the trouble starts.

The thing I keep missing is that the weight of the second and third selector are exactly the same. Because the third selector is lower in the css code the first li element in the variant will again show the newly declared background-image. This is definitely not what I intended. All I wanted to do was keep the original component as is and change the background-image used to separate the navigation items.

not so good solutions

I've experimented a little and came up with four workarounds, one of which is commonly used to counter this problem. None of them is actually any good so I won't be spending much time running through them. I guess that most of these are pretty self-explanatory anyway. In short:

  1. 1. change css order: put the variant rule above the basic component. This way the weight is still the same, but the base rule will come last in the source, winning the specificity battle. Messing around with the order of your css like that is pretty bad though.
  2. 2. increase weight: add a random (but working) class befor the second rule. This will increase its weight, but apart from fixing this particular issue it makes no sense at all to do so.
  3. 3. !important: Add !important to the background declaration in the second rule. Another abuse for the !important rule, so nothing I will recommend.
  4. 4. duplicate styles: The most common solution, simply add a fourth rule that disables the background again for the variant. This means duplication of unnecessary css code, which I also dislike.

None of the solution above are considered extremely harmful (well ... maybe only the third solution), but seeing all the effort I put into maintaining a clean and readable css file, there isn't one solution I'd consider good practice. So let's go on to some more advanced solutions.

advanced solutions

You can read "advanced" as "not working (properly) in every browser". The key to fix this particular issue is to make sure that you only target the elements that need a background in the first place. Rather than overrule the background property of the first list element, let's make sure it never receives this background property at all. For that, we need some advanced css combinators.

1/ .class ul>li+li {background:...} 2/ .class ul>li~li {background:...}

Above are two variants on the same concept. The '>' combinator makes sure you're only targeting element on the same level, the '+' and '~' combinators both exclude the first (in this case) list element. Depending on the structure of your html you can chose what works best, though option 2 is definitely my favorite (as the ~combinator expresses exactly what we're aiming for). If you're working with different elements on the same level you can simply substitute "li" with "*".

This of course won't work in IE6, so if you still need to support that browser you can either leave this solution be or write some IE6 specific code in a separate css file. This means more work at first but a better css file when you can finally eliminate support for IE6 (and that time is definitely nearing). Your call.

conclusion

Even though this issue is not impossible to fix using some more advanced css selectors, there's still an underlying issue that remains. There is more happening here than simply bad browser support, but to really get to the bottom of this I'll post a follow-up article in the near future. So check back in a short while to read why an issue like this can keep creeping up on us.

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Wed, 10 Mar 2010 14:26:51 +0100
<![CDATA[fantastic mr fox/wes anderson]]>http://www.onderhond.com/blog/personal/fantastic-mr-fox-review-wes-anderson

Looking back, 2009 was the year that stop-motion animation found its way back to the masses. Selick's Coraline and Elliot's Mary and Max paved the way, but it's probably Wes Anderson's Fantastic Mr. Fox that holds the power to reach the biggest audience. Not my favorite of the three I mentioned here, but still a mighty fine film alright.

screen cap of Fantastic Mr Fox

One thing is certain, in Belgium they had the promotion of this film completely wrong. We sat in an almost empty movie theater, being treated to horribly (Dutch!) dubbed trailers of How To Tame A Dragon and Nanny McPhee 2. They've promoted Fantastic Mr Fox as a typical children's film here, while Anderson's latest is so much more than that. But I guess animation (and especially stop-motion animation) still has that kind of effect on people.

Anderson's Mr Fox is based on Roald Dahl's book but has some added spike in the form of Anderson's rather typical sense of humor. I can't really remember reading Dahl's book (it's also a bit more complex for me as the area I'm from has its very own fox legend - Reinhaert The Fox) but I must've read or seen Fantastic Mr Fox is some or other form before, because the story felt extremely familiar to me.

Mr Fox is a family man. At least, he was turned into a family man by his wife, who made him promise to leave behind his wild days of chicken hunting in favor of raising a young cub. A good 12 years later Mr Fox can't take it any more and decides to pick up his old habits, determined to take on the meanest farmers in the neighborhood. Needless to say he lands his tail into a bucket-load of trouble, dragging the whole animal community in a battle of life and death.

screen cap of Fantastic Mr Fox

Anderson's choice to pursue a retro style works like a charm, but I still feel that he could've done more with it. The puppets and settings sure look neat enough, that's definitely not the issue. Lots of brown and red colors give the film a very warm and earthy atmosphere, the retro designs do the rest. Sadly, the animation itself isn't up to par. Often too stilted and stiff, Anderson never really finds the right balance between oldskool and visually attractive. There are some 2-frame animation sequences that do work, like the cider flood, but in general it does detract a little from the pleasure.

The soundtrack is very typical and only works because it's an Anderson film. Old pop songs and golden classics are littered throughout the film, adding to the somewhat dry and musky atmosphere it tries to create. Normally I would hate this kind of soundtrack, can't really enjoy this type of music outside of film either, but Anderson just makes it work. Magically. The voice acting is pretty good too, with a strong performance of Clooney and a superb selection of side characters. Dafoe, Murray, Schwartzman and Owen Wilson all add something to make the puppets truly come to life. The downside is that some of the voices are a little too recognizable, but that's just a minor quirk.

screen cap of Fantastic Mr Fox

Fantastic Mr Fox is a rather short film, making sure that it never becomes slow or boring. There's always something to look at, something to look forward to and some joke to keep close for further enjoyment. It's one of those rare film where I wouldn't have minded if the director had added another 15 minutes or so. That said, Dahl's story isn't all that strong or elaborate to warrant any more plot scene, so I'm sure Anderson did good to keep it as short and concise as it is now.

If you like (stop-motion) animation this film is a definite recommendation. The animation itself could've been better, but the whole setting is just too much fun to pass on. It's a strong film in just about every department, only missing that little extra to make it a true classic (Mary and Max is still my definite winner of 2009). So far my favorite Wes Anderson film, here's to hoping he'll keep a close connection to Clooney. I'm pretty sure the two of them can make a truly outstanding live action comedy. 4.0*/5.0*

Here's the trailer if you're still not convinced.

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Tue, 09 Mar 2010 13:01:20 +0100
<![CDATA[bodyguards and assassins/teddy chan]]>http://www.onderhond.com/blog/personal/bodyguards-and-assassins-review-teddy-ch

Ever since the success of "Hero" and "Crouching Tiger, Hidden Dragon", China and Hong Kong have been upping the productions scales of their flagship films little by little. Over a period of 10 years time they've succeeded in producing subsequently bigger and more epic films. The latest to join the group is Bodyguards And Assassins, a welcome variation on the big budget martial arts film.

screen cap of Bodyguards And Assassins

How he did it, I really don't know, but director Teddy Chan raised enough money to completely rebuild the old center of Hong Kong as one insanely large set piece. It's difficult to say whether it really paid off (considering the equally insane amount of money it must have cost), but the result is certainly lavish to behold. The incredibly detailed reconstruction of the old center of the city is so much more entertaining than whatever CG graphic they could've slapped on instead.

Even though Bodyguards And Assassins falls roughly into the same category of films as Hero, The Banquet, Fearless and last year's Ip Man, its focus lies not so much on action but on retelling the events around the start of the Chinese revolution. No doubt an extremely important event in Chinese history, but I'm sure not many people in the West (including me) will know about the ins and outs. The trailers might have you believe otherwise, but the film is really not a full-on action movie and Chan takes his time to ensure the film is more than a simple martial arts film set against historic events.

Bodyguards And Assassins is constructed around the arrival of Sun Yat-Sen, a key figure in the revolution against the empire. As he is about the set foot in Hong Kong to meet the 13 district representatives, plans are plotted to get him assassinated. A group of rebels is ready to meet their destiny trying to protect Sun at whatever cost, guaranteeing the success of his mission. There's not too much room for subtlety but considering the epic proportions of this film, it's not something I expected in the first place.

screen cap of Bodyguards And Assassins

There's a very clear division between the first and second part of the film. Chan uses the time before the arrival to introduce all the characters related to the events. The whole first part is virtually void of any action and relies on the characters and the drama surrounding their mission. While this is far from boring, it does become a little too melodramatic at times. Once Sun arrives the second part of the film kicks off, shifting gears and playing like one massive action scene.

The detailed and elaborate sets makes sure there is plenty to enjoy on a visual level. The scenes on the street of Hong Kong are simply amazing. Still it feels as if Chan didn't make full use of what he had in his hands. I wouldn't have minded if the city had featured a little more prominently, now Chan is a little quick to cut away from some scenes. The camera work too is a little too slick, especially during the first half. The music suffers similar problems.

As for the actors, not only production values seem to be rising, there's also a trend of cramming in as many familiar faces as possible. The cast is almost as impressive as the set, with Simon Yam, Eric Tsang, Tony Leung Ka Fai, Donnie Yen, Fan Bing Bing and Leon Lai on the team. Still nothing compared to the cast of Founding Of A Republic, but an impressive list of actors nonetheless. It is ironic though that the best performance in the film is delivered by none of the above, but by the relatively unknown Xueqi Wang. Even though his character is rather flat and boring, he brings him to life which such apparent ease and style that the man deserves at least some kind of recognition for his role.

screen cap of Bodyguards And Assassins

For those of you that have trouble sitting through an hour of non-action, rest assured that the second part of the film has some very strong and raw action scenes in store. Yen is put to good use here, though his role remains rather small. Leon Lai has some cool scenes too as enigmatic martial arts master, but it remains a little strange to see him like this. The bad guys are equally impressive and form a believable threat to the heroes, putting on display some mean moves and behavior.

Teddy Chan made a good choice when he decided to split the action and drama so rigidly. It gives you plenty of time to sink into the whole setting, easing you into one long action trip at the end. As for the presentation, there is plenty to enjoy though the feeling remains that a different director could've made more of it. It might be a little disappointing considering what it could've been, on the other hand there are some truly stunning and impressive scenes to be enjoyed here.

I don't know how long they can keep up this trend. Looking at Bodyguards And Assassins and Founding Of A Republic, it's hard to image how they are going to top the scale of these films. But as long as they keep making them as impressive as this, I have little to complain about. Recommended if you've been enjoying the epic productions of the previous decade. 4.0*/5.0*

Check the trailer to get an idea of what it's all about.

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Mon, 08 Mar 2010 11:42:39 +0100
<![CDATA[les revenants/robin campillo]]>http://www.onderhond.com/blog/personal/les-revenants-review-robin-campillo

When the dead roam the Earth once more ... the tagline of many a zombie flick out there. Usually a good indication that plenty of growling, lurching and brain eating will ensue in the coming 90 minutes. But some films dare to take a different approach. Some genre cinema is about breaking all the rules rather than following them. Les Revenants is exactly such a film.

screen cap of Les Revenants

The French new wave of horror films is both a blessing and a curse. Without it films like Les Revenants would have gone lost in the crowd, but due to the renewed interest in French genre cinema it is starting its second youth. On the other hand, expectations for French horror films are pretty rigid, which means that many will be expecting shock and extreme gore. Those people will be largely disappointed when they find out what its all about.

These last couple of years there's been a tendency to use popular horror icons and clichés, take them out of their native setting and create something entirely new with them. Films like Deadgirl (zombies) and Grace (vampires) are good examples of this trend. Even though they are telling stories of tired old horror myths, they seem to avoid many of the clichés inherent to these particular sub genres. Les Revenants does a similar thing but goes one step further. Even though we're basically dealing with zombies here, it's been pulled completely out of its horror context.

The dead might have returned from the grave, but it appears they've come back in rather good shape. No rotting corpses with that strange urge to eat human brains, just people who were once dead before, brought back to life. A few minor quirks maybe, but generally in good health. Instead of focusing on the trials of the dead, Campillo aims his camera at the living. We follow three characters who are reintroduced to a dead family member and see how they try to deal with the situation. Sounds pretty novel, but if you've dabbled in Asian cinema before you might be reminded of Shiota's Yomigaeri (Resurrection), which boasts an almost identical premise.

screen cap of Les Revenants

Visually Les Revenants is a tad boring. While there are some interesting shots and scenes, like the first march of the dead, it's a little plain and even a little cheap in places. It's obvious that beyond it's intent there wasn't any room for effects in the first place. There is only one real effect shot which looks remarkably poor. Some scenes are shot with a heat cam (apparently the body temperature of the dead is a little lower than ours) which does add some flair to the film, but in the end it still felt a little lacking.

The soundtrack on the other hand is spot on. Not in the least subtle but very fitting nonetheless. Moody ambient music is draped across key scenes to underline the strange and mysterious events unraveling on screen. It creates a somewhat uneasy feeling that fittingly mimics the emotions of the characters. Acting is a little uneven at times though. The main cast does a pretty good job, but supporting characters can come off somewhat amateurish. Nothing too bad, but a stronger cast could've given some extra depth to some of the characters.

screen cap of Les Revenants

While Yomigaeri approached the idea from a more romantic point of view, Les Revenants can come off as somewhat distant and rigid. There are no happy welcome back parties, Campillo is more interested how people cope in a situation where grief and closure are revoked. In that sense, the film is quite honest (you can read that as emotionally harsh). I'm sure not everyone will be pleased with this, but it does give the film a pretty unique flavor and it makes for several rather uneasy scenes.

The film remains mysterious throughout its complete running time, though nothing much is actually happening. We follow the lives of the three characters as they try to cope with what is happening to them. There aren't any big revelations or mind-shattering explanations, but the finale is satisfactory and keeps a layer of mystery hanging over the film. Les Revenants is a nifty take on the zombie genre, drawing lots of atmosphere from its score and introducing some very interesting themes. It's a definite recommendation for those looking for something a little different. 4.0*/5.0*

Check the unsubbed trailer if you feel the need to see moving images.

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Fri, 05 Mar 2010 10:06:30 +0100
<![CDATA[london 2010/the everlasting drizzle]]>http://www.onderhond.com/blog/personal/london-2010-vacation

After visiting Paris last year it made sense to make a trip to London this time around. Celebrating our 4 year anniversary we spent 4 days in the rather luxurious Hilton Docklands Hotel. Pictures speak louder than words, so below is a selection of pictures I made with a link to their respective galleries. Enjoy!

day 1

The first day was spent visiting some of the famous London attractions nearby. Even though London isn't too far away from Antwerp, we were up quite early and had some delays along the way. To see more pics, check out the gallery of day 1.

a futuristic hallway in the London metro
a futuristic hallway in the London metro
little passage inside the Tower
little passage inside the Tower
memorial for the decapitated women of Henri VIII
memorial for the decapitated women of Henri VIII

day 2

Our second day was no doubt the busiest of the bunch. London Dungeon, Madame Tussauds, trailing down Oxford Street and Carnaby Street and finishing up with The Phantom of the Opera. Want more pics, check out the gallery of day 2.

feels like being inside a space station
feels like being inside a space station
beautiful Fornarina shop in Carnaby Street
beautiful Fornarina shop in Carnaby Street
view on Canary Wharf, taken from our hotel
view on Canary Wharf, taken from our hotel

day 3

The third day started off with the London Aquarium. A quick trip across the Thames and a quick peak in the Film Museum were also on our schedule. Sadly the Dali Museum had closed its door, so that one was scrapped. For even more pics, check out the gallery of day 3.

jellyfish are popular
jellyfish are popular animals
the grey shark, awesome animal
the grey shark, impressive animal
the coolest queen of London
the coolest queen of London, located in the Film Museum

london - day 4

The final day of our trip. We spent most of the day at the London Zoo, then made a quick trip to Oxford street and landed in a little bar near Carnaby Street for our last London meal. For the final selection of pics, check out the gallery of day 4.

Big Ben, Parliament and rays of sun
a composition of Big Ben, Parliament and rays of sun
tubes and tentacles
tubes and tentacles, sea stars are ugly critters
cozy bar near Carnaby Street
cozy bar near Carnaby Street

Plenty of things to do and see in London. Cool city, people there are friendly and helpful and time really flies. Even though we stayed for four days, we had a pretty full schedule.

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Thu, 04 Mar 2010 10:56:50 +0100
<![CDATA[px vs em design/the (in)difference]]>http://www.onderhond.com/blog/work/px-vs-em-design

Last week Jens Meiert launched an article on the the reinstitution of px. Google is officially pulling the plug from IE6, which means the last browser to fail scaling px-defined fonts is yet another step closer to its death. A good time to re-evaluate the difference between px and em designs, keeping a strong focus on why they aren't as different as people usually believe.

quick recap

I assume most of you will know the basic difference between a px and em design, but I'll provide a quick recap anyway. px is a unit used for screens. It's an absolute measure that defines the size of an element based on the resolution of the client. On the other end we have em, which is a unit based on the value of the font-size. 1em equals the height of the current font-size (translated to px).

A good time ago em designs became in fashion as people starting thinking about the best way to handle font resizing using the browser. In an em design, the whole design is supposed to zoom with the font-size, making sure that none of the text spills over or out any graphical elements. Traditional px designs are not that flexible and retain their measures in absolute values, no matter what the font-size might be, often causing the layout to break.

Opera was the first to put a lid on the whole px/em argument by introducing a visual zoom to their browser. Rather than size the font, the whole site was visually zoomed. A nice feature, though you'll probably know that none of the browsers today can provide a perfect graphical zoom. Besides that, the method is somewhat flawed at its core because any images used will turn out fuzzy and unclear. Using em designs and simple font-sizing often gets you the better results (if it is designed as such of course).

designing for flexibility

The reason why px designs "sound" easier is because it is assumed that lengths are definite and unchanging. Once you receive the design, you can determine the width of elements, so trickier visual elements with rounded corners and drop shadows can be cut in lesser images. If you use images to create a box with rounded corners, inner fade and outer glow you'll quickly end up with 8 extra non-semantic and non-structural elements simply to accommodate all the background images. In a px design, you'll only need three.

At least, that's the common way of thinking. Which isn't exactly accurate if you like to write css with flexibility in mind. Assuming a width is definite is always a dangerous thing. I still have to participate in the first project where the design didn't receive some small touch-ups halfway through the development phase. Including changes in general layout, fe widening or reducing the width of side bars.

And even if you leave out the possibility of mid-project design changes, there's always the chance that a component will need to be used in an unforeseen area of the site. It isn't the first time I have to include an extra alert message in some or other component. If your css isn't flexible enough to accommodate these changes, you haven't done a very good job.

So even though you could start constructing your design in px values again, there is still the need to make the design of components flexible enough. An em design inherently focuses on this flexibility, making it clearer to incorporate this flexibility into your css. A px design might appear more definite, but if you're aiming to do a good job, you'll end up with just as much unnecessary html wrappers and just as many images.

so there's no difference?

parent>* {margin:1em;}

There is one major advantage that px designs have. The little css rule above defines a basic grid for all children of a certain parent. Since we are working with ems here, the actual size of the margin is dependent on the font-size of the children. While the rule gives the impression of ending up with an evenly spaced grid, the reality is that some of the children (often headings) will end up with a bigger margin because they have a larger font-size.

This is actually a pretty annoying problem (and my main reason for inserting a span element inside each heading I define). When applying a px design, you won't have this problem as the margin will be an absolute measure unrelated to the font-size of the child. The negative side is that when you size the font, the spacing between elements won't size accordingly, creating a somewhat muddled impression the more you size your font.

conclusion

While the need to avoid px for font-sizes is fading little by little, this doesn't mean you should simply switch back to the px design of the olden days. And when you do, make sure to remember that flexibility is a very strong asset in your work. Make sure that content can size horizontally and vertically without breaking the design, no matter whether you're implementing a px or em design.

As long as we'll have the need to use css background image to create certain graphical effects, the need for flexibility will stay and the difference between px and em design will remain rather futile.

The main thing to keep in mind is that whatever method you use and whatever design you are fed, designs are subject to change and implementations that are built to be resistant to such changes are of far more quality.

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Wed, 03 Mar 2010 12:06:01 +0100
<![CDATA[orochi/norio tsuruta]]>http://www.onderhond.com/blog/personal/orochi-review-norio-tsuruta

Tsuruta stood at the crib of the Japanese new wave of horror films. About 20 years later things have quieted down a little and the Japanese horror scene has grown more diverse once again. The black-haired ghosts have made room for films like Tamami and Grotesque and directors seem eager to explore new horror grounds. Combining all these elements it becomes obvious how Orochi was conceived.

screen cap of Orochi

Tsuruta is a horror veteran. Single-handedly pulling the Honto ni Atta Kowai series his influence of the Japanese new wave is beyond a doubt. With films like Yogen (remade as Premonition), Sky High (though more of a Kitamura film) and Dream Cruise (Master of Horror series) he reached beyond the realms of the Japanese public and landed some success in the West. I've seen most of his films, but can't say I am a big fan of his work. I'm not the biggest fan of the new wave in the first place, but even then his films seemed a big lacking compared to Shimizu and Nakata's efforts.

Orochi is an adaptation of a Kazuo Umezu manga, a rather strange public figure that left a legacy of interesting horror works behind. In recent years his work has proven a good source for film adaptations, leading to a series of 6 short films based on his stories. An interesting series if you'd like to see more atypical Japanese horror films, with Kurosawa's Bug's House and Yamaguchi's Present as main attractions.

When I finished Orochi I was actually quite surprised to see that Tsuruta directed it. There is little here that links back to his previous films. Only a weak link to Sky High exists, but that's his most atypical film anyway. Orochi is a film that steers clear from the new wave clichés and reaches back to more classical horror. Not a very original move as Nakata did something similar with Kaidan and anthology films like Rampo Noir have been receiving positive attention these last couple of years, but a slight fantasy line does inject some welcome originality into the film.

screen cap of Orochi

Orochi is a kind of spirit that watches over mankind. While she does interfere from time to time, she derives her pleasure from simply watching us go about life. One day she lands at the house of a famous actress and gets involved with the family. It doesn't take long before the darker side of glitter and glamor is revealed, and before she knows it she gets entangled with the fate of the family.

Visually Orochi is a lot more pleasing than his previous films. Though pretty classical in style, the set pieces are impressive, with a lavishly decorated house and lovely costumes. Good, strong camera work and some interesting shots whenever Orochi is around make this film a pleasure to behold. None of that cheap "realistic" style that disgraced many of the Japanese new wave films, which is always a good thing.

The score is pretty minimal, with most of the music coming from within the film itself, be it through a singing contest or a film being played in the theater room. There are some other musical pieces but they are mostly supporting the atmosphere already there. Most of the film is actually carried by the rather soft and dreamy voices of the cast themselves. Who, truth be told, do a great job at acting out the tragedy of their respective roles. Usually horror films have little need for good acting, but since tragedy has a big part in this particular kind of horror, it's reassuring to see Tsuruta pulls such good performances from an otherwise rather unknown cast.

screen cap of Orochi

Though Orochi can be classified as horror, there is very little to be seen, nor are there many scares or scenes of overpowering suspension. The curse on the family is all there is to carry the film, but the tragic events following from it are more than enough to warrant the film its horror label. Just don't be expecting anything creepy, tense or gross. Orochi plays more like a Rampo horror, contrasting its gruesome scenes with a classy and classical setting.

The addition of the fantastical figure gives Orochi a somewhat novel feel though. While her character has a somewhat strange and unfitting role in the whole, it is exactly what her character is about. She is someone who observes, interprets and intervenes, but only when absolutely necessary. It's a stylish, well-developed film with a very classical base that still succeeds in coming off as rather fresh. Hopefully a fresh start for Tsuruta as I definitely prefer this film to his older work. 4.0*/5.0*

Check the trailer to get an idea of what it's all about.

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Mon, 01 Mar 2010 11:33:15 +0100
<![CDATA[zelda: spirit tracks/nintendo quality]]>http://www.onderhond.com/blog/personal/zelda-spirit-tracks-review

Spirit Tracks is Nintendo's sequel to the first DS Zelda game. Borrowing its style from the Wind Waker (Gamecube), it continues Nintendo's fine tradition of quality gaming software, offering solid, creative and fun gameplay in a totally immersive world. Lately they have been outsourcing some of their franchises, luckily they kept Zelda within their own tight control. The result is everything you've come to expect from a Nintendo game.

promotion art of Zelda: Spirit Tracks

Zelda has always been one of my dormant favorites. I've liked every Zelda game I've played so far, though not one of them has ever made it to my list of absolute favorites. When I tried the first DS Zelda, I wasn't all that convinced and decided to look for other things. About 30 minutes into this sequel I was proven very wrong. The controls take a little getting used to, but once you master them the game plays like a dream.

Spirit Tracks is the first game I play that actually relies on the stylus for moving around. You simply point to where you want to go and Link starts running. Tapping the screen makes Link interact with objects. He can push, pull, pick up and talk to elements within the world this way. These controls are extremely simple but take just a little time to get used to. Once you've mastered them they feel completely natural, making you wonder why you've ever had trouble navigating.

The gameplay of Spirit Tracks is divided into two sections. You have the overview map, which is navigated by train. On this map are several locations you can access which allow you to walk around more freely. Driving around with the train is pretty fun by itself. You can map your route, kill some enemies along the way using your canon and even hunt for rabbits if you want. And if you're taking passengers, make sure to stick to the driving rules or else they'll think you're a bad driver and leave your train.

screen caps of Zelda: Spirit Track

The other areas feature more typical Zelda gameplay. Puzzles that need to be solved, enemies that need to be beaten. During the game you can collect special weapons granting you new options to solve certain puzzles. These weapons are essential to advance and to unlock many of the available side quests. On top of that, you have a set of bombs and your sword. While this doesn't sound like much, the makers made full use of all these capabilities to keep the puzzles and action as creative as possible.

There is an additional challenge as princess Zelda is tagging along on your journey. For the bigger part she just comments on what is happening, but in the tower she can enter the body of Phantoms and she becomes and extra playable character. It's a handful controlling two characters at once, but it does add a lot to the variety of the gameplay.

While the main path of the game is pretty episodic and straight-forward (4 areas, two main stopping points, one tower to rebuild), the side quests and sub games provide all the diversion you'll need. Transporting people and supplying goods to the towns grant you gems, activating new tracks on the map and allowing you to travel to new places. These side quests take up a large part of the game, making it last a lot longer than the main story arc would have you believe at first.

Visually the game is extremely pleasing. It does depend on whether you appreciate the typical Wind Waker style, but it works very well on the DS, making the characters very emotive and recognizable. The 3D is nice, though a little flat on the maps, the other areas are pretty varied and feature the regular details you'd expect from a Zelda game. Including the chickens (though they call them cuckoos now - still looks like chickens to me).

promotion art of Zelda: Spirit Track

The soundtrack too is pretty enjoyable, which is a rarity for DS games. Nice, recognizable tunes that are perfect to hum along with. There is no voice acting, just some small samples of people umpfing ans grunting. The microphone is also used to full effect, as there are a couple of tunes that need to be played on a flute. Cool stuff, just be aware that you'll be looking like a complete idiot doing it in a public place.

Spirit Tracks is a pretty vast game, though it doesn't really look it at first. The maps are quite small, but there are enough locations and plenty of side quests to add to the length of the game. No matter whether you're taking passengers, collecting stamps, hunting rabbits or doing some renovations on your train, there's always some place to go or some job to finish before continuing the main story arc.

The game is perfectly balanced, making full use of all the options on the DS. The gameplay is natural and intuitive, the puzzles varied and creative, the difficulty level just about steep enough. It's definitely one of the best games I've played on the DS so far, the first one is already awaiting my attention. Definitely recommended. 4.5*/5.0*

Check the trailer if you're interested

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Fri, 19 Feb 2010 13:04:28 +0100
<![CDATA[improve your front-end skills/setting standards]]>http://www.onderhond.com/blog/work/improve-your-front-end-skills

Front-end development has come a long way ever since we've switched from tables to divs. In 10 years time our job shifted from after hours tweaking to becoming truly professional occupation. Still, when taking a moment to look around there is still lots of room for improvement. A little too much maybe, so here are some important pointers that will help you to become better at what you do.

1. learn about semantics

And by that, I mean truly learn about semantics. Not just the simple meaning of the available html tags, but also the reasons why we aim to write semantic code. This might sound very simple, but take one of your websites and take a good look at the class names you defined. Did you give them simple names or complex computer-like descriptions. Did you make sure you applied them consistently across all the pages. Not to copy css or javascript functionality, but because the elements are essentially the same.

bad .productList li good .productList .product

If you have blog posts, products, events or whatever other returning content type on your site, did you make sure that every content type, no matter what its context, received the same class name? .productList li doesn't cut it. A program doesn't make the assumption that productList is a concatenation of two words, making the list items "products". A program sees two different class names and leaves it at that, unless specifically programmed.

You once read that it's smarter to define a base class to an ul rather than place a class on each li? Sure, I've read that too. It's not necessarily wrong, but we're talking semantics here, not styling. So take a moment to consider how you handle semantic value in your documents. Are you really thinking about semantic value, or are you just worried about how to get your css in there?

2. learn about structure

html is more than semantics alone, it's also about structure. Tags like header, section and footer are there not to give specific semantic meaning to elements, but to group elements and to express relations between them. They are the foundation of your document.

Don't write html as a means to style your site or to add certain functionality. Wrap elements that belong together not because they are visually grouped, but because they belong together. If might not be useful now, but once the code is implemented in whatever cms you will notice that these elements give you a more flexible html structure.

Concepts like iterative design and scrum allow for quicker and smaller updates. Make sure that the code you write is somehow resistant to these little changes, or even complete redesigns. If you have to ask a code change for each question asked, you'll end up looking like an amateur.

3. keep your css clean

Sure, you've read this a hundred times already, but do you actually make sure that your css file is as clean as can be. Did you define general sections like grids, navigation, simple content, components, forms etc to structure your css? Did you group all css rules for each component, starting from the root tag, gradually going deeper into the component. Did you separate different components with a little title in a css comment? Made sure that your whitespace between rules and sections make any sense?

I see lots of css files pass by on a daily basis that do none of these things. The idea of keeping a clean css file might make a lot of sense to you right now, but once you start styling, it's a lot harder to actually achieve it. Take a half day off and make yourself a template for your css files. Define which sections return in each project and stick to them. Keep all the css of a single component nicely grouped and make sure that you comment where necessary.

When phase 2 of your project starts, you will thank yourself. Other people working on your code will do the same.

4. think, evaluate, improve

Usually projects are running on a tight schedule. This means you'll have to make choices during development that aren't as well-considered as they should be. This is not a bad thing, just make sure to take the time afterwards to think them over. Have a good idea, write it down and implement it in your next project. If it doesn't work out, just drop it and try something new.

Becoming a good front-end developer takes time and practice. Just make sure that you learn from your mistakes. Some parts are harder than others, but if you keep looking at a certain problem from different angles you will end up with a solution that's at least satisfactory. And if you're really stuck, ask others to give their opinion. There's a world of front-end people out there blogging about their job every single day. Most of them are very willing to help you out.

5. don't believe the hype

If you want to be good, inform yourself. Doesn't matter whether it's books, blogs, colleagues or courses, just make sure that you are following whatever is going on in our tiny world of front-end development. Just don't believe all the hypes. Many bloggers use their articles as self-justification for their own methods. No matter how many times you've read it these last couple of weeks, don't believe that css3 is ready for use. Don't simply believe in graceful degradation.

Read and ask all you want, but be sure to make a critical evaluation of what is being told to you. It's all about agreeing, not about believing. Front-end development is a pretty specific field dealing with a billion different people, using a billion different setups. Make sure that you give them an experience worth having, even if they are using crappy hardware or software. Things might look good on your screen, but if they suck on someone else's, you've lost your credit.

Using the latest technologies is fine, as long as you know where their limits lie, what the impact is on future development and how they leave older setups. People are right when they say that a single person will not compare your site in different browsers, but be sure that he will compare it to other sites. And he might be wondering why yours is so square and using solid color drop shadows. He'll probably think your site is a little sloppy compared to all those others. Is that really what you want?

conclusion

Nothing new you say? True enough, but the fact is that these pointers are still being neglected to the point where many professional companies are coming off as truly amateurish. Like most things that appear simple, mastering them can be a real pain. So make sure that each new project you tackle adds something to your skills. Read, try and think and rethink if it's not helping you, that's all there is to it.

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Thu, 18 Feb 2010 12:38:10 +0100
<![CDATA[the moss/chi-kin kwok]]>http://www.onderhond.com/blog/personal/the-moss-review-chi-kin-kwok

Noir is back and even Hong Kong cinema has jumped onto the bandwagon. The latest film to join the select group of dark-edged films digging into the Asian underworld of crime, crooks and nooks is Chi-kin Kwok's The Moss. A film not afraid to glorify the ugliness of what lies below the mask of a bustling city, revealing a hidden world of people living on the edge of society.

screen cap of The Moss

If you feel the need to compare this film, there is no better option than Pou-Soi Cheang's Dog Bite Dog. Both films share a pretty identical setting and styling. A certain grainy darkness that pours from every shadow and character. It's still a little strange seeing this type of film emerging from the Hong Kong film scene, which is usually more taken with sparkling and well-washed celebrities doing their thing.

The Moss finds itself dealing with Jan, an undercover cop turned bad. Part cop, part criminal and completely lost. In love with one of the whores from a whorehouse he raids from time to time with his chief in command, he goes about his life and job as if he has little left to lose.

Things take a turn for the worse when the son of a local mobster goes missing. When she starts pulling some strings Jan ends up in the middle of a violent little mob war. And to add to the fun, some young Pakistanis are aiming to take over control of the neighborhood with the help of a rather shady killer for hire. Throw in some heavy contrast with a 12 year old girl representing purity and you have all the ingredients for a gritty tale from the slums.

screen cap of The Moss

Visually there is plenty to enjoy here. Kwok finds the right balance between shaky, close to the skin hand-held action and clean, controlled camera work. His use of color is pretty much perfect, with warm, deep color contrasting the heavy and shadowy blacks of the gloomy setting. It dictates the feel and atmosphere of the film, making the somewhat improbable story that much more believable and immersive.

The soundtrack is equally nice. Dark, brooding and just a little off-beat. Not too present or dominating, but doing a good job of enhancing the already gritty atmosphere. Acting is overall strong too, especially Shawn Yue who's putting in quite an effort. Even though his character is hardly original he knows how to put in some genuine intrigue and emotion. The supporting cast is just as dedicated to keeping the quality of the film high, with a neat little cameo of Eric Tsang to finish it off.

screen cap of The Moss

The film takes a couple of strange turns in the middle. The addition of the Pakistani gangsters is a little odd, so is the beggar/killer character. But through the lock-tight atmosphere it never becomes too weird or alien. Kwok hurls his characters from gritty slum to slum but keeps a tight focus on the different story lines waiting to hit each other dead on, never letting the film meander too much.

The Moss is not a wildly original film, but executed so well that it impresses from the very first seconds right until the final credit fades from the screen. Kowk's direction is marvelous as he lets nothing slip by. A tightly paced story, good acting, solid soundtrack and visual splendor are all part of the fun. It never turns into a true masterpiece, as some elements do feel a little quirky and the story does take some strange directions, but it's good to see people follow in Cheang's footsteps. There's a bright future for HK noirs, if you pardon the pun. 4.0*/5.0*

And of course the trailer if you want a sneak peek.

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Wed, 17 Feb 2010 11:37:27 +0100
<![CDATA[the collector/marcus dunstan]]>http://www.onderhond.com/blog/personal/the-collector-review-marcus-dunstan

For 6 long years the Saw franchise has been dominating the American torture horror market. There hasn't been too much competition and keeping a genre fresh with only a few sequels is a pretty impossible task. So fans have been awaiting a new contender to take the stage. The Collector could very well be just that. A nifty piece of gruesome horror and sadistic entertainment.

screen cap of The Collector

From the very first minutes it is clear that Dunstan had a decent budget to work with. Maybe a little surprising for a first-time director, but some extra digging reveals that Dunstan isn't exactly new to the the world of film. He scripted Saw 4-6 and the complete Feast trilogy, which seems to have earned him enough credit in the American gore scene to land him in the director's chair. With The Collector he continues his fine tradition of sadistic horror and goes head to head with the Saw franchise.

The concept of The Collector is pretty simple. The titular criminal is guy who loves to collect humans. His motives remain vague and unclear, his methods on the other hand are explained in full and lavish detail. He derives his pleasure from entering a house and setting traps to catch all inhabitants, playing a rather cruel cat and mouse game before finishing them off. When an unsuspecting thief breaks in while our collector is doing his thing, the thief is in for the surprise of his life.

It doesn't really sound like much, but with films like these it's not so much about original concepts or smart storylines. The execution is what makes or brakes the film. And so The Collector turns out to be a true genre piece that bends as little rules as possible, but tries to indulge the fans with as much gory details as possible, leaving very little to the imagination of its audience.

screen cap of The Collector

Dunstan proves himself quite skilled with the visual side of things. Most of the film plays at night, granting the film in a very dark and brooding atmosphere. This in heavy contrast with the scenes in the basement of the house, which are draped in an eerie green glow. The editing is snappy and crisp as you would expect from a film like this, increasing the tension and always keeping a tight pace. The film is rather short, so there's little time for filler.

The soundtrack is decent enough, though pretty predictable. Except for the opening track that is, which literally cleaned the dust from my speakers. Distorted and gritty industrial techno set to an onslaught of bright, high-contrast images. Shame this particular style was only used for the opening credits. Acting performances were sufficient, with many young faces having little ambition to belong to the greats of modern-day actors. On the other hand, better actors wouldn't have made this a better film. These kind of films are not really about touching performances or dramatic impact.

screen cap of The Collector

The collector himself could've been styled a little better. His posture is impressive and there are some nifty little touch-ups giving him almost demon-like eyes, but the lame SM cap makes him look a little cheap. As one of the many masked maniacs he comes of as pretty plain. Luckily his methods of torture are way more fun and are aimed to entertain the fans of mean-spirited horror. The ending is wide open and leaves plenty of opportunities for a sequel, though I'm not letting that spoil my fun yet. I'll worry about that when an actual sequel is announced.

The pacing is fast, the tension strong and the concept fun enough to make it a lovely little genre film. Dunstan proves he has more to show than writing scripts for the rest of his career and delivers a film that is quite sure to please the fans. It's a simple film, there's not much here except atmospheric cruelty, but what it does it does extremely well. The definition of a good genre film is you ask me. 4.0*/5.0*

Like always, check the trailer only if you must.

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Mon, 15 Feb 2010 11:34:02 +0100
<![CDATA[css3 gradients/eliminating server requests]]>http://www.onderhond.com/blog/work/css3-gradients-cross-browsers

With the release of FireFox 3.6 it is now possible to do css gradients across the most commonly used browsers. This is cause for celebration no doubt, but looking at all the different implementations and workarounds this requires, we're still a long way from where we need to be. Add to that some unexpected troubles and there's enough substance for a short article.

I won't be going into too much detail on how to implement all gradient variants in the different browsers families, there are plenty of tutorials out there doing a pretty good enough job at that already. Instead this article will take a closer look at how these css3 gradients make our life easier and what additional problems they present.

the tower of babel

There is no final css3 spec for css gradients, which blows. Firefox and Safari are currently holding on to their own vendor prefixes and syntax, which are wildly different from each other. A similar thing is happening with the css3 border-radius property, though the differences in the css3 gradient syntax are way bigger. My preference goes to the Firefox syntax as it ties in closer with the existing css syntax. The Webkit syntax feels more like reading an awkwardly constructed English sentence. On the other hand, the actual rendering of the gradient is much better in Webkit. A lot cleaner and homogeneous, whereas Firefox still shows clear color levels in certain gradients.

There is another problem in Firefox where a gradient defined on the body is repeated if the site isn't as big as the browser window. I haven't really checked for default behavior of the body tag in this particular situation, but Webkit simply continues the gradient over the complete browser area, which is a lot nicer. It can be fixed adding a min-height of 100% on both html and body tag, but clean it ain't.

Then there is Opera 10.5 which currently doesn't support css gradients, so no gradients for Opera users. This is probably not a bad thing as Opera isn't into vendor-specific prefixes. Introducing it now with a syntax that is nowhere near completion will result into bigger problems later on. And then there is IE of course. Usually the last one to get any of the spiffy features, though it turns out gradients have been possible in IE from IE5.5 onward, through the use of DX filters. Not the quickest or cleanest way to do anything design related, but as a last resort not such a bad option.

The conclusion is clear though. Three vendors, three syntaxes, not one of them according to any official spec.

specs and graceful degradation

What does this mean for the future? Imagine a final spec in a year or two. We then have to add the actual css3 proposed property, hope that Opera has the same syntax as the final spec, leave the vendor-specific properties alone until all versions that depend on the vendor-specific properties have died out and add the DX filters for IE. All that for one simple css gradient.

Sure it saves us one server request, sure it's a lot cleaner to do it in css, but I'm not really looking forward to this way of working. Certainly if you count all the other semi-supported css3 properties currently in use. The same will happen for border-radius and box-shadow. I'm not really pointing fingers (though I do believe Webkit and Firefox are being a little childish) but all these semi-supported css3 properties are not making our job easier and will become problematic in a couple years time.

So much for the graceful part of degradation.

mind IE

Also mind that even though IE support gradients, you still won't be able to use it in all circumstances. If you're reading this blog in the latest versions of Firefox, Safari or Chrome you'll see the gradients in the background of my site. If you're reading it in IE they won't be there. The reason is simple but wasn't immediately clear when I first read about the IE support for gradients.

The problem lies with the rounded corners of my main frame. Since the height of my blog isn't fixed I cannot predict where the bottom rounding will hit the gradient. As the rounded corners are done using images in IE I have to cut the background color inside the image,yet I don't know where they'll hit the gradient so I have no idea what background to cut into the corner images.

For IE I had to choose between gradients and the absence of rounded corners, or rounded corners and no gradients. I chose the latter as the impact on the rest of the site is a lot bigger. So know that css gradients can be used in IE, but they still don't act nice if rounded elements need to be positioned on top of the gradient.

conclusion

The conclusion is quite obvious. css3 gradients are cool if you can apply them to simple elements or if you have a client who can live with the fact that some browsers won't show the gradient. Sadly all the different implementation will muddle your stylesheet (the syntax isn't exactly short either) and will continue to pollute it long after the official spec has launched.

If you want quality gradients across all browsers, it's still better to work with a css background image. You'll have complete control over the rendering and it will work seamlessly across all browsers. But if you need to save server requests and you don't mind lesser implementations and muddy css code, at least you finally have a valid option.

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Wed, 10 Feb 2010 15:09:11 +0100
<![CDATA[the storm warriors/oxide and danny pang]]>http://www.onderhond.com/blog/personal/storm-warriors-review-oxide-danny-pang

Oxide (The Detective, Som and Bank)and Danny (Seven 2 One)Pang are known to go berserk when they can get their itching hands on CG, with varying results. It's not that they lack creative vision, but their budget doesn't always allow for great excesses. The Storm Warriors changes all that. Epic in all respects, this is the moment both brothers were able to prove their worth. And they did.

screen cap of The Storm Warriors

The Storm Warriors carries quite a legacy. The original saga comes from a manga, which spawned a number of TV series, an animated film and one live action film. It's a huge franchise in the East, sadly it never really caught on in the West. This makes it a little harder for newcomers to get a good grasp on the whole Storm universe, though the Pang Brothers made sure to keep it accessible for outsiders.

The Pang Bros film is not a direct sequel to the first film but features the same core cast and characters. It's a pretty complex web of intrigue, drama and tragedy served in epic proportions. Though the story itself is somewhat muddled and complex, the film really isn't. Short bursts of plot progression catapult the film forward, bridging the gaps between huge stand-offs and grand battle scenes. Considering the scale, Oxide and Danny kept the film surprisingly small and pure.

The story finds Cloud and Wind (together they form a storm, get it?) fighting together to beat an evil warlord. The lord is looking for a sacred spine which grants him control over the Central Plains. Cloud and Wind fail to beat the warlord and are in desperate need to enhance their strengths. Both venture their own paths in trying to increase their fighting powers, resulting in what must be one of the longest stand-offs in movie history.

screen cap of The Storm Warriors

Visually the Pang Bros go wild. Though the CG environments look a tad fake and shabby at times, the Pangs more than make up with superbly executed fantasy martial arts spells and some truly stunning art direction. The big fights early in the movie are based on the same fighting aesthetics seen in 300 but are executed in a style almost resembling animation. It's simply jaw-dropping beautiful to behold.

The fights later on are of a smaller magnitude and feature more common action aesthetics. And yet, the "liquid smoke" effects are equally stunning and justify the almost obsessive way the Pang Bros use them to fill scene after scene. Sadly the actual one-on-one battles do look a bit poor in comparison, featuring camera work which is a little too hectic to impress. These scenes are rather rare though and don't hurt the overall visual grandeur of the film.

The soundtrack is a little too epic for its own good. The brothers have a way of incorporation some electronic influences, sadly they can't be heard in this film's soundtrack. The theme tune is way too cheesy, the score itself a little overdone. Acting performances are a little divided too, with Kwok and Cheng proving they can't even carry a film like this. Yam, Tse en Luet on the other hand make sure that it's not all negative. Though only Yam has a key role in the film, they're all able to add something substantial.

screen cap of The Storm Warriors

The Storm Warriors is an easy film to burn down. It's a true effects film, focused on posing, epic drama and excessive visual effects. The plot is only there to jump from one fight to the next, the tragedy is a simple result of the epic proportions of the story. It never attempts to truly engage or to evoke genuine emotion. It's all about the cool and the grand magic spells.

I truly believe the Pangs made the right decisions making this film. It's not the type of story that asks for a serious execution. All plot is filler so the more you minimize it, the less filler you have. The story and setting are beyond epic and so it's better to blow everything completely out of proportion. And that's exactly what they have done.

The Storm Warriors is definitely not a masterpiece, but taking it at face value, it's an almost perfect piece of entertainment featuring some stunning art direction. It has some of the grandest and baffling fighting sequences I've seen in a long time. With that, I don't really care about some shabby acting performances or a poor soundtrack. A worthy upgrade from the original film, but approach with care. If you want epic with a ridiculously serious rendition of a stupid plot, stick to the Matrix', LOTRs and Avatars of this world. 4.0*/5.0*

Check the trailer only if you want to spoil yourself.

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Mon, 08 Feb 2010 10:16:11 +0100
<![CDATA[job opportunity/internet architects]]>http://www.onderhond.com/blog/onderhond/internet-architects-job-opportunity-2010

In times of financial crisis a company should be more than happy to have plenty of work, but when that work keeps piling up and time proves itself unwilling to bend, measures need to be taken. And so Internet Architects, the company I work for, is looking to reinforce its development team. Here's your chance.

A short introduction of our company is probably a good place to start. Internet Architects is an Antwerp-based company involved in the creation of websites. Our aim is to be good at what we do, making sure both our clients and us can be proud of the work we deliver. We handle everything from strategy to front-end development, going through information architecture, wireframing and design phases in between. What we don't do is the actual implementation of a site, which is handled by partners, allowing us to chose freely between possible technologies for each site.

We are currently looking for someone to help out with front-end development. Your job will be to create static templates based on wireframes and graphical designs, using html, css and javascript. You'll be doing this together with my colleagues and I who will help you in reaching the quality levels we try to uphold. This will include browser testing, writing flexible and manageable html, css and javascript and working with concepts as accessibility, graceful degradation and unobtrusiveness in mind.

If you've not mastered all of these skills yet, don't despair. We are looking for people with a soft spot for front-end development and with the unquenchable drive to get better at it, questioning everything and everyone in the process. Even ourselves. Do note that we are stationed in Antwerp (Belgium) and you will be required to work on site. Knowledge of the Dutch language is also considered a big plus.

So if you feel up to it (or know anyone that would be interested), be sure to drop us a note at jobs@internetarchitects.be and we'll be sure to contact you for further arrangements. Don't let this chance slip by!

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Wed, 03 Feb 2010 13:06:18 +0100
<![CDATA[gelatin silver, love/kazumi kurigami]]>http://www.onderhond.com/blog/personal/gelatin-silver-love-review-kazumi-kuriga

If the gripping title isn't reason enough to make you watch this film, then the appearance of Masatoshi Nagase should surely suffice to spark some interest. Still doubting ... then hopefully the following review will make you change your mind, because notwithstanding its faults Gelatin Silver, Love is a film that deserves to be seen.

screen cap of Gelatin Silver, Love

Kurigami is one of those photographers turned director. After seeing Corbijn's Control not too long ago I became a bit weary of those, but Kurigami is clearly playing in a different league. For his first feature film he explores familiar territory as photography plays a big rather part (Gelatin Silver appears to be a reference to black & white photography), but he applies this familiarity to bring something new to the world of film.

Gelatin Silver, Love is cyberpunk cinema without the cyber and without the punk. What it did inherit is the extreme fascination for tiny details. Kurigami isn't ashamed to dwell on them resulting in a film that's more visual than it is narrative. It will take a while before the viewer can figure out what the hell is happening and where Kurigami is leading you, but that time is happily spent enjoying other things.

The story starts when Nagase takes on a new job. He is a photographer by profession, but bills have to be paid, so he spends the rest of his time as a stalker for hire. Up in his little flat he is asked to observe a girl and tape her every action inside. Not much happens until Nagase starts to notice a couple of unusual patterns in her behavior. Before he knows it, he is enthralled by the girl and tries to track her down when she leaves the house.

screen cap of Gelatin Silver, Love

Visually there is plenty to enjoy. Kurigami's love for details translates itself to plenty of close-ups, worn-down settings and a meticulous use of color. He has a little more trouble when he ventures into uncontrolled settings (the scenes outside featuring a bigger cast) but most of the film is kept small and intimate. Add to that a nice and dreamy visual flow with little to no sharp edits or manic camera work and you have a very pleasing, controlled and accomplished looking film.

Wish I could say the same thing about the soundtrack, sadly Kurigami falls short here. He uses a large blend of different styles, overshadowed by the most atrocious 80s-like sounding guitar solos. A recurring theme I didn't really understand as it effectively destroys the atmosphere in a couple of scenes, especially in the beginning of the film. There are some electronic tracks too, though the processed sounds of the ambient track didn't convince, nor did the fabrication between IDM and industrial a bit later on. Gelatin Silver, Love could've been a masterpiece, but the score prohibits it from being truly magnificent.

The acting on the other hand deserves some extra praise. Nagase is cool as always, sporting a dark and somewhat impenetrable attitude. The man still knows how to pick his films. He acts opposite of Rie Miyazawa, who, with the little she has, does a fine job too. I was a bit surprised by the addition of Koji Yakusho, not someone I'd have expected in this film, but he teams up pretty nicely with Nagase. He doesn't have too many lines or scenes but succeeds in making the best of them.

screen cap of Gelatin Silver, Love

Retelling the story would be missing the point. It's one of those typically Japanese tales of obsession, with a strange focus on eating eggs and paid killings. Little details that will matter a lot as the film progresses. It's a little weird, it's a little different, but it's fun and pretty intriguing. If you can go along with it at least.

Kurigami makes a pretty good impression with his first film. Visually Gelatin Silver, Love is almost perfect with strong use of color, solid camera work and plenty of close-up work creating a tight atmosphere. The story is intriguing, the acting top notch, the only real problem is the horrible soundtrack. It might sound like a little thing, but in a film like this, almost solemnly depending on atmosphere, it can be a real killer. Still worth checking out though as there is plenty to like. 4.0*/5.0*

Check out the trailer, it's worth it.

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Mon, 01 Feb 2010 11:23:13 +0100
<![CDATA[town creek/joel schumacher]]>http://www.onderhond.com/blog/personal/town-creek-review-joel-schumacher

For some obscure reason I seem to like Joel Schumacher's work, especially his more recent output. I don't follow him too closely, but whenever I see a chance to watch one of his newer films I like to grab it with both hands. So when I heard Schumacher was dipping his toes in the horror pool, I got pretty excited. And not without reason.

screen cap of Town Creek

Even though Schumacher's films aren't all that unique, they seem to possess a certain quality not often found in Hollywood cinema. Even though the broad strokes seem to answer to the Hollywood cliches, the details are usually a lot more interesting and colorful. Add some nice visual touches and I'm pretty much sold. Though I have to warn you, I'm probably the only person alive who considers Batman & Robin the best Batman film out there, so a certain level of caution is advised.

Town Creek is a rock solid USA horror flick with some fancy dashes of European flavor. Even though the setting, characters and plot all hint at Hollywood, the pacing, directness and lack of filler do refer to the current European style. It makes Town Creek an interesting blend of money and passion, though one that requires you to be at peace with the mix of worlds which Schumacher serves.

The film starts with a 10 minute flashback. Some crazy nazi dude is looking for some old runes and lands himself in the home of a rather unsuspecting family. After the quick introduction, we jump to current time where we meet the main character, a paramedic who's brother went missing in the wood. The brother quickly return and the both of them leave for a good portion or revenge. They end up at the house of family from the introduction, who appear very much untouched by time. This all in a mere 20 minutes.

screen cap of Town Creek

Visually the first 10 minutes are shot in truly lushious black and white. I was actually quite disappointed when the film switched back to color after the introduction, though it doesn't take Schumacher long to reboot his visual trickery. Similarly to The Number 24, Schumacher likes to play with light to bring more atmosphere to the images, and does so with great succes.

Especially for a horror film atmosphere is key, and with half the film playing during night time Schumacher makes sure to grab the opportunity to use dark shadows and functional camera wrok to cover up some of the sillier effects. Creature effects are decent enough, but would surely fail in broad daylight. Add some fires casting flickering yellow lights and gone are your worries.

The soundtrack is pretty decent, though at points a little overblown for a film like this. It's probably Schumacher working too long in Hollywood already, but a little more subtlety or snappy power would've been better. Some scenes are set to longwinded, emotional and somewhat bombastic music which doesn't really help the overall atmosphere. Acting is on the same level, as nobody really falls below acceptable norms, though I'm sure none of the actors are going to win any prizes either.

screen cap of Town Creek

4.0*/5.0*

Find the trailer if you must, but I'll advise against it.

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Thu, 28 Jan 2010 11:59:19 +0100
<![CDATA[front-end quality levels/4 x zoom]]>http://www.onderhond.com/blog/work/front-end-quality-levels

The job of a front-end developer is a challenging one. Our job is not one of rules but of recommendations and best practices. With each project we try to improve our skills and hope to get better at what we do, but the path to success isn't always very clear. We can learn a lot from our past mistakes, but having a bit more grip on how to improve ourselves can be equally stimulating. This article will tell you where to start.

how to define quality

If you ever had to judge the code of someone else you might already know how difficult it is to put some kind of grade on it. Not only because of differences in coding styles, but also because the quality of good front-end code doesn't really show itself at face value. The quickest way to judge is to take a look at the source code of the html, css and javascript, but that will only tell you so much.

I'm not too interested in defining a grading scale, as that is quite impossible anyway. I think it's more important to define what areas and scopes there are to define the quality of front-end code. In my experience, there are four important levels that need to be taken into account. I'll start off with the easiest and smallest one, working my way up from there.

1. making a page

This is where it always starts. You make or receive a design, sit yourself down in front of your computer, you pick your favorite browser and start work. Writing html, css and javascript to match a design and functional breakdown is quite the challenge in the beginning. As a non-designer it took me some time to understand the delicacies of good design and to translate those to a web page. On the other hand, this is probably the easiest part of the job.

Apart from design issues, you also have to worry about writing valid code and you have to make sure that your page is accessible to people not using regular web browsers. For most people this will open doors to a whole new and unfamiliar world, but it's essential for the overall quality of your code.

Checking the quality of this first level is quite easy. Code validators, a quick glance across the source and quickly scanning the page with css turned off will tell you a whole lot. But of course, this is only the beginning.

2. making a page work cross-browser and cross-platform

Time to zoom out. Making one single page to work in your favored browser is one thing, making sure it works okay in a range of browsers and operating systems is a whole different challenge. First of all, it is important to note that it's not necessary to have the page show up exactly the same in all browsers. For older browsers it suffices to make it look and work okay, just without the fancy stuff. It is important though to make sure all the functionality is still there. Sacrificing essential functionality is simply not done.

Usually worrying about browser-compatibility is something that happens afterwards, but it's actually important to have it in mind when you start on a project. Some techniques work better than others, some techniques are easier to fix than others. Choosing the right ones from the beginning will make browser-testing and fixing so much easier for you. Knowing the ins and outs of browsers and slightly changing your code course to steer away from the biggest issues is a long and tiring process, but it helps to improve the quality of your code by a great deal.

Measuring the actual quality of this level is a tad harder, though the length of the browser-testing phase is a good indication of this. The better you get, the easier it becomes to tackle browser problems, and the faster you'll be at making sure all browser show a page in an acceptable way. But even then, some extremely obscure bug might keep you up all night.

3. making a site

Time to zoom out once again. A site is more than a simple collection of pages. You'll notice that several components will be featured on different pages within the site, you'll also notice that css and javascript files will be used across multiple pages within the site. Keeping your code consistent across all those pages might be a lot harder than you first imagined.

The key is to think in components. html is a descriptive language, so independent of visualization or context, a certain "block of content" should always be constructed using the same html. An example I like to use is that of a news article. This can appear in a separate focus block, in a summary list, as a search result or as a whole on a detail page. Essentially it is always the same thing (a news article), so the semantic part of the html (also think class names) should be the same for all these instances. Variations in design should be based on context or by defining variants (adding an extra base class for differentiation). Once you got all of this covered, writing the correct css and javascript should be a a lot easier and code duplication will be reduced.

This level is actually quite easy to check. Simply take a few pages from a site, single out a few components with clear design variants and check how they are constructed and styled. If there is no common base, this will surely affect the quality of your site in the long run.

4. stability and flexibility

The three levels above are all important, but even matching all three criteria the quality of your code can still be quite subpar. Your code will only truly shine when it proves itself to be stable and flexible. The problem is, you can only measure this when it is effectively too late. You can look for several indicators though.

The first one is when you've reached the point of "the 5 last bugs". These are either last minute changes or bugs with a slightly lower priority you postponed because they are quite hard to fix. You know you did a good job when you can quickly dispose of them. On the other hand, if fixing these bugs introduces new ones or requires reworks of complete sections, there is still plenty of room for improvement.

Another good indicator is "phase 2". How well prepared are you to incorporate functional and design changes without ruining half your site. Can you drop an existing component somewhere else without having to rework the whole css? Can you make your left column wider by only adapting a minimum of css values and without recutting any images? Can you create a design variant of a component without having to deliver new hmtl code? How easy is it to switch places for components? What if a breadcrumb spans two lines? All these elements are indicators of the stability and flexibility of your code.

conclusion

If the quality level of scope 4 isn't met, it might cost you a lot of time, effort and money. Simple questions of your client will have to be answered by complicated technical answers your client doesn't really care about. It will lead to overtime, missed deadlines, stress and a decline in the relationship with your client.

It is a serious learning process though, as flexibility and stability are only attained by mastering the first 3 level and evolve from there. If you want to improve your skills, take a look back at the project you just finished and grade yourself on these four categories. See where you've slipped and think of ways to make sure it won't happen again. If you do so with each project, the sky is the limit.

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Wed, 27 Jan 2010 12:26:47 +0100
<![CDATA[seven 2 one/danny pang]]>http://www.onderhond.com/blog/personal/seven-2-one-review-danny-pang

It's no secret that I'm a pretty big fan of the Pang bros. While they usually work in team, they also reserve time off for solo projects. I already reviewed The Detective and Som and Bank, two of Oxide Pang's solo projects, now it's time to let his brother receive some of the praise. The film worth praising is Seven 2 One, Danny Pang's latest solo effort.

screen cap of Seven 2 One

I've always considered Danny Pang the lesser talented of the two. His solo projects never really spoke to me and the one I've actually seen (Forest of Death) was a small disappointment. Luckily I prefer stone-cold facts above prejudice so when the opportunity presented itself to watch Danny's latest I jumped at it without thinking twice. A good thing I did as there is plenty to enjoy.

Seven 2 One is one of those films centered around a single event, catching multiple angles leading up to it. Ever since Tarantino directed Pulp Fiction this has been considered rip-off material and truth be told, Seven 2 One isn't the most original of films. That said, Danny Pang does add some neat twists to the whole. He starts off with the main event, then goes on by showing various short cuts from selected scenes within the film. After that, he works his way from start to finish, often switching between characters and keeping a pretty asynchronous structure.

The main event is a robbery of a 24/7 mart, resulting in a violent stabbing incident. A good few people are involved and the film quickly retraces its steps to show you the full picture. It takes a while to get a good grip on all the main characters, but once you do the stories quickly start to tangle up and the film races towards its finale. The pacing is excellent.

screen cap of Seven 2 One

I always figured Oxide Pang was the one with the most visual flair, but Danny sure knows how to plan his revenge. Seven 2 One is quite simply stunning. It's pretty unbelievable how he manages to turn the drabbest of sceneries into visually arresting scenes. Use of color is truly magnificent, as is the delicate camera work. Every new scenes is a pleasure to behold, greatly increasing the enjoyment of watching all the events unfold.

The soundtrack is nice enough, though a little underdeveloped. Films like this usually have little in the way of a good score, but some scenes did feel a little lacking because of it. It never becomes a true issue, but I'm sure a better score would've raised the overall quality by a notch. Acting is decent, especially considering that most of the actors were probably selected based more on looks than talent. Apart from the goofy guy with glasses they all do what they were paid to do without making complete fools out of themselves.

screen cap of Seven 2 One

The film leaves you little time to adjust to the story. From the start it presents a pretty fragmented puzzle that slowly comes together as a whole. Clues and revelations are well spread throughout the entire running time and even though the actual outcome is not much of a surprise, the films remains engaging. There is that extra ending that feels quite out of place, but since it's just an afterthought added during the end credits it is quickly forgotten.

Above all Seven 2 One is true visual feast. Danny Pang, while showcasing a somewhat different style from his brother, proves he has his own set of skills to perfect in his solo projects. Seven 2 One is cool, hip, visually arresting and short enough to please the visually inclined movie fan. Those looking for a deep and original story will quickly discard this film as unnecessary, but that is missing the point rather bluntly. 4.0*/5.0*

Do check the trailer if you still need convincing.

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Tue, 26 Jan 2010 11:10:29 +0100
<![CDATA[the fourth kind/olatunde osunsanmi]]>http://www.onderhond.com/blog/personal/fourth-kind-review-olatunde-osunsanmi

Some films are best approached without knowing anything about it. The Fourth Kind is such a film, so unless you really want to know, I advise to watch first, read after. I found this film through the small buzz it generated online but paid little attention to it until finally the occasion presented itself to watch the film. Needless to say I was pleasantly surprised with the result.

screen cap of The Fourth Kind

Film is make-belief, by nature. But once in a while a director tries to trick his audience into actually believing they're watching something real. Just think Blair Witch Project and Cannibal Holocaust. Enter The Fourth Kind, which goes head to head with Paranormal Activities to win best 2009 entry in this specific category. And while I was bored to death by Paranormal Activities, The Fourth Kind goes way beyond and does a way better job at succeeding in its goals.

The setup of the film is pretty much brilliant. Rather than play the "found footage" card, Osunsanmi makes his film a reenactment of archive footage, enriched with audio fragments and the so-called actual archive material. He turns his film into a sensationalist TV-show creating a strange and new sense of reality. This draws away the attention from faults in the recorded material which effectively destroyed a film like Paranormal Activities.

The story is that of a little town in Alaska, coping with a series of abductions over a pretty long period of time. Abigail Tyler is a psychologist continuing the work of her late husband, looking into the strange disappearances. Through several of her sessions we learn that a good few people in the town suffer from insomnia, linked to the appearance of an rather ominous owl. That's when things start to go wrong for Dr Tyler.

screen cap of The Fourth Kind

Visually it's a pretty interesting film. By using split screens to show both archive footage and reenacted footage in the same shot, Osunsanmi manages to slip in a sense of realness that would've been lost otherwise. On top of that, he is still able to use some cool tricks and effects in the reenacted footage so the audience doesn't have to sit through 90 minutes of interviews and amateur camera work. A perfect trade-off.

The soundtrack is pretty cool too, with atmospheric audio fragments running together with the regular scenes. Again it creates a certain sense of reality that logically shouldn't be there. The score itself is decent enough, but nothing too spectacular. Typical moody background music usually found in a film like this. Acting is strong and believable in the realm of the film. Seeing how there's different layers of reality though, it's actually a bit tricky to get a firm grip on the quality of the actors' performances.

screen cap of The Fourth Kind

While the idea of The Fourth Kind isn't too original, the execution surely is. It's pretty much a hit and miss affair which will win as much supporters as it will spawn haters, but for me it worked miraculously well. Watching the film knowing that it's all a big hoax is like watching a cunning trick revealed. Osunsanmi aims sharp when he tries to fool his audience and makes his film into a enthralling experience.

Best to judge for yourself though. How you go into the film will have a big influence on your appreciation. If you don't like the trick Osunsanmi is pulling you'll quite probably hate it. But if you go along with it, emerging yourself in the mystery of the little town, there are plenty of creepy and uneasy scenes to be enjoyed. Essentially The Fourth Kind is a splendid "less is more" horror flick, though Osunsanmi's trickery is actually anything but "less is more". 4.0*/5.0*

Find the trailer if you must, but I'll advise against it.

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Mon, 25 Jan 2010 11:28:23 +0100
<![CDATA[mutants/david morlet]]>http://www.onderhond.com/blog/personal/mutants-review-david-morlet

Mutants is one of latest batch of French horror films that fell prey to the hype. It's not a bad film, by far, but it simply cannot stand up to the high standards that have been set by some of its predecessors. As soon as you can accept that, there's actually plenty to enjoy here. If you don't mind "not-actually" zombies that is.

screen cap of Mutants

These last couple of years we've been spoiled by the French horror scene. It all started with Haute Tension, followed by a solid body of work containing Ils, A l'Intérieure, Frontière(s) and Martyrs. It was almost impossible for the new batch to live up to the expectations, so it shouldn't come as a surprise that in the end they didn't. Proof is found in the rather long waiting time for their actual releases. Lukewarm receptions at film fests and the local market have been hindering international availability.

Mutants is the first entry in the French zombie genre, though true fans will point out that Mutants doesn't have any actual zombies. The infected aren't actually dead and act more like dogs with rabies than the sludging zombies of yonder. Think along the lines of 28 Days Later, a good companion piece for Mutants, as it also shares a somewhat similar deserted setting.

Morlet takes a flying start and catapults you right into the action. In the first 10 minutes the setting is sketched, though any concrete details remain absent. We don't learn much except that there was an outbreak of a rather hideous virus, turning normal people into fierce cannibals. There is a rumored safe base though nobody knows how real it actually is. Apart from that, there's snowy mountains and the occasional survivor. Not exactly groundbreaking stuff, but a nice setup for a genre flick nonetheless.

screen cap of Mutants

Visually Mutants remains close to its peers. A gritty, grainy and dark look, making maximum use of the contrasting snowed-down landscapes. Blood has an eery black color, dirt and decay is everywhere and the creature effects are top notch. Morlet uses a monochrome color palette with lots of grey/blues to give his film an extra dreary dimension. Camera work is pretty vivid and shaky, though done in a solid and believable way. Nothing to complain about here.

The soundtrack is effective though sometimes a little underplayed. Most scenes are set to some subtle ambient soundscapes, often hardly audible but subtly raising the uneasy feeling in a good selection of scenes. Acting is decent enough, though some of the secondary characters are a little odd, unfitting or even unneeded. The main characters are putting in good performances though, displaying a vivid sense of urgency.

screen cap of Mutants

Even though the film bursts open right away, the first half of Mutants is actually spent with only two characters and very little action. We see how one of the characters is affected by the virus, turning into a full-fledged mutant, while his wife (a medic by profession) does everything to save him. Around the halfway point a group of survivors enters the film, bringing with them a more action-filled second part, though still keeping a tight focus on the emotional undercurrent.

Those expecting lots of action, bucket loads of gore and continuous high tension will feel a little underwhelmed. Mutants is a more downplayed experience that skillfully crafts a heavy atmosphere, weighing down on the viewer. Compared to its big brothers, it's nowhere near as gripping or extreme, but on its own it's still a great zombie flick with a sublime finale. One for the fans, just don't expect another masterpiece. 4.0*/5.0*

Check out the trailer to warm you up.

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Fri, 22 Jan 2010 08:27:35 +0100
<![CDATA[diebuster/kazuya tsurumaki]]>http://www.onderhond.com/blog/personal/diebuster-review-kazuya-tsurumaki

Diebuster is the OAV sequel based on Hideaki Anno's original Gunbuster series. Considering the impact of the original it's hard to image how incredibly overlooked this 6-part OAV follow-up series is. Tsurumaki is the one bringing the 15-year old original back to modern standards, completely in the spirit of Gainax, and doing a pretty great job at that.

screen cap of Diebuster

Gunbuster is the series that kick-started Anno's career. An important event in the history of anime, as he would later go on to direct Evangelion. At the same time, it marks the rise of legendary anime studio Gainax. The original is a series that still stands its ground today, but is somewhat unknown among younger anime fans.

Tsurumaki's sequel is not so much a continuation of the original story, but an update of the source material to match the need of today's anime viewer. It shares some common elements with the original, often smaller details (like flight suit design) but also the general story outline. The main plot though stands firmly on its own and has minimal links with the original series. Not a bad choice, as both series do target a somewhat different audience.

Diebuster is about a young girl (Nono) running away from home to make it big in the military. No time for mech school this time, as mech pilots are chosen by the natural presence of supernatural abilities (or a special state of mind as described in the series). Nono is obviously lacking but still manages to infiltrate the group of prodigious kids. From there on, things grow more grotesque with each passing episode, resulting in an insane space showdown pretty much blowing up the whole universe as we know it. Standard anime stuff in other words.

screen cap of Diebuster

Visually Diebuster received a serious boost. The style lies closer to series like FLCL and Abenobashi than it resembles the original. Bold, flashy colors and fatter outlines, animated with strong, extreme movements. It's an acquired taste, and those hoping for some of the magic of yonder will probably be disappointed, but I liked it a great deal. The level of animation does decline a little as the series goes on, coming to a virtual standstill in the first half of the last episode, only to go completely mental for those last 20-25 minutes. I guess they were saving up on budget for a reason.

The soundtrack is quite forgettable and the voice acting as you'd expect from an anime like this. It's always fun to see the galaxy saved by a character with the voice of a 4-year old Japanese toddler, though I'm sure the joke will be lost on many. It's all pretty standard stuff in the audio department, apart from the magnificent scream of the final galaxy-eating enemy. That one spooked me for a minute and is used with great effect.

screen cap of Diebuster

Those hoping for a serious sci-fi series will be left in the cold. It is after all a Gainax product, so there's plenty of fanservice material (often so silly they must've been well aware of it) and crazy anime nonsense flying around. It's not so much sci-fi as it is comedy/mecha with some strange blurps of science thrown in (which reminds me, I did miss the science interludes of the original).

Diebuster is a series aimed at fans of the original who still have a place in their heart for modern anime. Those people are admittedly a little rare, so in the end it's not all that strange that the series never became that popular. I must be one of the few though, as I appreciated all the grotesque but fun-filled idiocies for what they were. Pure and simple anime fun with a good wink. Hard to recommend, this one, but if you think you fit the description, well worth the try. 4.0*/5.0*

No trailer this time, but the opening credits give a good enough idea of what to expect.

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Tue, 19 Jan 2010 11:47:15 +0100
<![CDATA[the missing css combinator/a plea for help]]>http://www.onderhond.com/blog/work/missing-css-combinator

Sometimes a long-lasting, nagging problem can take concrete form in the weirdest of circumstances. Something that's been bothering you for a very long time at a rather subconscious level suddenly leaps forward and calls out for immediate attention. More concretely, this article will be about a css combinator oddly lacking from our list of options, not even mentioned in the latest css3 specs (as far as I know).

the problem

First of all, let's take some time to define the problem. If you're serious about web design and css you've probably learned how to think web components rather than web pages by now. Style a component, style possible variants, use them everywhere and style them according to a changing context. This is a very clean way of working, but effectively not truly supported in css yet. Not even in the most experimental of specs.

<div class="focusBlock"> <header>...</header> <section>...</section> <footer>...</footer> </div>

Consider the html code above. A simple focus block (a somewhat generic name for a block that can be used for whatever content promotion - can be used in main content, contextual column and even navigation column). I've used some html5 elements to make the function of the nested elements a little clearer. The difficulty here is that just about anything can be nested within the section part of our focus block. For all you know (and care), they nest an article with its own header and footer section inside. That's where our styling problems start.

/* focus block ....................... */ .focusBlock>header

The little piece of css above shows the best way to style the focus block as a component. The > combinator makes sure that nested components don't inherit unnecessary styling rules belonging to the focus block. This method can already be used in all browsers (except for IE6). Sadly there's no real IE6 alternative to make it work well, and leaving it as is leads to rather ungraceful degradation. Annoying, but not the core issue right now.

The child combinator (as it is called) is a really helpful tool, but when taking a closer look it doesn't really provide a one on one match for our problem. There are two situations where it will fail horribly. First of all adding wrappers (usually divs) inside the focus block (and around the header, section and footer) will break the css completely. I know these elements are considered a "temporary setback" among the powers that be, but even then extra structural elements (with structural relevance, not added for mere graphical trickery) could mess up the css. Not good.

Even if you think the first reason is not strong enough, there's always a couple of functional tags that could equally break the css. What if you need to add a form or link tag (we can do that now!) around the header/section/footer? It will again break the css you've written before, even though the elements you've added have little relevance to content and style. It's a shame that every time such changes are made we have to go back to the css to fix things.

the solution

What we're missing is a combinator with a functionality that lies between the space combinator and the child combinator. A combinator that expresses that a selector can be anywhere below its parent, but only the first (level) it encounters will receive the css rules. What this combinator should be named or which symbol should be used is not something I'd like to worry about, but his functionality is painfully missing from our css today (and tomorrow). It's the only way to express the style of component in a truly flexible and logical way.

conclusion

I can respect the relative complexity of implementing such a combinator, but I believe it's an important functionality that would finally enable us to translate a design to css the same way we conceive it with our minds. I find it a little strange that such a combinator is still missing, so I assume there were good reasons to neglect such a combinator in the past. That said, I hope this article presents some solid arguments to possibly re-open an older discussion.

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Wed, 13 Jan 2010 12:55:00 +0100
<![CDATA[the men who stare at goats/grant heslov]]>http://www.onderhond.com/blog/personal/men-who-stare-at-goats-review-grant-hesl

With a title like this you're either watching a self-indulged socially engaged arthouse flick directed by a mid-thirty year old or a funny, deadpan comedy which is only too aware of its own silliness. Heslov made the latter, which is a great relief. A rare chance to watch a bodily cast of big names make a complete fool out of themselves.

screen cap of The Men Who Stare At Goats

Heslov based his film on the book by Jon Ronson, a study on psi-warfare in the USA. While the book sticks to the facts, Heslov's film is a tale of fiction based on Ronson's book. Not a bad move, seeing how ludicrous many of the described events are. Rather than raising too many eyebrows on the "based on true events" label the film drapes a comforting screen of fiction over its story, making it a lot easier to enjoy.

It's a small miracle how a relative newcomer like Heslov gathered such an impressive cast. Even though the premise is reason enough to watch the film, names like McGregor, Clooney, Bridges and Spacey will grant the film a pretty wide audience. Maybe a little too wide, as the humor is not really all that accessible, but watching so many big names lend themselves to a film like this is always comforting.

The actual story is quite simple. After some personal issues McGregor becomes a journalist looking for a story to tell. When he runs into Clooney, psi-warrior deluxe, he somehow ends up in his world and slowly uncovers a truly strange tale of Jedi fighters and men who can kill goats simply by staring at them.

screen cap of The Men Who Stare At Goats

Stylistically The Men Who Stare At Goats is a very simple film. There are some nice shots, but considering the setting very little is done to turn it into a visually pleasing experience. The soundtrack is equally forgettable, mostly using some classic rock tuned linked to a remark made by Clooney halfway through the movie. It's not at all bad or ugly, just rather uninteresting.

Acting on the other hand is more than solid, with a truly splendid effort of Clooney who feels very much at ease in his role. He does a lot of staring, avoids any smirking or winking and plays a deadly serious army dude who believes he can mindbend anything and everyone to his command. Spacey is a little underused, Bridges maybe a bit too close to his role in The Big Lebowski and McGregor a tad too happy, but the three of them complement Clooney's character rather well. The whole cast is visible enjoying themselves, always a good sign.

screen cap of The Men Who Stare At Goats

Watching this in theater, not too many people seemed to enjoy the joke. The downside of such a cast of stars no doubt, as deadpan humor is wildly unappreciated. Their loss, because Clooney and company are really putting on a terrific show. The source material is genius of course, but the way it is downplayed is just as praiseworthy.

Genuinely funny big budget American comedies are very hard to come by. In a time where best picks involve films like The Hangover it's refreshing to see a film like The Men Who Stare At Goats hit the big screen. Two thumbs up for Heslov for getting this film off the ground. 4.0*/5.0*

Watch the trailer at your own risk.

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Tue, 12 Jan 2010 11:59:40 +0100
<![CDATA[phobia 2/5-short anthology]]>http://www.onderhond.com/blog/personal/phobia-2-review-5-short-anthology

Thai horror is doing good for itself. Proof of that is the second installment of the Phobia anthology project. This time around 5 directors get the chance to show their skills in a set of horror-themed shorts. Three of the original crew return, the other two are fresh meat. Bottom line: the sequel is every bit as good as the first one.

screen cap of Phobia 2

The first Phobia was an anthology project driven by the name recognition of the directors of Shutter and Alone. It was a lovely set of horror films displaying the skills of the directors involved. Thai horror is one the rise, blending Asian suspense (ghosts and specters) with European gore (they won't frighten you to dead but beat you to a bloody pulp) and effectively pleasing fans of both sub genres.

The concept is the same as the first film. Five directors get the chance to show their vision on horror (or horror-related) cinema. Where the first film still tried to link the four short stories together, this time around they exist separately from each other. Even though the connection in the first film was a rather fun extra, it's not something that's actually missed while watching Phobia 2.

Starting off the second anthology is Purikitpanya, who directed my favorite short of the first film. Again, he delivers the best short, though his style is more subdued this time around. I actually prefer his more extreme, vivid style to the one on display here, but it's still very clear the man has a sublime eye for gorgeous shots. It's a pretty simple story about a boy being haunted in a forest, but the imagery on display really turns it into something special. Couldn't wish for a better start. 4.5*

screen cap of Phobia 2

Poolvoralaks takes place in the director's chair for Ward, second short of the film. A pretty short but fun interlude about a boy hospitalized after a crash. He ends up in the wrong room, sharing it with a near-dead leader of a cult (or sect, or whatever). The man is dying but not planning to leave our planet yet, eagerly looking for a new body to use. Not really scary or gory, but quirky and amusing. 3.5*

The middle part is helmed by Sugmakanan who delivers a true Asian zombie flick. Two Japanese backpackers end up on the wrong truck and fall at the mercy of two local smugglers. Things get messy when their cargo (a trunk full of people and drugs) ends up dead, but only for a short while. Sugmakanan's direction is impressive, though not exactly original. Still, there are some truly gripping moments, especially the unloading of the bodies and the car crash will stick with you for some time after the movie. 4.0*

The fourth short is in the hands of Wongpoom, first of the Shutter/Alone duo. Sadly, his short is the least interesting of the bunch. Not exactly bad, but the concept is pretty stale, the execution just barely lifting it above average. The setting is a garage where crashed cars are sold for new. The victims of the crashes decide to take revenge on the saleswomen, resulting in some ghostly appearances spruced up with a tad of gore. Not bad, some nice imagery, but there are just so many films already that do exactly the same, only better. 3.0*

screen cap of Phobia 2

Finishing off is Pisanthanakun, the other part of the famous duo. For his short he revives the three geeks from the first film, placing them on the set of Twins 2 (a fake sequel to Alone). It's obvious from the very start that Pisanthanakun aims to make fun of the genre, and he does so with plenty of winks and smirks. It's a pretty good thing he's also able to place his own work in perspective, a welcome touch of humor that lifts the film far above the average. Some crazy twists and truly funny moments make this one to look out for. Think Scream, only way funnier. 4.0*

The result is an anthology with no weak entries, though Wongpoom's short felt a little too lazy for its own good. All the other shorts are interesting in their own right and bring something valuable to the whole. After two films Purikitpanya is clearly my favorite, followed by Pisanthanakun who displays a great sense of humor and makes sure it's not all guts and gore.

Phobia is a good start for people interested in Thai horror, though it does lack the truly gory stuff that resides in many of it's full-length competitors. Still, both films are projects with quality output and a varied selection of stories and styles. Phobia 2 doesn't disappoint and keeps you entertained for 2 hours. Definitely recommended. 4.0*/5.0*

Check the overly long trailer for a quick introduction to the five shorts.

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Mon, 11 Jan 2010 11:34:22 +0100
<![CDATA[where the wild things are/spike jonze]]>http://www.onderhond.com/blog/personal/where-the-wild-things-are-review-spike-j

Another adaptation of a fantasy book for kids? Well yes, in a way, but helmed by the infamous Spike Jonze and with enough layers to appeal to a more mature crowd. Needless to say, this is not the next Narnia or Harry Potter, but a film with the potential to please both children and arthouse audiences. A rarity indeed.

screen cap of Where The Wild Things Are

Jonze's film is based on Sendak's children's book, supposedly quite famous though I have to admit I hadn't heard of it before. Interviews will Sendak reveal that Jonze took quite a lot from the book (setting, monster design, setup) but still managed to make the film stand on its own two feet. Welcome praise from a writer who's obviously quite protective of his own work.

The film sparked much discussion on whether Jonze's version is actually suitable for kids. Which, in my opinion, is a huge underestimate of the capability of children in general. Probably not really suited for the youngest, but depending on what they are used to, this is exactly the type of film with potential to become a kids favorite film throughout his entire childhood. Not all children's films have to be happy, jolly and filled to the brim with musical interludes.

The film introduces us to Max, a little rascal craving attention and approval. Sadly Max is out of luck. His older sister prefers to hang around with her own friends and his mom is preoccupied with trying to keep her job going. Such is life, but for a little boy these things are quite hard to grasp. When Max bursts, he runs away and ends up on the island of the Monsters. Wild, furry and somewhat dangerous creatures who sport very childlike behavior. They are the inner emotions of Max come to life.

screen cap of Where The Wild Things Are

The monster design is taken directly from the book, but the way they are brought to life in this film is quite simply stunning. A perfect blend of CG and suits, the monsters look huge, detailed and sport an incredible sense of belonging. These are not CG chunks battling with gravity and their surroundings, but actual lumps of fur enhanced with CG, making the interaction with their environments quite surreal at times.

Jonze chooses a camera that's quite active and close to its main characters. The mood is helped by the atmopsheric play of light during magic hour. This elevates the level of reality to heights quite unknown for a fantasy film aimed at kids. Very cool indeed.

The soundtrack, though fitting, is probably the weakest link in the film. It goes well with what is happening on screen, but it lacks identity and rather than improving the film, it keeps it at exactly the same level. A missed chance, though it never feels out of place or misguided.

Acting is good too. Max is pretty believable in his role of slightly overactive little kid. He's not the most charming of kids, but that's due to his character, not bad acting. The monsters too are a lot of fun. Good voice acting all around, increasing their distinctive feel.

screen cap of Where The Wild Things Are

Where The Wild Things Are sees Max conquering some of his own shortcomings. It's a film about growing up in the purest sense of the word. The ending is short, to the point and lacks a clear morale, other than that problems can be conquered and the experience will make us wiser, even better as a person. It's not about big lessons in life, but about living itself.

But most of all, Where The Wild Things Are is a magical, fantastical film presented in a pretty realistic and believable way. It's not following a strict narrative but flows to the waves of childlike wonder and pleasure. Jonze's execution is flawless, making it a marvelously surreal trip through Monsterland. Highly recommended. 4.5*/5.0*

Only check thetrailer if you're ready for some small spoilers.

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Thu, 07 Jan 2010 12:37:28 +0100
<![CDATA[the decline of standards/evolution and devolution]]>http://www.onderhond.com/blog/work/the-decline-of-web-standards

I already hinted at it in my list of smelly web development stuff of 2009, but the decline of standards is ready to become a big issue for us front-end people in 2010. We've been fighting the fight for web standards for a long time now, but it seems that impatience and overeager attitudes are taking over. My take on the issue.

standards huh

A web standard is a trusted, solid, supported and unique solution to a particular problem. When people are talking about "web standards", they mean the collection of all separate standards involving front-end development. This might sound like a somewhat trivial point to make, but there's a good reason to have it out of the way.

The plural of the word "standard" often indicates that there isn't really a true standard to begin with. A standard can only be a true standard if it is unique in its implementation. Multiple standards can exist for fixing a particular problem, though resulting in a weaker and less pure use of the term. The existence of multiple standards is what we've been fighting all these years, trying to approach a "one problem - one solution" situation.

2009 turned out to be a pretty bad year for web standards.

browsers and evolution

In 2009 five big browser vendors ruled the world of web. Internet Explorer, Firefox, Safari, Chrome and Opera are divided among four different families of rendering engines (though in reality Chrome is just as different from Safari as the rest). Each of these families released different versions of their browsers resulting in a pretty wide area of browsers to support. This growth will probably continue in 2010, if not by as much as in 2009.

There is no real browser war like there was before, but it is obvious that these people are competing with each other. Implementation of the newest development techniques (css3 and html5) became a big thing again, luring the eager and bored front-end developer to start experimenting with these new options. This made 2009 a pretty interesting year, though also one of large frustrations.

was it progressive enhancement or graceful degradation?

Two other important concepts are progressive enhancement and graceful degradation. Both deal with catering for browser-specific audiences, making sure each and every person gets the full functional experience, but also providing the best possible solution for each separate browser version. Combined with the wild growth of browser versions over the year, this has made our job a lot more complex.

Certain new techniques are "available" to us, today. We can start using html5, we can do rounded corners in css, we can use web fonts and natively embed video. All these techniques feature a lot of "if"s and "but"s with different implementations for specific browser families and versions. If you want to use web fonts, you have to provide four (4!) different kind of font files and a pile of css for it to work. Go figure.

Rounded corners feature a similar problem. None of the browsers today follow the official standard (which doesn't even exist yet). There's a syntax difference between Safari/Chrome and Firefox, a rendering difference between Chrome and Firefox/Safari, no support for Opera (and no way to fix it) and a fallback method for IE. How terrible does that sound?

2010 and how to deal with it

Let's face it. IE will be lagging behind for quite some time. IE6 will still be there by the end of 2010, so how are we as front-end developers going to deal with these browsers, especially when 2010 will undoubtedly bring his own share of innovations for newer browser versions (a good friend of mine showed me an article on html5 forms, great stuff).

Adopting a new technique is doable, but adopting all these new techniques is just too demanding for commercial projects. Especially when we're still providing the time-consuming fallback methods which also work in newer browsers. Sure, designing for the future is a good thing, but not at twice the cost for a simple website. For example, it is perfectly possible to do rounded corners with (almost-)css3 for Firefox and Safari, leave Opera users in the cold (though the new version of Opera will support it) and provide images for IE users.

This is indeed faster for modern browsers (which are faster already) but a tad slower for IE (which needs to load the base css and the IE specific css). And the image solution still yields better results in Safari and Opera. So why go through the extra trouble to provide slightly faster (but not-standard) code for Firefox and Safari?

conclusion

If you look back at the hottest techniques of 2009, you'll see that almost all of them feature fallback methods and require more than one true standard to work. If you want to use web fonts, you have to stick to a different standard for each browser family. This is simply wrong, but on the other hand web fonts beat Cufon and sIFR to a pulp.

I'm still not sure how much I should adopt from these new methods. I'm eager to use new technologies. Ones that work faster, that are more logical and indicate the way of the future. But I also think it might be better to wait until they turn into a respectable standard before using them in any commercial project. It's not an easy choice to make, certainly while others are jumping on the boat already, gaining experience in what might be the techniques of tomorrow.

A very tough decision if you ask me. Opinions and input is always welcome!

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Wed, 06 Jan 2010 12:56:48 +0100
<![CDATA[eternal summer/leste chen]]>http://www.onderhond.com/blog/personal/eternal-summer-review-leste-chen

Another one of these down-tempo Taiwanese dramas? In a sense, but one that quite openly deals with male homosexuality. A subject still prone to shock in some parts of our world. Apart from that, Eternal Summer simply proves to be among the best of its peers, enough reason to put it in the spotlight.

screen caps of Eternal Summer

Leste Chen started out with Heirloom, a stylish and atmopsheric horror flick that didn't revolve around gore or scares. Such films are pretty hard to market so it wasn't too surprising his first didn't land him much success. Eternal Summer is a very different film and reaches out to a more typical Taiwanese arthouse crowd. Much easier to sell and so the praise he received for it was accordingly. The world isn't fair, nothing much you can do about that.

Even though Eternal Summer is considered gay-themed, it's actually a bit more complex than that. Central to the story are three characters who form a perfect love triangle. Carrie loves Jonathan who quickly discovers his heart lies elsewhere. He is secretly in love with his best pal Shane, while Shane is slowly falling for the charms of Carrie. Enough romantic troubles for a solid 90 minutes of film.

The plot thickens as the relationships between the three become more complex. Plenty of opportunities for melodrama and epic emotions, but Chen keeps everything under control, maintaining a somewhat lighter atmosphere and playing down some of the more emotional scenes. Not as drastic as seen in Japanese cinema, but it's nice to see these themes handled without 90 minutes of aching sobs and puppy eyes.

screen caps of Eternal Summer

Chen is obviously raised on Taiwanese aesthetics. Even though his visual style is more colorful and a tad more stylized, some very typical Taiwanese elements surface in this film. Mainly the day scenes in nature, combining vivid blues and greens, will appear very familiar to fans of Taiwanese cinema. Visually Eternal Summer is a little more varied though, sporting some truly stunning shots and scenes with strong singular colors. Not the major leap in style that some others made, but good progression nonetheless.

The soundtrack brings a similar experience. Mostly subdued piano music weaving a nice setting but feeling just a little too familiar, though from time to time Chen shift gears to music with more balls. In particular the track during the party scene, pretty cool stuff. Acting is very strong too, all three main characters putting in very solid performances. Not the easiest of parts as some on-screen openness was required, but the three of them handle it extremely well.

screen caps of Eternal Summer

Eternal Summer is a pretty straightforward arthouse film, but one that does things just a little better than average and gives you these tiny flashes of brilliance which lift it above the competition. Just don't expect anything earth shattering. I'm pretty sure this film won't convert many people to Taiwanese cinema, but for those who already have a soft spot for it Eternal Summer will come as a welcome addition to the collection.

After only two films Chen is well on his way to become a personal favorite. He has a keen eye and is quite versatile. Eternal Summer is a lighthearted, dramatic and somewhat dreamy film about three kids that share a little too much love for each other. A strong blend of puberal wonder and melancholic musings 4.0*/5.0*

Check the trailer if you're still not convinced.

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Tue, 05 Jan 2010 13:31:46 +0100
<![CDATA[pk.com.cn/jiang xiao]]>http://www.onderhond.com/blog/personal/pk-com-cn-review-jiang-xiao

Jiang Xiao's Electric Shadows gathered her plenty of international attention. A sweet little film about two young kids growing up between movies. While very cute and endearing, it wasn't the most challenging of films. pk.com.cn, Xiao's second film, is a different story altogether. The film went by mostly unnoticed but is (almost) sure to leave a bigger mark in the long run.

screen caps of pk.com.cn

Try to find a number of reviews on pk.com.cn and you'll notice that most of them attempt to label the film as part of the MTV-style. While somewhat understandable I've come to hate this particular description. Not only because MTV is very much a product of the 90s (and lost much of its core appeal in this new millennium), but mostly because it is used for everything even remotely reflecting modern youth culture, regardless of its actual stylistic characteristics and merits.

pk.com.cn isn't part of the MTV-generation, it's a film belonging to the flourishing internet generation. A generation that undoubtedly carries an MTV legacy, but has different ideals and motives. The fact that the film originated from an internet novel is part of that, product placement of websites another, but it's mostly a stylistic and structural thing. The short attention span of the surfer, the redo/rework/mashup attitude of the creator. Both are very apparent in pk.com.cn, in every department.

Apart from the last 20 minutes it is extremely hard to grasp anything more from the film than a simple look at two guys and a girl, contemporary style. Almost 7 years after graduating Li receives an email for a reunion. Most of the film is dedicated to his past, exploring the bond between Li, his best friend and a girl joining the both of them. This exploration is not so much narrative as it is emotional, expressing the state of characters and their evolution in its purest form. Only near the end of the film does Xiao reserve some room for morals and reflection.

screen caps of pk.com.cn

Visually pk.com.cn is a collage of styles. It takes, imitates, mixes and blends different visual styles together to form a pretty unique flavor. While boasting quick edits and bold stylistic choices the whole is more organic and less jolted than what we got in the 90s. The score is an equally interesting mix of styles. Alternative pop, hip-hop and electronica are fused together, resulting in something that does not belong in either worlds but stands on its own two feet.

The style determines the pacing and the progression of the story. Regularly the film is paused for musical interludes featuring modern dance. Or simple stylistic reflections on the characters. And of course there's that guy in a polar bear suit that appears a couple of times throughout the film. All these things are part of the proud tradition of mashups, creating something new and fresh from existing bits and pieces.

screen caps of pk.com.cn

Cinema is known to lag behind a little, so there's no doubt this films comes a good 10 years too soon. There is a bottom line, clearly defined in the last 20 minutes of the film, but the rest of it exists of snapshots, flashbacks and expressive collages. It's not really that pk.com.cn is difficult to follow, but keeping interested in a seemingly aimless story might be a bit much for most film fanatics.

Personally I really loved pk.com.cn. It's a production in touch with the state of mind of young people today while keeping a level of professionalism not often found in their creations. From afar, due to some fast editing and fuzzy storytelling this film might seem a victim of the MTV-style, but upon closer inspection you'll see there is something else going on. Something more post-2000. 4.5*/5.0*

Watch the unsubbed trailer for a taste of what to expect.

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Mon, 04 Jan 2010 12:08:44 +0100
<![CDATA[web dev desolutions 2009/smelly stuff]]>http://www.onderhond.com/blog/work/web dev desolutions 2009

The world of web development is particularly prone to hypes and magic of the day. Every week there's a new best thing ever, often hyped by leaving out all the bad stuff. 2009 was not much different from the years before. This article is a little recap of the smelly stuff they tried to force down our throats.

10. All css frameworks are awesome

Or at least, that's what they want us to believe. I spent too much time this year trying to figure out how a particular css framework works, only to find out it's not really helping me. At all. These frameworks are definitely not a good thing and the time they're supposed to save you is lost on thoughtful and well constructed css setups. No more css frameworks for me in 2010.

09. Twuuuuuut

I'm on Twitter. I don't do much with it, but I'm on there. I still hate the inhumanity of the tool though. Shortened urls, bad user experience, dozens of desktop apps to fix the shortcomings, unreadable posts and untraceable discussions. Not worth the hype if you ask me, and it surprises me that no-one has taken the time to make a better version of Twitter yet.

08. css animations

The idea is cool, although I fear abuse will be much more common than sensible use. They shouldn't be used for functional presentation (expand/collapse) as css is a tool for presentation, not functionality. I also wonder about the practical implementation and who's going to do it. Animators will have a hard time with programming their animations in css, programmers will have a hard time with the creative process of the animation. And older machines and browsers will have a hard time handling the animation, pretty much ruining the effect altogether (same limitation as JavaScript animation). One thing is certain, css animation are not the next best thing and need a whole lot of rethinking before they might live up to their hype.

07. Go to br.gro.pbb.fs

Shortened urls. Revived by Twitter, horrible to use. Blindly following links without knowing where you'll end up is quite simply annoying. That and the fact that they look like utter gibberish in normal text. And they are known to mess up site stats. The benefits you ask? I have no idea. Unless you have a mere 130 character cap to work around.

06. No more ie6 excuses

If you like to stop ie6 support, fine. It's not very "web-like", but each firm or developer has to make the decision for himself. Just stop making up all these horrible excuses. Designing for the future, designs don't look the same in different browsers anyway, ie6 users have it coming ... The Digg survey revealed that about half of the remaining ie6 users have little to no control over their situation. If you stop supporting ie6, you're cutting those people off. That's your choice, be a man enough to face it.

05. Chrome = Safari

Chrome uses Webkit, so there's no extra work required when doing browser checks. Right? Hah! I've had more differences between Safari and Chrome than I had between Safari and Opera or Firefox this year. That and the fact that it's still a browser that adds absolutely nothing and is gaining popularity just because of Google's pushy behavior. Nopes, still not a fan.

04. html5 header tag, where's the functionality?

Quite irritating to see the discussions on html5 where people are questioning the "lack of functionality" for new tags like header and footer. Ten years of html awareness and we're still having these discussions? Come on people, if you want to work with html, at least learn what it's all about. Let's hope html5 will refresh people's memory in 2010.

03. Google everywhere

Google is too pushy. They try to be everywhere, there marketing is aggressive and people are simply accepting everything they do, hyping it as the best thing in the world. While in fact Google is lagging. Their output is often below par (time to update your search!) and their marketing simply deceptive. Google is thriving on fandom, never a good thing.

02. css rounded corners

Let it be clear, there is no decent support for css3 rounded corners in any of the latest browsers. Three of the major players have browser-specific extensions (with a different syntax) and nested elements can still spill over the rounded corner of its parent. The implementation is buggy, not standard and not global. If you're using css border-radius, you're not designing for the future. You're merely avoiding some http requests (which is still a good thing though).

01. browser support for all

The word "standard" lost a lot of its meaning in 2009. I already hinted at it above, but "support for all browsers" is becoming time-consuming business. You need 4(!) font files if you want to use web fonts, 2 types of videos for native video support, browser-specific syntaxes for new css properties ... we can make things work in different browsers by writing separate code for each browser. This is everything but a standard, only getting us back to the place we've started. These browser extensions are fine for experimenting, just don't tell people they "can use it without any trouble at all".

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Wed, 30 Dec 2009 11:50:17 +0100
<![CDATA[web-related articles 2009/my take on the competition]]>http://www.onderhond.com/blog/work/top-2009-web-related-articles

Writing on the web requires you to know the difference between belief and understanding. You have to believe what you write is the best on the web, but you also need to understand that there are countless others writing more interesting stuff than you do. So repeating last year's concept, here's my list of the most interesting web-related events and articles of 2009. The stuff that stuck out and remained with me for longer than 15 minutes.

10. The Ever-Evolving Arrow: Universal Control Symbol

A very broad and in-depth article about something very simple. The arrow symbol. One of the cornerstones of the web that often goes by unnoticed. Which is why I loved the idea behind this article. A refreshingly in-depth glance at the seemingly normal.

Read the article: The Ever-Evolving Arrow: Universal Control Symbol

09. Internet Explorer 8

There have been a couple of major version updates for most browsers this year. But IE8 is the one with the biggest impact. For the first time since I've been involved in web development browser checks in 1 specific IE browser won't take me longer than checking Opera, Chrome or Safari. If you're still using IE6 or IE7, switch now!

Check the link: Internet Explorer 8

08. Digg takes the time to study the pain of IE 6

We've been staring at the stats for more than two years now. IE6 is still around and many of us wondered why. Digg took initiative and launched a little study among its users. The results were very interesting indeed.

Read the article: Digg takes the time to study the pain of IE 6

07. When can I use ...

So many browser versions, so many changes to the existing technologies. Ever wondered when you could finally start using a certain technique cross-browser? This little site helps you (plenty) in determining whether a feature is ready for use or not, and who's holding it back from going global.

Check the site: When can I use ...

06. There is no page fold

Countless blog posts have been spent on discussing the page fold. This little page illustrates perfectly well why these discussions are somewhat pointless. People scroll. Don't believe me? Try it out for yourself. Then show it to your clients.

Check the site: There is no page fold

05. Font Squirrel: @font-face toolkit

@font-face is one of the big breakthroughs of 2009. We aren't there yet, but there are solid implementations for each browsers so we can finally start using web fonts. Apart from some legal issues (which are serious), the world of web is ready. Font Squirrel is the perfect web tool for helping you out with all the different implementations.

Check the site: Font Squirrel: @font-face toolkit

04. HTML5 and The Future of the Web

2009 is the year of html5. Not quite ready yet, but web developers are starting to experiment away. Some very minor groups can't benefit from the new specs yet, but for the majority of the web the basics of html5 are ready to use. Be sure not to miss the boat.

Read the article: HTML5 and The Future of the Web

03. Working With RGBA Colour

A very lovely feature erasing all issues with transparency in the blink of an eye. Of course not supported in all browsers, though working very well in most modern versions. No more transparent text, no more transparent single-color pngs. Way of the future.

Read the article: Working With RGBA Colour

02. The 3 Basic Rules for Writing HTML

I've been spending lots of time digging to get to the core of html. And Mr Meiert wrote a very interesting article about the most basic rules of writing html. A little concise and open to erroneous interpretation, but this article does hit the mark. A good starting point for everyone getting serious about html.

Read the article: The 3 Basic Rules for Writing HTML

01. The HTML5 section element

The one that blew me away. The impact of the section elemnet on how we'll use headings is enormous, pretty much messing up a very important part of SEO optimization. I predict this will become a "big thing" for us web developers. A powerful new feature, but one that will require some adapting no doubt.

Read the article: The HTML5 section element

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Tue, 29 Dec 2009 13:57:52 +0100
<![CDATA[[rec]²/balagueró and plaza]]>http://www.onderhond.com/blog/personal/rec-2-review-balaguero-plaza

Balagueró is without a doubt one of the brightest talents of the Spanish horror scene, but it wasn't until he launched [rec] together with partner in crime Plaza that he received true international recognition. Reactions to the news of a second installment were quite mixed, as is always the case when sequels are announced. Undeservedly so, as [rec]² proves to be a very worthy sequel indeed.

screen caps of [rec]²

The film starts off where the first one halted. Quite literally as the last shot of the first is the opening shot of this sequel. From there on, we switch to a team of special ops who are to join a doctor inside the sealed off house. All the elements you need for another ninety minutes of manically filmed fun with infected people.

At first Balagueró and Plaza seem to fall in the trap of explaining too much. The first film kept rather vague about the specifics of the infection, the first part of [rec]² reveals a complete background story. While not quite original, the good news is that both directors actually use these explanations to add a couple of neat twists to the film. Rather than destroy the whole atmosphere, they succeed in making it more intriguing. A bold choice, but one that pays off.

Halfway through the film the perspective is changed from the special ops to a group of kids trying to enter the building through the sewers. An interesting switch that brings some needed variation and is incorporated quite naturally into the film. Again Balagueró and Plaza take a gamble as it does pull the audience away from the building and the action, releasing the tension a little. But the interlude is short and proves a big asset later on in the film.

screen caps of [rec]²

Visually there are some new tricks with head cams for each soldier, resulting in even crappier image quality (scanlines and everything) yet even cooler shots. Pretty awesome stuff making the small rooms even more claustrophobic. Camerawork is still in the same vain as the first film, so people with a grudge against it can safely ignore this sequel. Others can rejoice, as both directors made sure to perfect their skills.

But it's the sound design that raises the film to even higher levels. While the idea behind [rec] is on-the-spot realism, both films remain extremely stylized. Not like horror competitor Paranormal Activities, which looks as if you and I could make it ourselves, but tinkered and twisted to perfection. It lies in small things, like the dying, softly distorted buzz whenever a camera switches off, but these little details let the film rise high above the competition. The sound design is simply terrific, making it creepier than it has any right to be.

Acting is more or less on the same level as the first. This means solid, immersive performances, but lots of screaming and manic acting. If it gets on your nerves, this might just as well destroy the feel of the whole film. If it doesn't, it gets you right on the edge of your seat. There's probably not much middle ground, so it all depends which side you're on.

screen caps of [rec]²

The surprise of the first film is gone. There's little you can do about that. But Balagueró and Plaza inserted enough original elements to make the film stand on its own two feet while still functioning as a direct sequel. Not everyone will like these changes, such is life, but I believe they added something substantial to the [rec] saga. At the very least they allowed for some rather creative changes and ideas.

If you didn't like the first film, I can't see how you'll like this one. Stylistically the films are very much alike, though the directors made better use of the style this time around. The surprise effect is gone, but that loss is almost nullified by the new elements inserted into the film. Not as chilling as the first film, but still extremely atmospheric, a true blast to watch on the big screen and a hell of a ride. A pretty perfect sequel if you ask me. 4.0*/5.0*

Still hesitant, check the trailer.

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Mon, 28 Dec 2009 11:03:36 +0100
<![CDATA[movies 2009/of crops and cream]]>http://www.onderhond.com/blog/personal/movies-2009-of-crops-and-cream

Another year has past, the time for closure is upon us again. I'm happy to repeat what I did last year. The following list of films is not the top pick of 2009-released films but rather the best films I've seen in 2009. It was not an easy pick, plenty of films didn't make the list, but the following films all deserve a little extra attention. Enjoy!

10. Bronson

I wasn't a big fan of Refn until I watched Bronson. It was everything his previous films promised they'd be. Refn shows us a very quirky character played by an undefeatable Hardy. The film is visually pretty cool and refreshing, has a very strange but fun choice in music and some very memorable scenes. It's a rather short film, delivering plenty of fun and cool scenes wrapped up tightly without ever boring the audience.

Bronson review

09. Spring Subway

There can't be enough love for Zhang Yibai, a fresh wind sailing through the Chinese film industry. Spring Subway is a film that starts off cute and light-hearted, but gradually delivers more and more dramatic punches. The trouble of communication is always an interesting theme, and when it's done so beautifully as in this film there's little else I can do than love it to bits.

Spring Subway review

08. Late Bloomer

I have a thing for little films like this. High-contrast black and white, IDM/industrial soundtrack, weird themes. Sumida plays himself and does a terrific job at that. He's strange, endearing and a little scary. The films flips back between highly stylized bits and hand-held scenes, adding an extra layer of realism while keeping it a pleasure to watch. Recommended if you like your film a touch weird.

Late Bloomer review

07. Ponyo

Miyazaki's newest is a trip to the past. Back to the good old days of simple tales, minimal dramatic tension and bucket loads of childlike wonder. The characters are extremely cute, the surroundings simply magical. The background story is pretty forgettable, but the characters and animation wonders will stay with you long after all the other CG/3D crap hype has died out.

Ponyo review

06. The Warrior And The Wolf

Tian doesn't make too many films, but when he does he makes sure to deliver something special. His venture into the world of epic history cinema turned out quite unlike all the other films in the genre, carrying a much darker atmosphere and focusing more on pain and hardships rather than heroism and success. Visually astounding, superb soundtrack and solid acting.

The Warrior And The Wolf review

05. Heaven's Door

After Tekon Kinkreet Michael Arias was ready to take on live-action. The result is a lovely road movie capturing Japan like few outsiders have ever done before him. A fun and visually pleasing film focusing on the relationship of two deadly ill kids trying to enjoy their last days together, with a pretty smashing ending.

Heaven's Door review

04. Genius Party (pt1 & pt2)

Best animation film I've seen in a long, long time. The whole collection was split into two parts of which the second was clearly the best, but the whole anthology just oozes style and class. There are only two or three shorts that remain below the insane high standards of Studio 4C, the rest is just prime animation material. Just again proof of Studio 4C's superiority in the field of animation. Best in the world.

Genius Party pt1 review
Genius Party pt2 review

03. Tachiguishi Retsuden

This is a weird one, most likely only appreciated by people loving the funny side of Oshii. A combination of history, fake documentary and photography animation, it's completely unwatchable without a good set of subs. Luckily my knowledge of the French language is fair enough, but don't try this with auto-translated subs, I promise you you won't get far. As crazy and deadpan as could be.

Tachiguishi Retsuden review

02. Mary And Max

I have a natural love for claymation films and Mary and Max is everything and more I'd expect from a film like this. Beautifully made, funny, cute yet with a little dark edge. Some touching moments and never a moment of boredom. The amount of work and love that went into this project shows. A rarity that should be treasured for years to come and which turns out to be surprisingly accessible.

Mary And Max review

01. Pop Skull

Ah yes, the film with the epilepsy warning. No kidding, there's no way to imagine how flashy this film really is without actually watching it. Shoestring budget and no familiar face in sight, but with the limited means director Wingard had to his disposal he simply trashed all the competition. A superb triumph for independent film making and easily the best thing I've seen all year.

Pop Skull review

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Tue, 22 Dec 2009 13:25:29 +0100
<![CDATA[vengeance/johnnie to]]>http://www.onderhond.com/blog/personal/vengeance-review-johnnie-to

Johnnie To is one of the more productive directors among my list of favorites, that's why reviews of PTU, Mad Detective and Sparrow graced this blog before. His latest film Vengeance continues his winning streak and makes it clearer than ever that To effectively reinvented himself these last ten years to become a true author.

screen caps of Vengeance

Vengeance is a little different though. His regular cast is still very much present (Anthony Wong, Suet Lam, Simon Yam), but the lead role is reserved for someone else this time. Johnny Hallyday, famed French singer and occasional actor is the main man this time, lending the film a very specific direction. A pretty daring move, but one that works well.

Hallyday's inclusion raises a pretty big language issue, as Hallyday is a native French speaker while the rest of them speaks Cantonese. Middle ground for both parties is English, spoken with rather fat accents. To handles it well though. I actually don't mind bad English and stilted dialogues if they feel real enough (opposed to say an entire Japanese cast trying to exclaim complex English dialogue for no reason at all). It's personal preference of course, but I'm glad To didn't decide to dub Hallyday in Cantonese, opting for a more realistic approach. It even adds some charm to the film.

The story, like in most of To's films, is rather simple. A basic revenge tale with a couple of twists and turns hurling the film forward. Grandpa Costello travels to Hong Kong after his daughter's family is murdered. His daughter barely survives and demands revenge. After some meager attempts Costello realizes he needs locals to help him out, so when he runs into the group run by Anthony Wong he hires them to do the job for him. Like I said, pretty basic stuff.

screen caps of Vengeance

To makes sure to put his visual stamp on Vengeance. Brooding slow-motion, dark corners, lots of posing and scarred faces. It's all here again. It has become a crucial element for his films, which thrive on the tension created between two opposing fractions. It's amazing what he can accomplish with a floating camera, tempo changes and two groups of people standing in front of each other.

The soundtrack is not as quirky or as present as in his previous films. It almost seems as if To was scared to surprise his audience with his somewhat atypical choice of music, especially for a film with a broader international appeal. Vengeance is rather silent, but it works well with the slow motion and dark images dreamed up. Acting is as solid as you can expect from the To regulars, even Hallyday puts in a fitting performance. Yam has a pretty small role this time, but Anthony Wong en Suet Lam fans will find enough screen time for both to look forward to.

screen caps of Vengeance

All that said, if there's anything that defines To these last couple of years it's the addition of certain funny, frivolous elements, granting his films a level of vitality and quirkiness completely absent in comparable films. Somehow it underlines To's love for cinema, and Vengeance doesn't escape from his signature style. Some lovely details (like the bike, the kite-like thing and the stickers) liven up the film without actually hurting the dark atmosphere.

Vengeance is a film that will do well with most Johnnie To fans. There's a chance that the use of different languages will put some people off, or maybe To's playful side will come as a surprise, but apart from that Vengeance is another shining star on To's ever-growing repertoire. A very solid film in all departments, allowing you to sink back into your couch and let the film drift over you like a warm, dark blanket. 4.0*/5.0*

Try the trailer for a glimpse of To's magic.

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Mon, 21 Dec 2009 12:13:37 +0100
<![CDATA[selling html pt2/tricks of the trade]]>http://www.onderhond.com/blog/work/selling-html-pt2-tricks-of-the-trade

Earlier this week I talked about trying to sell html based on its actual merits, and more importantly, why this isn't working in real life. In this second part I'll try to list more practical arguments. None of them fool-proof, but definitely carrying more weight when used in discussions about the importance of quality html. Extra input is very much appreciated and can be listed in the comments section.

One little word of advise before I start. Do take care in using the arguments given below. There are always counter-arguments available and some might actually be hurtful to either your partners or clients. These are not arguments that can silence whoever you throw them at. But as a whole they form a well-developed arsenal of knowledge that will at least grant you some credibility in the discussion.

seo

Ah yes, the buzzword that made money flow like water for a good couple of years. Even us front-end developers loved the SEO hype, since we could tag along and demand proper html implementations as this improved rankings. Which is true, but only to some extent.

"Sadly", people grew wiser and found out that there are only a few html tags that will actually make a difference. True enough, good structure will help your ranking a little, but there's little difference between a clean div with one single class and four nested divs littered with CMS-specific classes. So even though you might have your paragraphs and heading tags, you still have no defense against the messy tangles of automatically generated CMS code.

SEO is still a valid argument in the battle for good html. Certainly with html5 being almost ready for implementation. html5 is a much richer language, which means you'll have more power to your disposal for marking up content and indirectly improving search-engine rankings. But for now, the scope of the SEO argument is limited to headings and paragraphs mostly. If the html code is truly horrible though, this is a good place to start.

future-proof, flexible, cost-effective in the long run, ...

I tried this one a couple of times before. It does work for big projects, sometimes. But when deadlines are nearing, money is running out and clients are breathing down your neck these arguments hold little weight. Suddenly html becomes a "phase 2" concern and all that matters is getting the site to work and look right in all (or most) browsers.

It's a shame, because well-planned html makes future updates so much easier. Especially when new parts are added to the site or complete redesigns are issued. It's the core of a website, so if corners are cut there, they will show themselves at later dates. These arguments will hold some weight when explained in the beginning of the process, though will find little support for improving any current implementation.

Also note that you are practically taking away work from those implementing the site. A complete redesign usually means work (and income) for the implementors too as there are usually quite some code changes. By implementing solid, future-proof html this work is brought back to a minimum. Good for your clients, but make sure you don't offend your technical partners in the meantime.

stylability

This is actually one of the most solid arguments out there. Badly implemented html makes it way more difficult to style a website. In several ways. For one, finding "your" class in a string of 6 or 7 badly-edited cms classes is not as easy as simply picking out a single value in the class attribute. Secondly, styling on cms-generated classes is usually quite dangerous as they reflect the inner kitchen of the cms and hold little to none semantic or structural relevance when it comes to the actual document. Who knows where else they might end up.

Missing classes or missing structural html elements will result is unstable css, creating problems cross-browser. And switching to default classes might (and in our case will) hurt predictability of the code. For example, at my current job we hardly need the html code to start styling the main navigation as structure and class names are standardized.

There's also a timing issue. After creating the html templates you could start working on the css. But only if the implementation of the html is (as) perfect (as possible). If not, most of the css work will be useless anyway. Waiting for the implementation on the other hand does add some extra time to development as css work and implementation can't happen at the same time.

The bottom line. Bad html will jeopardize the quality of the css, will jeopardize the quality of future updates, and even more importantly, might hurt the wallet of your client as this extra work needs to be paid. And best of all, there are very little counter-arguments against this argument.

analogies

Analogies! Always helpful when trying to explain a somewhat vague concept like html. And always someone who tries his best to find the differences with the analogy you are making. I've been looking for a good one to explain the importance of html, but found it rather hard. One analogy that's often cited is between building a website and a house, but html doesn't really fit in as front-end development is a step between architectural work and the actual physical work not (often) present in construction.

The best analogy I came up with is the difference between a golden object and a gold-plated object. This concept is understood by everyone and illustrates the difference between a web page constructed using correct html and one using crappy html. Even though the difference between both objects is not immediately visible from the outside, there is a definite difference in quality (and worth) between the two.

Gold-plated objects only have a golden shine. The top layer (css in the analogy) hides what's underneath, but over time the golden object will prove to be way more robust and thus valuable. It's also stronger and tougher, with a higher resistance to external influences. But there's more than simply the nature of the core material, there's also the texture. If the texture of the core material is rough, you need more coating material to smooth out all the irregularities. And the more coating you need, the more expensive the object will become.

Like all analogies not perfect, but still clear and understandable, even to non-tech people.

conclusion

And that's about all I have. If you can think of extra arguments that might help in convincing clients and technical partners they should invest time and money in good html, do list them below. The combination of all arguments above do hold some weight, but still don't ensure victory.

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Thu, 17 Dec 2009 12:43:25 +0100
<![CDATA[heaven's door/michael arias]]>http://www.onderhond.com/blog/personal/heavens-door-review-michael-arias

Michael Arias is a patient man. He fought a very long time for a chance to prove his worth as a director, grabbing it with both hands when it finally came along. And with success, as the world took notice. And yet, for his second feature film interest seems rather limited. Completely unjustified in my opinion, as it's easily one of the best films of 2009 (so far).

screen caps of Heaven's Door

With only two feature films to his name, Arias' career is already worth a bunch of studies and books. He was the first American ever to direct a film at Studio 4°C and almost beat them at their own game. Tekon Kinkreet is one of the greatest animes to have come along in the last couple of years, displaying a sense of style and energy not often seen beyond the Japanese borders.

Perhaps fans of Tekon are still awaiting Arias' next animation project, but in the mean time he took some time to direct a live-action film. Again he traveled to Japan to make a film that feels very Japanese. Heaven's Door is wildly different from other outsiders' attempts at capturing Japan, most notably failing efforts of Gondry (Tokyo!), Carax (Tokyo!) and Coppola (Lost in Translation). Arias' film still differs from the locale cuisine, but succeeds in adding something other than a failure of cultural understanding.

Heaven's Door contains serious nods to Kitano's oeuvre, especially Kikujiro and Hana-bi, though the story leans closer to Kazushi Watanabe's 19. Heaven's Door, a rework of a German film, brings together two dying souls. Both of them are terminally ill and decide to enjoy their last breaths together. Somewhat oblivious of the law they start their trip in a stolen car to catch one last glimpse of the sea. When they find out the trunk of the car is loaded with money, they let their inhibitions slip while being chased by the police and the rather shady owner of the car.

screen caps of Heaven's Door

Arias already showcased a very keen eye for visual glamor in Tekon and confirms his talent in Heaven's Door. Though more down to earth and a bit more sober, the camera's movements are meticulously planned, as is the use of color. While the film doesn't really contain wild flashes of visual brilliance, the overall effect is mesmerizing and very stylish indeed. Add to that some wicked editing tricks and you have a film that knows how to seduce.

For the soundtrack Arias turned to Plaid once again. I must admit that their sound works way much better in film than it does on CD. I'm not a big fan of Plaid, but as gentle background music or soft leading score it works miracles. All of this comes together in the hotel scene around halfway through, creating a rather perfect blend of visuals and sound. Acting is solid too with Tomoya Nagase reminiscing Odagiri's style of acting and Fukuda making sure her part is believable, even within the somewhat strange and unnatural setting.

screen caps of Heaven's Door

Though the film features a series of strange side characters and has a rather elaborate subplot centered around a criminal businessman, the film's main focus is the young couple's blossoming friendship. As the film progresses Arias inserts something touching and real, and when at one point the much younger Fukuda takes Nagase in her arms in assures him he need not be afraid, that everything will be alright, set to the dying notes of Plaid's piano, Arias hits the spot with the biggest emotional sledge hammer you can imagine. It's a key scene in the film demonstrating that Heaven's Door is more than a simple feel-good, hip and funky road flick.

Arias' sense of humor is considerably different from Kitano's, but Heaven's Door could be mistaken for one made by a Kitano apprentice. Arias has a more modern sense of style and direction, giving the film its very own face, but there's just something very familiar about the couple reaching the beach in the final scene of the film. Arias is nice enough to serve the audience the ending they've been longing for, which in this case is the least cruelest way out and totally justified. So for all fans of Tekon and Kitano out there, give this one a chance. Chances are Arias won't disappoint. 4.5*/5.0*

Check the no subs trailer for a glimpse of the atmosphere.

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Wed, 16 Dec 2009 11:21:39 +0100
<![CDATA[the warrior and the wolf/zhuangzhuang tian]]>http://www.onderhond.com/blog/personal/the-warrior-and-the-wolf-review-zhuangzh

When Tian makes a new film, I take notice. Without a doubt my favorite Chinese arthouse director, though his somewhat modest productivity makes it difficult to built a solid view of his style and strengths. The Warrior and The Wolf is his latest, and even though he's seemingly pursuing a more commercial route, it won't take long to realize it's all just a façade.

screen caps of The Warrior And The Wolf

Ang Lee (Crouching Tiger) and Yimou Zhang (Hero) started an ongoing trend in Chinese cinema, leading arthouse directors to direct big, epic and action-filled period pieces. And while the world is still waiting for Hsiao-hsien Hou's The Assassin, Tian is filling the current void. Though it must be said, Tian's The Warrior and The Wolf doesn't really compare well to Zhang and Lee's efforts, but lies closer to grittier films like The Warlords or Battle Of Wits.

Those expecting another straight-forward genre piece, be warned. Tian may be treading in this particular territory, that doesn't mean he simply changed his style accordingly. There is not much action and even less heroism to be found in his film. Where films like this are usually about heroics, victory and conquering armies, Tian's film is about loss, pain and bewilderment. It's not epic, nor is it an easy watch, though that doesn't mean you should simply toss it aside.

The story isn't very easy to summarize. Central to the tale is Odagiri's character, who is recruited into an army during the first act of the film. From there on, we follow his transformation from peaceful country bumpkin to commander of the army. And beyond. The second and third act are small story arcs by themselves, centering around the same set of characters, but highlighting a different period in their lives. Tian lets his film flow like a mountain stream, twisting through space and time. The narrative structure is highly unconventional, rather hard to follow and disjointed, but this does not hurt the themes and sentiments of the film. For many this will be a big hurdle, I myself appreciated this free-form way of storytelling.

screen caps of The Warrior And The Wolf

Visually The Warrior and The Wolf is a shimmering masterpiece. Tian's color pallete is moody and menacing, littering the screen with dark shadows and desaturated blues and greens. This works wonderfully well when outside, but the indoor scenes turned out just a little too dark to my liking. The narrative was hard enough to follow as is, but peering to see what happens on screen can become a bit much at times. It's only a small issue in a few particular scenes, but it does harm the second act a little, which is mostly playing between four walls.

The soundtrack is pretty awesome, working with modernized interpretations of traditional Chinese music. Tian's use of music is as subtle as ever, especially considering the genre he's operating in. It's not as refined as in his earlier films, but it works miracles with the visuals. Acting is very strong too, with Odagiri in yet another powerful role. His international career is taking off like a rocket and he holds up pretty well in foreign cinema. Maggie Q complements him, and the chemistry between the both of them does light up the second act. The rest of the supporting cast is equally impeccable.

screen caps of The Warrior And The Wolf

Short intertitles explain the gaps and holes in the main story. Flashbacks and flash forwards tell you what you need to know, though many of the details are hidden deep within the dark shadows that leap over the screen. Multiple viewings will probably sculpt a better picture of various scenes and plot points, but the overall impression is crystal clear. Tian's vision of epic period pieces is one that is dark, gritty and unpleasant. The mythology is fascinating, raw and as pure as the cruel surroundings the characters reside in. The result something that compares difficult to other films in the genre, but stands proud on its own to feet.

If you're looking for an action-filled film leaving you behind in a victorious state of mind, The Warrior and The Wolf is probably not for you. If you're looking for typical dramatic arthouse-light fare, you can just as well skip Tian's latest. But if you're up for a good 90 minutes of alternative, arthouse-inspired genre cinema, this might be just the film for you. Ignore (or embrace) the fluttering storytelling and let yourself be swamped by the majestic and dark images of Tian's film, and you'll have no problem uncovering the heart of The Warrior and The Wolf. Superb cinema. 4.5*/5.0*

Check the short trailer for some sneak peeks.

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Tue, 15 Dec 2009 11:03:30 +0100
<![CDATA[selling html pt1/the theory]]>http://www.onderhond.com/blog/work/selling-html-pt1-the-theory

It's sad, but true. 2010 is rapidly approaching, but as front-end developers we still have a tough time selling the importance of well-written html. Many attempts have been made these last 10 years, but it all amounted to very little. Clean html is the first priority to go whenever problems arise within a project. For those of you still fighting with much conviction and spirit, the next two articles will help you conquer those who oppose you.

What puzzles me most is how differently html is approached when it comes to quality. Compare it to programming languages or human languages and you'll see a frightening gap in quality perception. Of course there are some understandable reasons for this, but after 10 years of hmtl-awareness you would assume that people would start to grasp the need for improvement.

about languages

We all know that html is a descriptive language, with its own spelling and grammar rules. Much like the human languages in fact. We write it to describe elements within a page, giving meaning to components and making it possible for automated features to recognize these components and process the data for whatever reason possible.

The html language is a very simple language with few words. To cover for the unknown elements we have the div element, equivalent of the English word "thing". Further specification is done through classes giving our "thing" extra semantic meaning. For elements that do have an equivalent in html, we use the assigned tags. This all sounds very logical, but the reality is quite different.

draconian error handling

The difference? In case of human languages it's our brain doing the error handling. We are interfacing directly with the language. In case of html, we interface with the product of the language (the actual web page), not the language generating the page. That's why it's not immediately apparent when the html of a page is full of grammar and spelling mistakes, as the browser effectively hides (almost) all the ugliness from us.

Ai coud rait laik dis and with a little bit of effort you would be able to read it perfectly well. Still, people would be quite annoyed if I wrote entire articles likes that, no matter how interesting the content. But when talking about html, people don't seem to care, even when it's bordering on complete nonsense. Since there's an automated service trying its best to cope with these errors, it appears to be free for all.

history

To be fair, this way of handling html did help to launch the internet. It eclipses some of its finer points and helped in getting things online for people to see. In many cases, badly marked up content is better than no content at all. But for professional websites, it is time we stop ignoring the potential of html, as its current state is actively hindering the progress of the internet today. Semantics in combination with automated processing is an area still very much underdeveloped, partly due to bad html structure and grammar.

conclusion

While there are little arguments against well-written html, it's a sad fact that all I've written above will usually get you nowhere. For now, html is still considered a low priority, and when CMS or other automated html-generating tools remain spewing grammatically incorrect code.

When you compare it to human languages you will make people understand, but at the same time the argument is too theoretical to have much weight when a crisis is looming. Next article will delve a little deeper into more practical weapons to battle the rapers of html. Stay tuned.

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Mon, 14 Dec 2009 12:40:54 +0100
<![CDATA[accident/pou-soi cheang]]>http://www.onderhond.com/blog/personal/accident-review-pou-soi-cheang

If you've been keeping track of the film reviews on this blog, you might remember Pou-Soi Cheang from his previous film Shamo. He's slowly establishing himself as one of my favorite directors, so with much anticipation I was looking forward to Accident, his latest. Cheang was nice enough not to disappoint.

screen caps of Accident

Accident was made under the caring wings of Johnny To. Not only did he produce, but the film was also co-released by his very own Milkyway. Lately To's doing a really good job of turning his production company's logo into a true seal of quality. With his own recent output and a quality selection of films like Eye In The Sky I'm more and more drawn to films coming from the Milkyway stables.

With Accident Cheang leaves his more cult-oriented background and takes on a sub genre that's been gaining popularity in recent years. The Brain is the leader of a small gang of sophisticated crooks. They are calculated, immaculate, precise and most importantly, extremely good at what they do. In essence they are a team of killers for hire, but they specialize in cases that need to look like accidents, erasing all suspicion of a real murder.

Half of the fun is seeing the murders planned and executed. Rather than aim for action and grit, Cheang tries for a more stylish approach. The build-ups are slow and well-planned, the characters silent and pensive. And even when the story twists halfway through the film and it appears they are being set up themselves, the style does not change much, though a sense of urgency is added to the film.

screen caps of Accident

Cheang loves darkness. Throughout the whole film (and also apparent in his earlier films) he tries to fill each frame with dark corners, hidden alleyways or blind spots. Accident is not as colorful as his previous films though, reducing the contrast and creating an ever darker cinematic world. There are little shots or scenes that jump out, but as a whole the cinematography and styling is very strong and extremely consistent.

The soundtrack too is nice, supporting the events on screen in a rather subdued yet still leading manner. After the end credits have faded it's hard to remember particular songs, but the overall quality of the soundtrack will stick nonetheless. The acting is overall strong too, with a splendid performance of Louis Koo as lead actor. He was probably chosen because Simon Yam was busy or on holidays, but Koo manages remarkably well. The supporting cast is superb too, with the ever-present Suet Lam taking on another good role. I like that man.

screen caps of Accident

While the first and second act of the film are pretty straight-forward and predictable, the ending takes a rather surprising turn. It's the expected twist, but with a twist. I actually loved those final minutes, as they left me quite stunned like few other films have managed. I'm sure it's a hit and miss affair and most people will be quite unaffected by these final events, yet it's remarkable how simple an ending can be without losing its strength, even gaining from its simplicity.

Accident is a very good film. Not really excelling in anything particular, but strong and stylish in every department, forming a very solid and tight whole. Visually consistent, great characters and acting, a strong soundtrack and an excellent plot. It's all you've come to expect from a modern To film, but directed with the flair and personality of Pou-Soi Cheang. Highly recommended. 4.0*/5.0*

For a quick peek, try the trailer.

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Wed, 09 Dec 2009 12:36:00 +0100
<![CDATA[goemon/kazuaki kiriya]]>http://www.onderhond.com/blog/personal/goemon-review-kazuaki-kiriya

When Kiriya unleashed Casshern onto the masses he divided the audience like a real pro. Those of you hoping he learned from his first film will do good to lower their expectations before sitting down to watch Goemon. On the other hand, if you loved Casshern, brace yourself for another two hours of Kiriya goodness.

screen caps of Goemon

With Goemon Kiriya confirms his style. He makes it clear that Casshern wasn't just an accident coming from an unskilled freshman. As many "faults" his first film might have had, many of them were intentional and based on mere taste, rather than bad film making. Now I know many of you won't agree with this, but it is the simple truth.

Kiriya is not one to tell a story straight. Of course his films need a storyline, as they are over-the-top epic and he's in dire need of dramatic moments to play around with, but as a director he has other priorities. His films are extremely visual, but even visual storytelling is not really on his list of things to worry about. Just forget about the story. It's there, it's used for its hooks, but that's about it. Goemon is about the direct link between visuals and emotion. It's visual film making, not storytelling.

The Goemon character is a Japanese Robin Hood. A thief that steels from the rich and gives to the poor. A popular figure that even featured in some videogames (remember Ganbare Goemon on the SNES?) and who's name is often misspelled as Goeman or even Geoman. The film borrows a couple of other historical figures and throws them into a mix of betrayal, struggle for power and superhuman mysticism. Nothing you haven't seen a hundred times before, so I was happy enough to settle for the somewhat underdeveloped story.

screen caps of Goemon

Kiriya is a man of visuals. It's true that he regularly aims way to high and completely misses the mark, but those moments hardly compare to the times he does hit the spot. The first big fight scene was a pretty big let-down, so were the scenes that involved horses and ninjas running around. Whenever the scenery was supposed to flash by the CG faltered, revealing its cheap texture. The second action scene (on the boats at night) easily made up for this, so did the grand ending. But the most beautiful moments are those when the camera remains static and the exuberant details of the costumes and backgrounds can be enjoyed to their fullest. This is where Kiriya truly excels.

The soundtrack is little more than wallpaper decoration for the dramatic and epic moments. It's not really bothersome and never too present, but could've been a tad better as a whole. Acting is decent enough too, though it takes a little time to get used to the comedic interludes of Eguchi. Supporting cast is nice, with good work from Hirosue, Osawa and Okuda. But in the end, I enjoyed the role of Terajima the most. Even though it's another submissive role, he must've been quite happy to play a guy like Hanzo Hattori.

screen caps of Goemon

Goemon is a film where the great parts easily outshine the lesser. But only if you appreciate it for what it is. Kiriya is aiming for sensory overload and tries to connect his epic chaos directly to the nerve ends of the audience. This is a film that doesn't need brainpower, but thrives on good old-fashioned primordial thrills. If you expect the story to pull you in, either narratively or visually, you'll have little to be excited about. Seen from that angle, Goemon plays like a 2 hour recap of the whole LOTR saga with twice as much epic moments and half the emotional involvement (at least, if you're capable of that while watching films like LOTR).

Kiriya serves a roller-coaster ride, but one that makes sure that the better moments can be relived late at night while lying in bed with your eyes closed. Not everything works, it's pretty chaotic at times and it feels quite out of control. It's up to you to decide whether these are good or bad characteristics of a film. I enjoyed it a lot. With ever-improving techniques and cheaper budgets I'm sure Kiriya still has a masterpiece hidden inside of him. Until that time comes, he can keep making films like this, I'll be there to support him. 4.0*/5.0*

Check the trailer for a good taste of Kiriya's style.

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Mon, 07 Dec 2009 11:34:18 +0100
<![CDATA[ink/jamin winans]]>http://www.onderhond.com/blog/personal/ink-review-jamin-winans

I like urban fantasy, a lot. But it appears to be a difficult genre to translate to the silver screen. It seems that creating an elaborate modern fantasy world is just too much trouble for a mere 90 minutes adventure. Ink is one of the rare few that dares to tackle the genre full on, and does a marvelous job at that. All hail to director Winans for taking the leap.

screen caps of Ink

If you haven't heard of the film before, it's because Winans has had quite some trouble getting it distributed. A little strange considering its strength and merits, especially when you know this is one of those no-budget affairs. I would've loved to see this on the big screen, but as it is I'll just settle for the DVD. I just hope Winans has better luck with his next film.

Winans created his world from scratch, avoiding the easy way of adapting just another comic book series. He sculpts his tale in modern-day society somewhere between the worlds of the living and the dead. Several fractions exist within his universe, all of them well-developed but not explained in full. They live within the reality of the film, but the film itself never sees it as an obligation to explain their motives and being in complete detail. Not to everyone's liking I presume, but I enjoyed this patch of mystery a lot.

The story centers around the kidnapping of a little girl. She is kidnapped by an Ink, a dark creatures that lives in the shadow of our world and comes at night. He works for the Incubi, a group that brings nightmares. Up against the Incubi are the Storytellers, bringers of dreams and happiness. Their mission is to protect the people from the Ink, if they happen to have malicious intentions. This might sound like I've explained half of the movie already, but rest assured, this is just the setting. The story itself might not be too innovativy (battle of good against evil and all), but the setting sure is wildly original.

screen caps of Ink

Winans has little budget but decided to make the most of it. He applies a very bold style that is somewhat reminiscent of Toy Reanimator. Bright and screaming colors in overexposed settings, sharp and energetic editing and pretty wild camera angles. The lack of funds for expensive CG is hidden by the bold style and allows Winans to do some very cool things with the styling of the inhabitants of his world. The Incubi in particular are pure genius, with their weird face masks distorting their facial expressions.

The soundtrack too is captivating. Maybe a tad too in your face, but it features some genuinely likable music enhancing the atmosphere a great deal. Sound effects too are strong and flow very well with the editing, creating a very solid audiovisual experience. Acting on the other hand is a little below par, especially the role of the father could've used a better actor. Only a minor issue as the acting felt hardly as a priority in this film, but it does manage to leave a nagging feeling through some of the scenes.

screen caps of Ink

The film follows a rather predictable path, twist included. Mind you, it's one of those semi-twists where the audience is quite aware of the facts without being explicitly told. Predictability aside, the film's reality is so elaborate and vast that every scene still has plenty of creativity to enjoy. The visual bombardment alone is enough to warrant a viewing, though in the end that's just part of the fun.

Winans lack of budget does show a little. The styling of Ink could've been a bit better, some of the characters might've deserved an extra-grade actor and the visual trickery is sometimes a little too bold in order to conceal its shortcomings. Only little points of critique that Winans can easily get rid of with a bigger budget and a little more financial security. Ink shows enormous potential, executed well beyond what anyone could expect considering the limitations. A little gem that will one day find its audience and is destined to become a cult hit, much like Dark City and Delicatessen. 4.0*/5.0*

The trailer is rather spoilerific, but gives a good indication of what is to come.

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Wed, 02 Dec 2009 12:36:16 +0100
<![CDATA[raging phoenix/rashane limtrakul]]>http://www.onderhond.com/blog/personal/raging-phoenix-review-rashane-limtrakul

Thai action cinema has been pretty successful ever since Ong-bak arrived on the scene. And even though they've enjoyed considerable international commercial success so far they've avoided swamping their audience with a bucket-load of inferior films. Raging Phoenix is the latest in the steady rise of the Thai martial arts film, and one that is sure to please the fans.

screen caps of Raging Phoenix

Raging Phoenix sees the return of Vismitananda who debuted rather well in Pinkaew's Chocolate. Though this time around she gets help from a few back-up fighters who help to broaden the range of moves seen in the film. While it's always a little tricky to put lots of fighting styles in one film (see Ong-bak 2), Limtrakul makes sure that the different fighters flow well together and don't just perform separate from each other.

The angle that needs to sell this film is the mix of Muay Thai, drunken style and breakdance. It might sound like a rather crazy blend of styles, but the result is very impressive alright. It's always cool to see the drunken fighting style, but coupled with the agile legwork and fluidity of Muay Thai it creates a very special flow within the fights.

The story, as usual, is not too interesting and simply functions to draw the main cast from battle field to battle field. Deu is a lost and lonely soul that almost finds herself kidnapped by a band of notorious criminals. She is saved by a group of victims that are after the criminal organization. Of course they know martial arts and around halfway she's found capable enough to join them. Nothing new there.

screen caps of Raging Phoenix

Raging Phoenix is a film that belongs to the colourful Thai film school, meaning lots of pretty and bright colours tampered for a little extra effect. I love the vibe coming from these films as each frame and scene seems to jump from the screen. Not really sure why it is so dominant in Thai cinema, but it's always an extra reason to look forward to these films. Direction is slick but good, the editing very fitting and the locations beautiful. Especially the hideout of the gang looks otherworldly. The only point of critique is the dark setting in the final part of the film. Could've used some better strategic lighting as some of the moves are too much obscured by darkness.

The music is pretty nice too, though I'm sure the Thai hip-hop tracks will be met with some weariness. Not that I would play the stuff myself, but it flows well with the fight scenes and gives some context to the strange dance moves the fighters are doing in between. It's not the first (and definitely not the last) time martial arts choreography is coupled to dance choreography, but it's nice to see a modern version for a change. Acting is pretty nice too, giving some extra flair to the already strange team of characters, just don't go expecting any award-winning performances.

screen caps of Raging Phoenix

Even though all the filler is nicely shot, it's the fight scenes that will draw all the attention. I was particularly taken with the early fights, demonstrating the best mix of drunken style and Muay Thai. Fun fights with a slight dash of comedy, yet very controlled and awesomely choreographed. Some people have complained about the staged character of the fights, which is a given whenever drunken style is used, so be warned. The latter fights are not as fluid and focus more on elaborate killer moves. They are still fun but do lack the agility of the first few fights. The actual finale kicks ass though, so the film is sure to close on a positive note.

Raging Phoenix is another very solid entry in the Thai martial arts selection. Not only are the fights well-choreographed, the fighting style is original, the film is beautifully shot and the characters are a varied and fun bunch. But when all is said and done, it's still very much a martial arts film, so if you're not a fan of unrealistic show fighting this film is probably not for you. For all the others, enjoy the ride. 4.5*/5.0*

Check the trailer for a little warm-up.

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Tue, 01 Dec 2009 11:21:49 +0100
<![CDATA[mary and max/adam elliot]]>http://www.onderhond.com/blog/personal/mary-and-max-review-adam-elliot

Financially well-developed stop-motion films are hard to find. 2009 has been a good year though, with Selick's Coraline getting the most attention and Anderson's Mr Fox getting raving reviews all over. In the shadows of these films another one was made. One that's had a hard time getting commercial recognition but is every bit as good. And so I present to you, Mary and Max.

screen caps of Mary And Max

Mary and Max is a little Australian film that popped up on the radar rather unexpectedly. It's a rather dull title and doesn't really invite immediate investigation, but behind that somewhat boring literary façade hides a very rich and accomplished film. Mary and Max is obviously a work of love, but with the proper financial backup to turn it into a true marvel.

The film is a celebration of old-fashioned artistry. All the little characters were made from polymers, clay, plastic and metal and are hand-animated. Some of the settings took people more than two months to construct. I'm not going to spoil all the neat little stats, you can check the official Mary and Max website for that, but it's telling for the amount of work that went into this film.

Best of all though, the film is more mature than most of its peers. Coraline is a lovely fairytale and films like Wallace and Gromit are nice enough, but they are all a bit childish by nature. Mary and Max tells the tale of two lonely souls who find each other by accident. The 7-year old Mary writes to the 50-something year old Max for advice and they become pen palls. Mary's lack of confidence and Max' suffering from Asperger syndrome puts a big strain on their relationship and it doesn't take too long before they find out that having friends can be a painful experience.

screen caps of Mary And Max

Visually Mary and Max is probably the best thing ever conceived using claymation. Mary's world (a little village in Australia) is seen through a sepia filter, Max' (New York) is modeled in contrast-heavy black and white. The settings are superbly detailed and look grand. Character animation is smooth, the character style is adoring and the camera work earns a special mention. Though completely different in style I think it easily defeats Coraline.

The soundtrack is fun, quirky and with sudden dashes even emotionally touching. The film makes use of some commonly known musical pieces but knows how to put them in a new context. Voice acting is surprisingly strong too, with an almost unrecognisable Philip C Hoffman playing a big part in laying out the atmosphere of the film. Plenty of use of voice overs though, which might deter some people, though I didn't find it an issue at all.

screen caps of Mary And Max

The true beauty of Mary and Max lies in its smart balance of comedy and drama. The film has a rather dark edge and while many little facts and details are portrayed as funny, as the film progresses you find out there is more to the jolly façade of the film. In a few scenes Elliot tears away the comedic layer and I found it surprising how fast he could go from dark comedy to uneasy dramatic moments, even delivering some straight punches. One scene in particular near the end of the film is not what you'd expect to see in a "mere" claymation animation film.

There is not a dull moment to be found. The film is littered with funny anecdotes, cute visual jokes and some very telling scenes. It's funny, endearing and dark at the same time, hitting a very rare balance. Add to that the mastery coming from every frame and you have a true gem that should appeal to a pretty large crowd, if they are willing to put themselves past their initial fear of (clay) animation. Easily one of the best films of 2009, deserving of a large and loving audience. Availability is still very limited, but don't miss the chance to see this one. 5.0*/5.0*

Still not convinced, check the trailer.

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Mon, 30 Nov 2009 12:28:31 +0100
<![CDATA[suikoden tierkreis/rpg konami-style]]>http://www.onderhond.com/blog/personal/suikoden-tierkreis-review

Buried underneath a mountain of farm and animal sims the DS has a strong line of RPGs granting the hand-held plenty of flair. Suikoden is one of the latest to arrive in Europe and even though it can't compete with the best, it's a solid purchase if you're aching for turn-based stats fun and can stand the Japanese hairdos.

artwork of Suikoden Tierkreis

Suikoden is a long-running series that started its life on the first PlayStation. I never played any of the previous installments, but I heard a lot of good about these first games. For fans it's important to note that Tierkreis is not a direct continuation but a spin-off, as it not as closely connected to the core of the 5-part storyline. I can't really judge how well it compares to the other games, but as a stand alone effort it manages pretty well.

The start of the game is like many other J-RPG. You're a young kid in a somewhat peaceful village, but trouble is brewing. The peace lasts through the short introduction, after which the earth needs saving and you start your journey. The villains are evil, you are good and off you go for 50 hours of numbers, swords and magic.

I found it a little hard to get into the game as the start is somewhat bland and the mechanics of the game need some getting used to. You can't simply walk through villages but have to pick destinations in the village which you can then visit. There's a somewhat strange trade system that gets you the necessary money to buy stuff and the fights appear quite random at the start of the game. But most irritating of all is a small quirk which prohibits you from selecting the standard option during conversations. This is probably done to counter unwanted selections, but it's hardly a graceful solution.

screen caps of Suikoden Tierkreis

Visually Tierkreis is almost impeccable. The 3D battle sequences can look a little muddy and edgy at times (a few camera issues with bigger enemies that obscure hit counters and such) but towns, areas and maps look truly gorgeous. The animated videos in between are of high quality too, which is not too surprising if you know that they were done by the people of Production I.G. Add to that the varied and detailed character designs for 100+ characters and you have a game that will go easy on the eyes.

The music too is pretty nice, though nothing out of the ordinary. Battle and victory music is nice enough and most towns and areas have their own recognizable background tunes. Sadly the voice overs are a completely different story. Grating English dubs that go way too fast and manage to be more than merely annoying. Not just a little issue, as there is a lot of conversation during the game, most of which is dubbed.

artwork of Suikoden Tierkreis

The battle system is rather advanced with several types of weapons belonging to one of three categories. All enemies have varying resistance to each category of weapon. There are magic spells for each character (of which you can select 4 for each character) and there are group attacks for specific combinations of characters. If you know that there's a total of 108 characters there enough fun to be had. On the other hand, the difficulty level of the game is pretty low, so most of the time standard attacks will suffice (and will be quicker than watching the elaborate animations of fancier moves).

The problem with Tierkreis for me was that the format of the game could've been tailored better to the needs of the DS. For a hand held console the game is pretty strict and demanding. It's not an easy game to pick up as there is lots of conversation and a serious lack of save points. This either means starting over or leaving the DS on if you have to leave before you reach a save point. On the other hand, if you have the time Tierkreis is a very engaging game that outshines its flaws with ease.

If you plan to buy this game for some quick dashes of RPG fun you will be disappointed. But if you have the time to spare and are willing to spend the time needed to engage yourself to the Suikoden world, it's a cool game with a vast team of playable characters, lots of secret missions and items and an interesting storyline that adds shades of grey with every hour you'll play. The choice is up to you. I was lucky enough to play this during my vacation, so I enjoyed it immensely. It's telling though that I spent 2 weeks on the first 40 hours, then two months to finish the last 15. 4.0*/5.0*

Check the trailer to get warmed up.

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Fri, 27 Nov 2009 10:44:48 +0100
<![CDATA[gamer/neveldine and taylor]]>http://www.onderhond.com/blog/personal/gamer-review-neveldine-taylor

Neveldine and Taylor stormed the scene in 2006 when they unleashed Crank onto the masses. Crank 2 established their style and Gamer is the film that takes it even a few steps further. How many fans they're going to lose along the way is hard to predict, but if you're looking for hyperactive craziness, there really is no alternative.

screen cap of Gamer

Crank was a fun little action film that abused its simple storyline to put as much adrenaline in its short running time as possible. It was a low budget affair that showcased the duo's talent and would redoubtably lead to more expensive films. As usual I was a little weary of their next projects as more money often results in more studio involvement, ultimately putting a handbrake on their hyperactive and action-infused style. Gamer proves there was never any reason to worry.

The concept of Gamer is quite fun. It takes the Second Lives of this time and adds some little twists. Not only can you choose an avatar to play with, you can also become the avatar and be played with. A somewhat perverse idea that gets exploited pretty well by the directors. Of course, not long after the initial launch of this technology the concept is applied to gaming software and before you know it there's a bunch of death row convicts killing each other in FPS-like battlefields. Hooray!

Neveldine and Taylor create a pretty fun vision of the future, though not one I'd like to live through. They've taken the trends of the web (nerds, messaging, porn, spam) and enlarged them in their typical uninhabited way. Almost bordering on parody of the current state of the web, their vision is a mix of extremely colorful bubblegum consumerism within a darker and grittier reality. Not that Gamer has much value beyond its fun factor, it's hardly trying to convey a serious message, nonetheless the vision of the director's duo is a welcome addition to the scifi genre and much more in tune with our everyday reality than usually the case.

screen cap of Gamer

The directors learned a lot from the Crank franchise and went a serious step forwards visually. They cranked up the pace a notch or two, bombarding the viewer with flashy images, hand-held action shots, strobes, tumbling cameras, extreme colors and rather outrageous color corrections. The result is something that is hard to describe and needs to be seen to be believed. Many people will be put off by the flashy appearance, crazy camera work and swift editing, but it is executed with such precision that it is hard not to love.

The soundtrack is quite funny and applied with some big nudges (Bloodhound Gang, really?) but ultimately could've been a little better. Not that it's bad or irritating, but a more mechanical and electronic soundtrack would've served the film a lot better. Acting is decent with Butler leading the film in a pretty good direction. He is cut out for a job like this, though he can't really surpass Statham. The supporting cast is a little uneven though, with Hall and Sedgwick putting in subpar performances.

screen cap of Gamer

Gamer is one upping Crank in every department. From the reactions it's obvious that many people consider it simply "too much". But for those of us that can only snigger when they hear comments like "too much" it's an extremely fun and densely detailed film that knows no equal. Neveldine and Taylor are a very playful duo and put on a show that not many could or would dare to mimic.

If you're looking for a short, fun and action-filled film than Gamer is prime choice. Don't go in expecting anything serious or realistic and you might even be surprised with the satire running below the entire film. Gamer is a film perfectly tailored to my needs. It's extremely visual, fast and without compromise. And above all, it's executed remarkably well. I wonder what the duo could do with a budget in Bay's league.4.5*/5.0*

Check the explosive trailer if you're interested.

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Thu, 26 Nov 2009 12:21:59 +0100
<![CDATA[floated multi-row blocks/a quick css trick]]>http://www.onderhond.com/blog/work/floated-multi-row-blocks

The float is a popular css property. Not often used for its intended purpose but still extremely useful in many circumstances. For one, it helped push liquid designs by allowing elements to fill in any available space. Floated blocks would line up next to each other and shift to a next row when all horizontal space was used up. Today I'll show you a little css trick facilitating the css for this particular setup.

issues

While such strings of blocks are popular elements featured on many web pages, there's not really one clean way to css them. The main problem lies with the outline of the blocks related to elements above and below. You need to set a margin to push the individual blocks away from each other, but since the blocks are floated none of the margins will collapse. This will create an extra space to the left or right which is unwanted in most designs.

There are a few typical solutions to fix this. You could mess around with the left or right spacing of its parent (leaving a space equal to the margin between the floated blocks) or you can work with a .first or .last class, using it to nullify the margin on the first or last block within a row. The first fix is messy and upsets the logical flow of the css. The second option only works if you know how many items will be in a row (in other words, it fails in liquid designs) and is quite ugly to implement.

issues

<ul> <li>...</li> <li>...</li> </ul>

We're going to use the above html as a base structure for our floated blocks. I usually add a structural div around it to allow for headings and such, but this is not really important for the issue at hand. The html is composed of a simple unordered list. The li elements will be floated, the ul will act as the container for the floated blocks. The unordered list is a typical way of marking up such elements, but you could just as well use nested divs if you'd like.

ul {overflow:hidden; margin-left:-1em;} ul li {margin-left:1em; width:Xem;}

The trick is very simple. Rather than mess around with the spacing between its parent we'll use the ul to create the needed space. We'll pull it to the left using a negative margin equal to the margin defined on the li element. This way the first block will receive the same position as if no styles were applied and the last item will be able to align with the right edge of the element (as we've used a left margin). All that is left is to determine a good with for the alignment to work. Note that the same method can be applied for vertical alignment.

This little trick requires us to keep two separate values equal to create the effect, which is something I don't like doing. In this case though, it's better than the alternatives I listed above. As we're using negative margins we'll have to add a position:relative and zoom:1 for IE6 (what else is new) and we have to be a little careful with overflow:hidden statements on surrounding element. If for some reason the negative margin is bigger than the margin on the floated blocks than you'll have to use a different clearing method as some elements will hide behind the overflow.

Check the test page to see it working.

conclusion

A very simple trick, but one that many people seem unaware of. Nothing earth shattering, but a good trick to have in your inventory, resulting in cleaner and leaner css. As often the case, the good stuff doesn't have to be hard. Enjoy!

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Wed, 25 Nov 2009 12:13:12 +0100
<![CDATA[turtles are surprisingly fast swimmers/satoshi miki]]>http://www.onderhond.com/blog/personal/turtles-are-surprisingly-fast-swimmers-r

After watching Adrift In Tokyo not too long ago I was excited to dig a little deeper into Satoshi Miki's oeuvre. This title immediately drew my attention as it looked pretty quirky and a little less dramatic than former film. It turned out to be exactly that, which can only be a good thing if the film is coming from the hands of Miki.

screen cap of Turtles Are Surprisingly Fast Swimmers

Even though Turtles cuts down on the drama, the atmosphere and feel of the film is still pretty much the same. After watching three Miki films it's obvious the man has a very unique style which he likes to explore in different gradations and settings. All of his usual traits are present, just a little wackier, bolder and more colorful than I'm used from him.

It's hard to explain the story without giving away too much, but central to the story stands Suzume, a rather plain and boring housewife living her life in general mediocrity. Her everyday rituals are numbing her down and when she rather unexpectedly gets the chance to liven things up a bit she accepts reluctantly. From there on, things get stranger by the minute.

screen cap of Turtles Are Surprisingly Fast Swimmers

Visually Turtles is a bit more colorful than the other Miki films I've seen so far. In some ways it even reminded me of Sasanatieng's earlier films, with brightly colored wallpapers, interior decorations and costumes blasting out of the screen, though Miki is hardly as visually capable as his Thai peer. Still, framing of the shots is strong, the editing is cute enough and the flashy colors do lend the film a brighter façade.

The soundtrack can be called pretty typical for a Japanese film. Some soothing piano tunes and light-hearted melodies carry the viewer through the whole film. Nothing too out of the ordinary but suitable and pleasant nonetheless. Acting is pretty decent too with a somewhat plain main character (which you could say is part of the setup) and some very good supporting roles. The Ramen Chef in particular has some pretty funny moments, but the other actors also deserve their share of the praise.

screen cap of Turtles Are Surprisingly Fast Swimmers

The film knows a rather vast cast of secondary characters, some returning, others merely there to lighten up the atmosphere or to add some freakiness to the film. The humor is never laugh out loud funny, but it is ever present and often coming from places you wouldn't have expected. Turtles is a strange little film following a weird story outline, but without ever feeling disjointed or out of place. Miki possesses the rare comedic gift to make this work, which is quite unique even outside the borders of cinema.

Turtles is a film that will go down well with people who have a certain affinity for Japanese comedy and have a good idea of what to expect. It's a fun, quirky and silly film that slowly grows on you and leaves you behind with a warm smile. It's probably a little too odd to fearlessly recommend it to everyone, but if you know what you're in for it's a damn fine experience. 4.0*/5.0*

Here's the trailer, no subtitles though.

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Tue, 24 Nov 2009 11:17:33 +0100
<![CDATA[coweb/xin xin xiong]]>http://www.onderhond.com/blog/personal/coweb-review-xin-xin-xiong

While recent Chinese and HK action films are going through an early 90s revival, some film like to travel back even a little further. Coweb is not unlike HK action films coming from the late 80s, updated to match modern standards. Whether you believe this is a welcome genre reconnaissance or a boring retelling of times past is entirely up to you.

screen cap of Coweb

Coweb might be Xiong's first directorial effort, he's not exactly new to the film scene. For years he dabbled in acting and stunt coordination in some of HK's most prolific action films and built quite a name for himself. For Coweb he called on Jiang Lui Xia, a fresh martial arts talent discovered by a Jacky Chan hosted reality show and on her way to revive the female ass-kicking in action films. This makes Coweb a good companion piece to Pinkaew's Chocolate.

If you want a good storyline Coweb is not your film. The setup is cheap and doesn't even try to engage the audience. All it does it build up an excuse for several bouts of martial arts battles to be fought. The "big twist" can be guessed after a good 10 minutes into the film and the filler in between the bouts is a complete bore. Add some shabby acting performances in supporting roles and you might wonder why I even bothered reviewing this one.

Coweb is a film which caters to a pretty specific audience. It doesn't bother with many a thing people look for in a good film. The core of Coweb is the sequence of fighting bouts and luckily that's where it excels. The fights are spread evenly throughout the film (a point where the film differs from those late 80s HK films, which often kept the interesting bits strictly for the finale) making the filler less of an issue as it never takes very long before arms and legs start flying again.

screen cap of Coweb

It's obvious that Coweb wasn't a very expensive film to make, that said it does try to liven things up a bit from time to time. Visually it's not exactly bad but during the filler parts it does get a little boring. The fight scenes are excellent though, with smart editing and some great angles showing some unexpected limbs flying by in many of the fights.

The music in the film is pretty dull, the sound effects on the other hand make for a pretty cool experience. Similarly to Dog Bite Dog they are a little distorted, bolder and almost symbolic (featuring some funky animal noises) to spice up the fights. I understand people not liking this but I appreciate the effect, ultimately making the fights more fun to watch. And it's not as if these kind of films are any serious to begin with.

screen cap of Coweb

Jiang impresses as leading fighter, with some cool moves, great speed and a pretty mean look. The action choreography isn't too original but thrilling nonetheless. A nice variety of styles and fighters, great locations and very good use of the surroundings to liven up the fights. Together with the poignant cinematography it creates more than enough pleasure for actions fans to rejoice.

Coweb is little more than an excuse to show some nicely choreographed fights and that's what it delivers. All the rest is filler and is handled accordingly. If you're not a true genre fan there is enough irritation material around, but if you're looking for some great and fun fight sequences, here's your chance. 4.0*/5.0*

Try the trailer for a preview of the action.

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Mon, 23 Nov 2009 09:55:57 +0100
<![CDATA[chandmani sum/rowan lee hartsuiker]]>http://www.onderhond.com/blog/personal/chandmani-sum-review-hartsuiker

Mongolia is faraway, barren and mostly unknown territory for us Westerners. Most of us know very little about it, except maybe a little trivia about Genghis Kahn. Rowan Lee Hartsuiker took the time to visit the place and document his findings, granting us a quick peek into a culture most of us didn't even know existed. The 30-minute documentary Chandiman Sum is the result.

screen cap of Chandmani Sum

I'm not much of a documentary fanatic myself. Not that I lack interest in the varied range of subjects (name it and there is probably of documentary on it), but I find the format very limiting. As part of the film medium it does very little with images and sound, making the audiovisual experience neglectable. On top of that most documentaries prove very manipulative and subjective, not exactly when I have in mind when watching badly shot images with little to no artistic direction. I know this is not the case for all documentaries, but unless proven wrong I consider them the exceptions to the rule.

Chandmani Sum is clearly one of those exceptions. Hartsuiker traveled to Mongolia and stayed there for 6 months in a tiny village, spending time on getting to know the people and their customs. His camera observes them in their everyday lives, but rather than simply capturing life in Mongolia, his documentary tries to convey his experience over there. For that, he is not shy to experiment with all means necessary.

screen cap of Chandmani Sum

Visually Chandmani Sum is a true beauty. Completely presented in a light blue monochrome color, only rarely allowing other colors to come through, the documentary gives a very unique look at the desolate countryside of Mongolia. Hartsuiker has a great eye and knows to capture some magnificent scenes, giving them a rather daunting and otherworldly feeling. In some scenes the editing reminded me of Aronofski's Pi, with very quick and sharp cuts, creating a streak of chaos within the quiet and barren landscapes.

The soundtrack is almost completely composed of Mongolian) vocal music, but plays mostly like illbient. It calls a dark and moody atmosphere, creating a perfect flow with the images. In several short sequences the performers are visible themselves, demonstrating their vocal skills which is actually quite impressive to see. On top of that layer of sound Hartsuiker provided a couple short monologues. Their muffled appearance, trying to become part of the soundtrack but ultimately failing as the brain is too conditioned to make out the words, is probably my only real issue with this film. Of course this is only an issue for those who understand the Dutch language.

screen cap of Chandmani Sum

Hartsuiker explained that his main goal was to give people an image of Mongolia they would remember. I can only speak for myself, but with his documentary he surely achieved his goal. In a rather ironic twist all extra stylistic additions help in creating a more believable view on the Mongolian people and their lives. On top of that, the film's a blast to watch and to listen to.

Chandmani Sum is not your everyday documentary. It presents reality in a stylized way but doesn't lose any of its incredibility. Hartsuiker succeeds in his mission, delivers a visually accomplished document with a superb soundtrack and transports you to a world not quite like ours. And the best part? It's entirely free (in a legal way), a quick look around the web will guide you to the source. 4.5*/5.0*

Check the trailer to get an idea of what to expect.

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Thu, 19 Nov 2009 12:35:29 +0100
<![CDATA[alone/pisanthanakun and wongpoom]]>http://www.onderhond.com/blog/personal/alone-review-pisanthanakun-wongpoom

When directors duo Pisanthanakun and Wongpoom made Shutter in 2004 they stormed the Asian suspense scene and convinced tons of people of their talent. But like many before them, they were soon forgotten and returned back to relative anonymity. Completely unjustified as their later output easily outshines Shutter. I already reviewed 4bia before, up next is Alone.

screen cap of Alone

I was never a big fan of Shutter as it did very little for the genre. It was a pretty basic genre piece that went through the motions rather blandly. Take some long-haired ghosts, some jumpy noises and a good little twist at the end and you have a film that's very much like all these other Asian horror flicks. Ironically, the same could be said about Alone, and yet I found it to be way better than Shutter.

The premise of Alone is pretty standard. When Pim's mom falls ill Pim and her husband return to Thailand to visit her in the hospital. There, Pim is confronted again with the death of her twin sister who died during an operation to separate them from each other. Old wounds are reopened and it doesn't take long before visions appear and loud noises are added to create some big scares. Ah yes, the perks of Asian suspense flicks.

Like many other in the genre, Korean suspense films in particular, there's a very strong dramatic line running below the entire film, creating a mixture that goes beyond simple horror and easing the audience in a somewhat subdued state. Only to scare them awake at given points in the film. An old trick, but one that works if executed well.

screen cap of Alone

Visually Alone is a definite step up from Shutter, with meticulous shots, good sharp editing and impressive sets. There's something about those Thai houses with their green/blue walls that is very attractive to the eye. The cinematography gives the film that extra notch of class that is largely absent in most of its peers.

The soundtrack too is pretty solid, only at the end becoming a tad over-dramatic. Apart from that, the timing is excellent and the noisy scares actually transcendent cheapness. Acting is also strong, with good performances from both leads and their younger versions. Nothing too fancy, but more than sufficient for a film like this.

screen cap of Alone

All things considered, Alone is just another Asian suspense film following in the footsteps of a gazillion others, but executed so well, with so much precision, that it rises far above mediocrity. The difference with Shutter is that it's simply better in each and every aspect, gluing things together in a more cohesive way and creating a far more enjoyable overall experience.

Fans of Shutter should really try and find this film as there is little that can disappoint them. If you were a little disappointed by the directors' first film you should still give this a go, unless you're looking for something original and creatively sparkling. Alone is Asian suspense done right, remaining firmly within the limitations of the genre yet getting as much out of it as possible. 4.0*/5.0*

Check out the somewhat lengthy trailer.

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Wed, 18 Nov 2009 11:08:58 +0100
<![CDATA[ie6 css fixer v0.7/transparent background png fix]]>http://www.onderhond.com/blog/work/ie6-css-fixer-0.7

Less than a month ago we released version 0.6 of the IE6 CSS Fixer, now it's time to expand our little tool yet again. There's only one major addition this time, but from where we stand it's a pretty interesting one, definitely justifying a number upgrade. Enter version 0.7.

new and improved

As promised in our previous article we looked into incorporating a fix for transparent background pngs. This quest led us to a pretty interesting method conceived by the good people behind TJK Design. This fix is not exactly perfect, but it's as good a fix as I've come across. It messes around with scripting and IE css expressions to achieve the wanted result, but can be a little hard to memorize.

First of all a little word of warning. This fix will only work for clients who have scripting enabled. The fix makes use of javascript and Alpha Filters (Direct-X), so if your visitors won't or can't support these techniques it will fail. Probably worse is the fact that the fix breaks the css background-position property. In other words, the fix is only useful for images positioned top left (which is the standard background position value). And finally, the fix can become a burden on the performance, so be careful not to overuse it.

What our tool does is look for all pngs in a given css file and apply the fix to all the selectors it finds. Depending on what image formats you prefer to use, the selector list could become quite long and the fix will be applied to a series of selectors that don't need fixing. After applying the fix it's key to make sure that only the needed selectors are making use of it.

So why include this if there's such a high chance of breaking stuff? Well, simply because the code is a bit too complex to memorize, and removing some unneeded selectors is often faster than remembering where it was you last used this fix. Remember, it's purely optional, so if you consider it not worth all the trouble, simply leave it unchecked.

that's all folks

So that's all for the 0.7 release of the IE6 CSS Fixer. For thoughts, comments or suggestions you can always contact us. More updates sooner or later!

Check out v0.7 of the IE6 CSS Fixer.

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Tue, 17 Nov 2009 13:20:37 +0100
<![CDATA[pop skull/adam wingard]]>http://www.onderhond.com/blog/personal/pop-skull-review-adam-wingard

Wingard is pretty new to the scene, but with Pop Skull he makes sure people will have a hard time forgetting his name. Not that his film will become a big commercial success or cult favorite, but even those that hate it will carry the experience for some time to come. Pop Skull is not an easy film to shed off.

screen cap of Pop Skull

The ironic thing about Pop Skull is that its very core lies one of the most conventional and over-used themes in cinema. Daniel is a rather normal guy that one day finds himself dumped by his girlfriend. Unable to forget her he retreats from social life and even estranges himself. Sounds like a good start for a solid romantic drama featuring moody autumn-like settings and wailing guitar music, but Wingard decides otherwise.

I do believe that Pop Skull can still best be described as a rather straight-forward drama, only occasionally drawing from other genres to enhance Daniel's feelings. There are equal parts mystery and horror mixed in for added effect, but even by saying that you won't have a good impression of what this film is actually like.

Pop Skull plays like a mixture of Vincent Gallo and Tsukamoto with some dashes of Noé. The setting, characters and general mood seem to be lifted from Gallo's films. Daniel is a rather scruffy-looking character, numbed down and floating through life as if he isn't even there. The dark, sharp and brooding drama feels like Noé's territory, and as for Tsukamoto's part, that's where the hyperactive editing, crazy strobe effects and tampered soundtrack come in.

screen cap of Pop Skull

Wingard starts his film with a short epilepsy warning. I managed to suppress a little snigger, but only 10 minutes later it was obvious he wasn't just kidding or playing safe. Daniel's first crazy scene involves some scary use of partial, full and multi-colored strobe effects (the red and blue ones were killer). Later on Wingard goes even beyond by cross-editing certain scenes in a strobe-like manner. Scenes with similar setups are entwined together in one aggressive visual trip, alternating each other every frame.

Crazy editing tricks aside, the film features some strong camera work, an elaborate range of filters and Wingard has a strong sense of color. Most scenes are rather dark but things never become vague or unclear. All of this was done with virtually no budget and in a certain sense it shows in the uncompromising and unrelenting way the film was put together.

The soundtrack is pretty cool too, featuring a various range of electronic and guitar-based ambient tracks, underlining Daniel's moods and granting the film plenty of extra atmosphere. All of this adds up to a very emotive, tangible film that is more interested in making you feel than making you follow a simple narrative.

screen cap of Pop Skull

The film is not overly long but since it is quite demanding that's not really a big problem. You'll have your hands full with all the crazy visuals, mad editing tricks and trippy cuts. The horror aspect is used sparsely but adequately and only helps to further immerse the viewer into the barren world of Daniel. The drama, as simple as it might be, is very strong and effective. Just don't be expecting a straight genre film, Wingard is aiming higher than that.

Films like these don't come around too often, so they should be treasured. It's a difficult film to recommend as it's not really your average drama which can be enjoyed with a bucket of popcorn and a couple of handkerchiefs ready. Pop Skull is an experience that will take you to rather unpleasant places in a pretty straightforward and bold manner. It's the kind of cinema I like and love, so here's to hoping Wingard's next film will be just as impressive. 5.0*/5.0*

The trailer might be a little subdued, but you'll get the basic idea.

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Mon, 16 Nov 2009 11:23:00 +0100
<![CDATA[zombieland/ruben fleischer]]>http://www.onderhond.com/blog/personal/zombieland-review-ruben-fleischer

Horror and comedy are two genres that mix surprisingly well, although the mixture is often not to the taste of everyone. Some classic cult and pulp films came forth out of this unlikely marriage, Zombieland could just as well be considered next in line. That is, if you can stand Woody Harrelson popping zombies with a smile.

screen cap of Zombieland

I wasn't expecting a whole lot from this film. The zombie rage is already subsiding again and previous attempts at mocking the brain-munching corpses didn't amount to much (not a Shawn of the Dead fan myself). The trailer and poster didn't look too promising either, so it was lack of better options that drove me to watch this one. Sometimes this leads to unexpected surprises.

I doesn't take the film too long to get up to speed. The first five minutes have some gooey deaths and a list of aptly visualized rules on how to survive zombies. Eisenberg's ever-present and self-introduced voice-over might not be to everyone's liking, but it sets the mood for a somewhat silly and dry-humored trip through the land formerly known as America.

Story-wise there is not much to talk about. Zombies have overrun the country, only a few survivors are left and four of them meet up to tour around together. Not as willingly as you might expect, but clich&éacute;s dictate that in the end they get along just fine.

screen cap of Zombieland

Visually Zombieland is quite fun and playful, although not actually pretty. Fleischer loves playing around with onscreen text, resulting is some rather humorous scenes and effects. It's a cool addition that found it's way into many films these last couple of years, but Fleischer manages to give it his very own twist. The rest of the film doesn't look too bad, but apart from the cool, deserted setting it's not exactly visually striking.

As for the acting, the film has solid performances all around. Most of the humor comes from Eisenberg's character. It took me a while to get over the fact that he looks and sounds a whole lot like Michael Cera (even plays a similar role), but his dry voice-overs and somewhat dorky presence work very well within the boundaries of this film. Harrelson is visibly having fun and the both of them make a good zombie-killing duo.

screen cap of Zombieland

The film starts slacking just a little halfway through, but only for a couple of minutes. It's not a long film and the first and final part are plenty of fun, so there's not much time to actually get bored. The film has a surprisingly balanced focus on both comedy and horror and features some memorable scenes and interludes to increase the fun factor.

If you're up for an entertaining, funny and fast zombie flick than Zombieland should be first pick. Even though it's not wildly original it hits all the right notes. The presentation is fun and quirky, the humor somewhat silly and dry. Add to that some genuinely gory bits (though nothing too insane) and you're up for a fun and undemanding ride. 4.0*/5.0*

Don't forget to check the trailer, though I liked the film a lot better.

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Fri, 13 Nov 2009 11:09:50 +0100
<![CDATA[making your site html5 ready pt2/the gentlemen way]]>http://www.onderhond.com/blog/work/making-your-site-html5-ready-pt2

Last week's article explained the main pitfalls of using new structural html5 elements. This second part will explain how to be a true gentleman to those people you've left in the cold by deciding to switch to html5. The method described below isn't perfect and could possibly use some tweaking, but as far as graceful degradation goes, I believe it's pretty solid.

The following solution was developed for people visiting with IE and javascript disabled. They fail to benefit from the html5 shiv trick and end up with a whole lot of non-styleable elements, completely ruining the design you've so carefully constructed. Depending on your visitor's demographic the following measures might be a bit over the top, but they were conceived to be as thorough as possible. Just a little warning.

detecting there is no javascript

document.body.className = document.body.className.replace("noJS", "");

Our first problem is finding out if a user has javascript enabled, which brings us to a rather interesting technique that could be used independent of the whole html5 deal. The trick is to add a .noJS class to the body element of every page. Then, first thing after opening the body tag we insert a little javascript removing this class. If the .noJS class is still present after that, you can be sure the user has javascript disabled. You can now use the .noJS class as a selector prefix for restyling elements when javascript is disabled.

Note that the javascript above "does the trick" and isn't the cleanest or leanest way possible to do this. Also note that this action should be done as quickly as possible, that's why I chose to do it right after opening the body tag. Unobtrusive ways require a longer waiting time and waiting for document loads or other events will most likely cause some graphical glitches as the base css might already be applied while loading the page. Modern browsers are getting quicker, but remember we're also doing this for IE6 users.

<!--[if lte IE 8]> <link rel="stylesheet" type="text/css" media="all" href="/style/html5-ie.css" /> <![endif]-->

The .noJS class can be used for all situations were no-javascript degradation is required, but in this case we only need it to handle IE browsers. That's why we'll create a separate css file for our downgraded design and serve the css through conditional comments. We can use the same conditional comment we created for the html5 shiv javascript file, which is quite nice. You now have all the means to serve javascript-less IE users a downgraded design.

how to be a gentleman

Serving a seriously degraded design is still a pretty drastic decision, and most people will probably fail to understand what has happened to your site. Just put yourself in their place. One day you are visiting a nice looking site, next you know the design went from nice to completely crap (but still usable). It's only fair to inform them why this is happening to them. Sadly, actually doing this in a clean way is not as easy as you might think.

Remember that we are doing this for IE users without javascript enabled. That means you can't use any normal overlays or spotlight effects to draw their attention. Also, I wanted the message to appear only once, namely the first time they visited my site after I switched to html5. Only on their specific demand should they be able to see the message again. It took us a while, but we worked out a solution. Here goes.

being a gentleman

First thing to do is to create an overlay which will be inserted the first time they visit your site after the switch. The .noJS class is extremely useful as you can style the overlay to show by default, effectively hiding the rest of your site. Simply add a specific class to the overlay you'd like to show and apply all styles to .noJS .your-preferred-classname. So now they know.

Of course, once they've read the message in the overlay you shouldn't bother them anymore. Setting a cookie is a good place to start. As long as the cookie is set (from the back-end, no javascript remember), you can make sure the overlay isn't inserted in the html code. So what about people without cookies? A bridge too far you say? Well, maybe, but with the current solution these people will keep getting the overlay for each page, and since they don't have javascript either the only way to reach a new page for them is through an actual page refresh, triggering the overlay again and effectively making your site completely inaccessible.

So we looked a bit further and came to the url referrer. This parameter (accessible in the back-end) will tell you where your user came from before he hit the current page. If your domain isn't in the referrer you can show the overlay, since you know it is the first page on your site he hits. If your domain is in the referrer, you keep the overlay out of the html code. This means that a visitor with javascript and cookies disabled will see the message with each visit, but that's his punishment for being so stubborn I guess. Some quick testing revealed that the referrer was also entered for new tab and new browser hits, which only works to our advantage.

Finally, you can add an additional check on the user client string, filtering out IE users. Another security measure it to delete the overlay with javascript on body load. This way, there's no way it will ever surface in the wrong circumstances. Furthermore, it's a good idea to add a little warning box which can trigger the overlay again at any time, overriding any of the previous conditions. There's always people who might want to read it again. This warning box can be easily hidden for javascript-enabled and non-IE users, using the noJS class.

conclusion

A whole lot of trouble for just a couple of visitors? Maybe, but you can take from this method whatever part you like. There's no shame in dropping the url referrer option, or to simply insert a contextual box for IE/non-javascript users which directs them to a separate page containing the message. This method is merely an exercise in graceful degradation, and trying to be as graceful as possible.

If you want to see it in action, visit my blog with IE and javascript turned off. You can even disable your cookies (and make sure to clear them first) to see the referrer option in action. Again, this method is a bit far-fetched, but it should give you all the means to be as polite about it as possible. If any other measures or workarounds exist, do let me know.

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Thu, 12 Nov 2009 11:48:38 +0100
<![CDATA[the spirit/frank miller]]>http://www.onderhond.com/blog/personal/the-spirit-review-frank-miller

Frank Miller entered the Hollywood spotlights when people started turning his graphic novels into films. Sin City and 300 were great successes, but now Miller himself is taking place behind the camera. To remake one of his own comics? Nah, too obvious. Miller is taking one of Eisner's and tries to make it his own. Whether to say he succeeded is not an easy task.

screen cap of The Spirit

People will tell you The Spirit is exactly like Sin City. Chances are they will then tell you how Sin City is better, effectively explaining why this film isn't really like Sin City at all. Visual style withstanding, there really isn't all that much common ground between both films. If you will, The Spirit relates to Sin City in the same way Batman & Robin relates to The Dark Knight.

The Spirit has a very typical superhero setup. There's the main hero, protecting the city with his cape and face mask. He has a love/hate affair with the local police and ties with some secondary villains. All of this acts as filler, juicing up the time not spent on battling his arch enemy Octopus. There's some fighting, some gun-slinging, lots of fancy talk and in between some very serious drama.

American comics usually handle this stuff in a rather grave, serious tone. Miller's adaptation of The Spirit does not. It's light-hearted, fun and even a little tipsy. Oh sure, everything might look dark and moody, but the tone of the film is almost humorous. There are even some manga-esque influences, best seen in the over-the-top character of Johansson, making dry comments from the sidelines at the weirdest of times.

screen cap of The Spirit

Visually the parallels with Sin City are plenty, as The Spirit more or less adapts the same visual style. Not too surprising of course, Sin City based its visual style on Miller's original comic, but as this is filmland we have to give some credit to Rodriguez. That said, I liked The Spirit a whole lot better. Technically not perfect, but artistically way more impressive than Sin City. There are tons of landmark shots, smart play of shadows, nifty contour shots and Miller shows us a superb use of colour. The Spirit is a visual feast and screencap heaven.

The soundtrack is not as interesting, sadly, as it is composed of a rather typical superhero comic book score, featuring crappy tunes and lifeless melodies. Acting is equally horrible, with only Samuel L. Jackson making the best of his character. He goes completely over-the-top, clearly having the time of his life. The other characters are plenty of fun too, but most of the cast just doesn't cut it. Prime example is Johansson, who completely fails as Silken Floss, a role that should'nt have been too hard to play. Luckily, her character manages to survive nonetheless.

screen cap of The Spirit

Even though the acting is quite bad and the humour doesn't work all that well, the tone of the film is just right for a story like this. It's nonsensical garbage and the film is quite aware of this fact. Miller blows everything out of proportion and has a lot of fun along the way, often felt in his over-the-top approach of the simplest of moments. All of this is carried to a big and explosive finale, giving me everything I would ever hope to expect from a film like this.

Fans of more serious adaptations will probably feel betrayed by Miller's film. Fans of Batman felt the same way with Schumacher's second Batman masterpiece. I say blah to that. I prefer my comic book adaptations like this. Silly, quirky and fun, drowning all seriousness in a puddle of over-the-top goofiness. The Spirit is just that, so beware before you venture any further. 4.0*/5.0*

Watch the trailer if you want a taste before trying out the real thing.

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Wed, 11 Nov 2009 12:40:52 +0100
<![CDATA[nuit noire/olivier smolders]]>http://www.onderhond.com/blog/personal/nuit-noire-review-olivier-smolders

Belgians have a hard time recognizing their own talent. That's a fact of life. We're simply not good at promoting our own stuff, even when it's obviously quite awesome. We don't expect to make things that matter in the global view of things and somehow we can't seem to grasp the idea that someone outside our tiny borders would be interested in our products. Want proof? Check out Nuit Noire.

screen cap of Nuit Noire

Smolders' film played some festivals and got some good reviews (check out the ones on Twitch), but locally this film did nothing. Until a couple of weeks ago I never even heard of the film. Which is strange considering it doesn't look like your everyday low-budget experimental flick. While watching I had to keep reminding myself that this was a film coming from within the confines of our little country.

Nuit Noire exists very much in a reality of its own, but some parallels to other directors and films can be made. The film is best summarized as a mixture of early Lynch (think Eraserhead and The Grandmother) and Cronenberg's Naked Lunch, while still retaining its very own unique style. And Smolders makes sure to do proud to his influences, as Nuit Noire manages to surpass his influences on several points.

The story is hardly coherent and mostly symbolic. As an audience, you simply have to go with the flow of the film, hanging on to whatever strands it throws your way. Multiple viewings are advised, but it probably works best with an audio commentary to get all there is to get. Oscar is a rather peculiar guy working in a museum. He loves insects and spends his whole day among them. In his spare time, he wrestles with his past and tries to paste back his memories of his lost sister. Those are the basics.

screen cap of Nuit Noire

Visually Nuit Noire is almost impeccable, with superbly designed sets, smart color design and some very strange and inventive imagery. There is much symbolism hidden in the imagery, some very direct (plenty of bug shots), some a little harder to spot. Sadly there is also a downside. The dreams of Oscar are depicted in a very stage-like manner, almost resembling a theater play registration. A visually accomplished one, but the feeling of stage performances is carried over to the other scenes, creating a definite awareness that everything is played on set. This is a bit of a shame, as the film isn't trying to break through the 4th wall. A little disappointing.

The soundtrack on the other hand doesn't disappoint at all, with dark drones and eerie waves throughout the whole film. It brings the film tons of atmosphere which helps to build a rather unsettling feeling. Acting is stark and emotionally distant, but without a doubt intended to create a darker and edgier reality.

screen cap of Nuit Noire

Around halfway through you'll be wondering what this film is all about, though the main themes come through rather well. Oscar's struggle with his lost past is at the core of the film, but those trying to find a coherent narrative will have a hard time following the film. Luckily the atmosphere remains consistently strong and some of the imagery is simply stunning to behold.

It's a real shame that the dream sequences weren't handled in a different way. It would've been the final touch to an already strong film. Now they distract a little and even hurt some of the other scenes, which could never have been Smolders' intention. It's definitely not a film for everyone as it's strange as hell and is rather impenetrable on the first viewing, but it's a very accomplished piece of cinema that should find its way to an enthusiastic fanbase. Check it out if you have the chance. 4.0*/5.0*

Check out the trailer to warm you up.

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Tue, 10 Nov 2009 12:32:11 +0100
<![CDATA[layton and the curious village/fancy puzzle game]]>http://www.onderhond.com/blog/personal/layton-and-the-curious-village-review

Since the early Brain Training releases on the DS the handheld has welcomed many puzzle games, making the quest to filter simple cash-ins from truly well-developed games a little tricky. But with Layton, it will take you less than a minute to realize that the game is far beyond the reach of all those other puzzle games. It's rather unique really.

artwork of Layton and the Curious Village

While most of these puzzle games on the DS aren't bad perse, they often lack presentation and/or uniqueness. Some of them are straight ports from existing platforms, others are juiced up versions of free online puzzle games. Only a few actually try to go beyond and manage the look and feel of a uniquely developed game.

Layton and the Curious Village is exactly that. The very core of the game is made up of 135 puzzles. Simple riddles, action puzzles or deceptive brain teasers. A pretty varied bunch of challenges that will keep you occupied for quite a while. Once your mindset is adapted to the puzzles (for me it was around 30 puzzles in the game) it does get a little easier as you'll have learned what details to look for and what pitfalls to avoid.

The developers (Level 5) could've just slapped on some nice artwork and title boards for each puzzle and left it at that, luckily they didn't. They extended the gameplay by introducing an actual, well-developed storyline and some point and click action to actually get to the puzzles. So rather than go from puzzle to puzzle, you have to stroll around the village, gather information about mysterious events and try to uncover the location of all these puzzles. And all of that while looking for the main treasure of the game.

screen caps of Layton and the Curious Village

The storyline is quite fun and engaging, with quite a few mysteries popping up early on in the game, hiding the true secret of the village. The puzzles are challenging and fun, while the harder ones can be made a little easier through the use of hint coins. Each puzzle holds tree hints, making it a little harder to get actually stuck. These hint coins are scattered throughout the village, so random clicking can help from time to time, as to uncover some extra coins.

Puzzles can be repeated if not answered correctly, though this will reduce the amount of points you'll receive for finishing them. Some extra bonus games were also included with the game, so you'll find yourself reconstructing a painting, building a strange machine and rearranging both hotel rooms of the main characters along the way. All these extra missions will lead to bonus puzzles later on.

artwork of Layton and the Curious Village

Not only the added storyline, but also the presentation of the game makes Layton into something special. The game features a rather bold but attractive visual style and some very impressive animated sequences illustrating the adventures of our duo. Rather than showing a few static screens and basic artwork it really makes the story come to life. The music is nice too, although it can be a bit repetitive further on in the game.

Layton is a very accomplished game, mixing engaging storytelling with impeccable presentation and good puzzle fun. It might be a bit short (even though there's a weekly free-downloadable puzzle) but apart from that it's a pretty immersive and addictive little game. If only more puzzle games were like this one, can't wait to lay my hand on the sequels. 4.0*/5.0*

The trailer gives you a pretty good idea of what to expect.

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Fri, 06 Nov 2009 12:52:49 +0100
micmacs a tire-larigot/jean-pierre jeunethttp://www.onderhond.com/blog/personal/micmacs-a-tire-larigot-review<div class="textblock"> <p> <span class="intro">With 5 critically acclaimed films in almost 20 years time (and only one failure) Jeunet has settled himself between the greats of contemporary cinema. Amélie was the film that granted him access to a larger international audience, but like many before him he found it quite hard to confirm his status after that. A Long Dimanche de Fiançailles wasn't exactly bad, but Micmacs is the one that will get him back on track. </span> </p> <div class="img"> <img src="/style/site/micmacs-1.jpg" alt="screen cap of Micmacs" /> </div> <p> That said, Micmacs shouldn't be compared to Amélie directly, as Jeunet travels farther back in time and lands his newest as a perfect companion piece to Delicatessen. Rather than give the film a romantic twist he inserts a darker edge, balancing witty satire with almost childlike playfulness and pure slapstick comedy. All in true Jeunet style. </p> <p> The first five minutes are a bit chaotic with lots of character flashbacks, yet once the film settles down the true Jeunet magic quickly works its way to the surface. Bazil is a rather dull guy living a simple and ordinary life. One day he finds himself caught between two rivaling weapon manufacturers. One company's land mine killed his father, the other company's bullet nested itself deeply into his brain (an accident which he miraculously survived). Now, thrust on the streets with only a gang of castaways as friends, Bazil is out for revenge. </p> <p> Jeunet introduces quite a few of his regular actors, forming a rather strange clan of outcasts and oddballs, each bearing their own specific talent. The rest of the film is spent on meticulous plans trying to set up both weapon manufacturers and having a few laughs along the way. It's a simple concept, but in the hands of Jeunet it works like a charm. </p> <div class="img"> <img src="/style/site/micmacs-2.jpg" alt="screen cap of Micmacs" /> </div> <p> Visually Jeunet is stunning as always. No chance goes by unexplored to pull some cool camera tricks, his play with colors is as splendid as ever and the film features some absolutely stunning scenery. Especially the hideout of the gang is a joy to behold. A fortress of junk and scrap metal sculpted into a tiny little house. On top of that Jeunet has some very cool low-tech inventions which appear useless but are genius in their own right. These non-narrative interludes are without a doubt the best part of the film. </p> <p> Micmacs might not look as slick as his previous films but makes more than up with its grittier style and visual splendor. The soundtrack is not quite up to par and quite frankly rather forgettable. On the other hand, it didn't irritate either, so it's not really a big issue. And in all fairness, I've never been too happy with Jeunet's taste in music. </p> <div class="img"> <img src="/style/site/micmacs-3.jpg" alt="screen cap of Micmacs" /> </div> <p> Even though I've always been a fan of Jeunet's films, it's been hard to get a firm grasp of his actual qualities. His first few films were made together with Marc Caro who received much of the credits (even credited as co-director for some films). When Caro left, Jeunet delivered Fiançailles which felt lacking compared to his other work, but with Micmacs he simply erases all doubt. Jeunet has what it takes to make a good film. </p> <p> Micmacs turned out to be quite lovely, containing all of Jeunet's usual traits. It's laugh out loud funny, contains several creative interludes and some dreamy and fluffy sequences. On the other hand, there's also a more cynical undertone present in the film. On top of that it's visually striking and features a truckload of A-class actors. What more could you want, really? </p> <p> As long as you don't expect a new Amélie chances are you'll love this film. If you've seen Delicatessen you should have a good idea what the expect, if not you should think Amélie but with a darker, more adventurous and boyish edge. Most of all, it's a good 100 minutes of fun in a recognizable but still outlandish version of Paris, hosted by a gang of endearing weirdos. Highly recommended. <em>4.5*/5.0*</em> </p> <p>Check the <a href="http://www.youtube.com/watch?v=OpD5yE2t1lA">trailer</a> for some nice teaser moments.</p> </div>Fri, 06 Nov 2009 12:25:05 +0100 <![CDATA[making your site html5 ready pt1/the time is now]]>http://www.onderhond.com/blog/work/making-your-site-html5-ready-pt1

If you have anything to do with html and/or css you should already know about the recently heightened interest in html5. Of course it's all very cool and exciting, but where do we stand (being the eager web developers we are) if we want to start implementing these new tags? Can we simply start using them and assume that all browsers will handle them seamlessly? Are we really web developers if we dare to ask such silly questions? Here's the breakdown.

clearing the skies

Before I start let it be clear that this article is not about any of the new functional html5 elements. Elements like video and audio are unsupported in older browsers and should be approached with graceful degradation in mind. This are elements which require added browser functionality for them to work. This article will focus on the use of new semantic and structural elements (like nav, aside, header and footer, ...), which require no additional browser functionality to be of any value and, at least in theory, should be ready for practical use.

starting with the good

You would assume that making use of these new elements is quite straight-forward. And for most modern browsers this is actually the case. Even though the new elements lack any standard css styling (fe you still have to explicitly define display:block for header and footer elements in css) they are accessible for use in css and javascript and they automatically carry their semantic weight in them.

Of course, when I say most modern browsers you already know what's coming. None of the IE browsers available today allow you to use these elements in css or javascript. On top of that, FireFox 2 has a DOM issue were the engine will immediately self-close each tag he doesn't recognize as html, completely ruining the html structure. The new html5 elements won't wrap the inner elements any longer but will be placed above them, containing nothing.

/* basic html5 */ <nav class="mainNav">...</nav> /* fixed html5 */ <nav> <div clas="mainNav">...</div> </nav>

One possible solution is to add the new elements, but strip them from all classes and ids, also making sure there are no direct references to them in the css and javascript. Then, transport the classes and ids to an inner wrapper (preferably using a div element). This is shown in the code example above. This solution will bloat your html like hell and sounds rather pathetic, but in reality it isn't (... quite as bad as you might think). After all, you're still adding richer semantic and structural information to your html document, which is exactly the purpose of these elements.

Currently this is the only know method to incorporate html5 elements without sacrificing any support from most everyday common browsers. Even FireFox 2 should handle this well, as this setup will only result in some unstyled and empty elements scattered through the DOM. Then again, I believe this has very little real world value, so let's see what else we can accomplish if we try a little harder.

sacrifice

If you plan on taking a different route, you should be prepared to make some sacrifices. Currently there is no flexible solution for FF2 users. That doesn't mean people are not working on a solution, but for now there's not much in the way of FF2 support. You can either write a custom js function, fixing the DOM after it has loaded completely (which doesn't sound too maintainable and might cause design jumps) or you could serve your pages as xhtml. Know that this will kill of any page on your site that doesn't validate according to the xml specs (resulting in a yellow screen of death), so it's best to do this for FF2 users only. A risk I'm willing to take with my blog, but for commercial sites or sites that gather user content I would strongly advise against. A detailed explanation of both methods can be found on the html5 Doctor site.

<!--[if lte IE 8]> <script src="http://html5shiv.googlecode.com/svn/trunk/html5.js" type="text/javascript"></script> <![endif]-->

Then of course there is still the IE problem. Luckily here we have a better change of fixing things (which in all fairness is also an IE constant). Quite early on a little javascript was made available to fix html5 support in all IE versions. The html5 shiv principle is quite simple and works like a charm. The code is hosted on Google Code so you won't even have to download the actual file. The rule above will serve the javascript to all IE browsers, leaving the other browser families alone and providing (near) full support for the new semantic and structural html5 elements. Ain't that sweet!

This just leaves us with a group of IE users that's cruising the net without javascript support (for whatever reason). There's not much we can do for them, but there is something. What we're going to do is serve them an extra css file based on the non-html5 elements. This means serving them a seriously degraded design (as you won't have as many structural elements to work with), but it does give you an opportunity to even out any graphical nonsense resulting from styles that could not be applied. How much you'll have to degrade your design will depend on how many html5 elements you used and where you added your classes and ids, but it will never be as bad as leaving the site as is. The result will still be a fully functional site, only with a bare bones design.

conclusion

Actually providing this extra css file is a little harder than you might expect, especially if you want to be a gentleman about it, so I'll leave that for the next article. Still, this article should have given you a good enough idea of the current issues with implementing new semantic and structural html5 elements. Reading all this might discourage you, which isn't all that strange as there are still plenty of ifs and buts here, but for personal and non-commercial projects I would say that things are looking bright enough to start experimenting with these new elements. Alternatively, be sure to check FF and IE stats before you consider sacrificing browser support. You might be surprised how many people out there are still using outdated browsers.

The next article will delve a little deeper and will provide a method to serve IE users without javascript support with an alternate layout and a nice warning message. So stay tuned.

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Wed, 04 Nov 2009 11:21:16 +0100
<![CDATA[adrift in tokyo/satoshi miki]]>http://www.onderhond.com/blog/personal/adrift-in-tokyo-review-satoshi-miki

Satoshi Miki is a rising star in the Japanese film scene. His first film established him as a somewhat strange and atypical director, Adrift in Tokyo only seems to underline this classification. His films succeed in blending drama and comedy in a pretty interesting way, creating something larger than the sum of its individual parts. Adrift In Tokyo is no different.

screen cap of Adrift In Tokyo

On the surface Adrift In Tokyo looks pretty simple and basic. Even that is an accomplishment, as the premise of the film is pretty outrageous. Odagiri plays a student down to his last cent and carrying a whopping 800.000 yen debt. When the debt collector makes his final visit he makes Odagiri an offer. Walk with him through Tokyo for as long as he demands, offering Odagiri 1 million yen in return. When was the last time that ever happened to you?

The first hour of the film is spent travelling through the streets of Tokyo, slowly revealing the background of both protagonists. Some pretty strange revelations are made in subtle, down-played conversations, but somehow they never feel out of place. Miki also knows the traits of the Japanese drama by heart and applies them graciously throughout the film. Plenty of quiet moments, silent characters and observant shots. Action fans be warned.

screen cap of Adrift In Tokyo

Miki's uniqueness lies in these quiet moments, which he not only applies for subtle drama but also for some pretty dry and oddball comedy moments. They pop up rather unexpectedly and are often gone as quickly as they came, but they manage to give the film a rather dreamlike and warm atmosphere. There aren't too many laugh-out-loud moments, but chances are you'll be wearing a rather big grin the entire running time, maybe even some time after.

Visually Adrift In Tokyo is a little uneven. From time to time Miki wakes up and throws in some visual candy, on other times he seems to forget about this rather important aspect of cinema. The film never looks cheap or dull, but some scenes can be a bit boring, making you wonder if he shouldn't have tried just a little harder.

screen cap of Adrift In Tokyo

The final half hour sees Odagiri and Miura settle down to wrap things up. Two new characters are introduced and with them a whole lot of extra warmth creeps into the film. The drama setup starts to pay up while the comedy level remains constant. The film works up to a pretty simple but engaging finale which left me somewhat in trance. Not because big and important things had happened, but simply because reality started to seep back into the room.

Adrift In Tokyo is a rather lovely film. It knows how to blend comedy and drama into a perfect mix of blanket-like warmth, covering the viewer with a world he'd somehow like to inhabit. Visually the film has its faults and there is not much in the way of a soundtrack, but the acting is superb and the comedy works magic, acting as fuel for a simple and light-hearted dramatic finale. 4.0*/5.0*

Try out the trailer if you're interested.

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Mon, 02 Nov 2009 16:50:40 +0100
<![CDATA[halloween II/rob zombie]]>http://www.onderhond.com/blog/personal/halloween-2-review-rob-zombie

With the resurrection of the horror genre a shortage of clever concepts was imminent, and so the American remake machine geared up for another run. Most of the true 70s and 80s classics are already blessed a make-over, but now it seems these remakes are actually spawning sequels of their own. It makes you wonder where all of this is leading to, on the other hand it doesn't necessarily make for bad films. Enter Zombie's Halloween II.

screen cap of Halloween 2

Halloween II is already the 10th installment in the famous Myers series. The first remake (also by Zombie) was not so much a simple remake as a prequel and remake in one. The first half of the film was new, the second half a pretty strict retelling of Carpenter's original film. Now Zombie made a sequel, referring slightly to the original Halloween II but ultimately traveling a different path. Pretty messy for those trying to keep track of the saga, but not a bad choice as the second Halloween film from the original series wasn't all that good to begin with.

The first remake changed a few things about the Myers legend, mostly related to Myers' own character. No longer was he the silent outline behind the bushes transporting from point A to B with supernatural swiftness, but he became a person with a background who was able to produce noises of his own. This didn't work too well in the first film, but somehow it's less of an issue in Zombie's sequel. It seems that Zombie needed his first film to recreate the setting, waiting for this sequel to recreate the icon. And he does so with plenty of flair.

screen cap of Halloween 2

The story picks up where Zombie's first film stopped. Laurie survives, Myers is left for dead, everything seems wrapped up. The first fifteen minutes roughly follow the original Halloween II outline, then Zombie shift to a different gear and follows his own path. Zombie's sequel puts a bigger focus on Myers' relationship with his mother and makes Myers into a killer out to reunite his family in death.

Visually Zombie takes several steps forward. He makes splendid use of lighting to craft Myers into a massive lump of human madness, often lighting the killer with spots from the back, accentuating his massive outlines. The camera work is still rock solid and heightens the adrenaline during the killings. Even though somewhat freehand and shaky, it's not difficult at all to make out what's happening.

The soundtrack is decent, but Zombie's background in music isn't always beneficial to the film. His choice of music certainly isn't mine, though for the most part the music flows rather well with the images. Acting is pretty good for a film like this, with Dourif in one of his best roles so far, and even the scream queens being semi decent. Add to that the dark 'n dirty setting and you can rest assured that the typical Zombie stamp is as present as ever.

screen cap of Halloween 2

Halloween II is very much a slasher movie with a focus on the killings. They might not be too original, but they are very brutal and graphic. There is a back story pushing the film forward but it's definitely not as present as in Zombie's first remake. The scenes with Myers' family do add a lot though, as they are chillingly mysterious and superbly shot.

Halloween II might not be the purest of films, driven by the purest of choices, but the result is a smashingly good slasher flick. It's raw and dirty, recreating a different Myers and succeeding with ease. Zombie really made the series his own, making it easier to forget the old Myers and accept the new one. He needed two films for that, but I'm actually a bit disappointed to hear he won't continue this Halloween series. Possibly the best Halloween film, including all the old ones. 4.0*/5.0*

Check out the trailer for a taste of Zombie's vision of Halloween.

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Tue, 27 Oct 2009 11:37:35 +0100
<![CDATA[ie6 css fixer v0.6/some updates]]>http://www.onderhond.com/blog/work/ie6-css-fixer-0.6

It's been a while since we last updated our IE6 CSS Fixer tool, of course that doesn't mean we're completely neglecting it. v0.6 brings us a couple of steps closer to a v1.0 release and adds a valuable css fix, while at the same time broadening the scope of the tool. More information follows below.

dead ends

These last couple of months we've been looking into minimizing unwanted effects resulting from the use of our tool. Sadly all our experiments have failed as we're lacking the html on which the css gets applied. This makes it impossible to find out what the range of css properties is for each element on a page. Our tool applies fixes based on each separate rule in a css file, but isn't aware of overriding or cascading. As for now this remains the biggest issue in our tool.

.error {background:url("");} .error.spec {display:inline;}

Currently we have one possible optimization, explained by the little code snippet above. Our tool will place a zoom:1 on the .error class if the background fix is applied. This poses a problem for elements set to display:inline, so for .error.spec we could set value of the zoom property back to 0. It's a very small fix which doesn't sound too effective as this is still not a 100% fail-proof solution. We're keeping this option open, but don't expect it to appear anytime soon.

new, new, new!

On to better news. The most notable addition to v0.6 is the option to fix transparency for ie6 (and 7 for that matter). The fix scans for the opacity rule in the css and replaces it with the IE filter statement. Mind that this doesn't work for transparent pngs, only for those rules where the opacity property is explicitly defined in the css. Also know that the IE filter fix doesn't work with scripting disabled in IE. These are the normal constraints of the fix, there's little our tool can change about that.

The second addition is an option to generate the fixes for IE7 (using the IE7 specific hack). Not all fixes might be necessary for IE7, but we noticed that by applying them to IE7 nothing breaks and stuff still gets fixed in the process. What we usually do is place the generated code in a css for IE7 and below (through conditional comments), only excluding the part about min-heights as this works in IE7 by default and the fix will actually break IE7 behavior. As the conditional comment solution is not always available (project constraints), we added the option to generate the fixes specifically for IE7 (without the min-height fix).

Finally some minor code changes were made, making the tool a tiny bit faster, though this is hardly noticeable. Still, faster is better.

future additions

We are still looking into adding an option that accepts a url to a live page which will filter all the css found in the html code (of that single page) and applies the fixes for the combined css. Sadly we encountered some issues, mostly related to password-protected sites (usually the case for development environments, which we assume will be a typical scenario for this particular option).

Besides that we'll be looking in the transparent png fix for ie6. This will probably be added in the near future, but will be marked as "dangerous" as it could destroy the layout in a fair number of cases. The fix breaks the background-positioning property (the image will always be positioned top left) and as it will be applied to all pngs found in the css this might very well have some negative effects on the layout. Still, we believe it will be useful, even if you have to remove some lines from the generated file, as the fix is quite messy and almost impossible to write from memory.

So that's it for now. If you want to test out v0.6 of the IE6 CSS Fixer tool, it's still at same location. Hope this helps!

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Mon, 26 Oct 2009 12:43:45 +0100
<![CDATA[crows zero II/takashi miike]]>http://www.onderhond.com/blog/personal/crows-zero-2-review-takashi-miike

Miike returns with a sequel to one of his slickest films ever. The original Crows Zero was a huge box office hit in Japan, making a sequel almost inevitable. For Crows Zero II Miike takes control again, delivering what must be his first straight-forward sequel. There is a first time for everything, and it seems when you're talking about Takashi Miike you should take that "everything" quite literally.

screen cap of Crows Zero II

I enjoyed the first film so didn't really mind this sequel, but there was another reason for looking forward to watching this. It's the 50th Miike film I've seen, which officially makes me a fan I guess. His recent output seems to lack a little flair and goofiness (though I still need to see Yatterman), but nonetheless his films remain interesting and entertaining, always something to look forward too. Crows Zero II is no exception.

Miike's first straight-forward sequel is as straight-forward as can be. There is no time, character or settings trickery to reminds us of Dead or Alive, only a simple continuation of the Crows story. Not a big surprise, as this sequel too is based on the Crows Zero manga, but still a welcome warning for Miike adepts. Don't be tempted to believe he trampled sequel conventions again. And people expecting a more surreal or humorous film based on the whole setting are advised to watch Cromartie High instead.

Oguri crawls back in the skin of Genji, but is faced with bigger enemies this time around. For starters he breaks a peace treaty with a neighboring gang, obliviously lighting fire to a dormant gang war. Besides that Genji is still at war with himself, trying to find peace with his father and looking for a goal in life. Worst of all, he does a pretty terrible job at combining the two and in result is struggling for support from his underlings.

screen cap of Crows Zero II

Visually Crows Zero II is still looking incredibly slick. Maybe not as many landmark shots, but the dense and graffiti-laden backgrounds make for a tasty looking film alright. The fighting scenes are still a blast to behold too, with strong, intense and action-driven camera work and some tight editing to keep the adrenaline flowing. In the end though, during these two hours you might start missing the more edgy style of former Miike films. I guess it depends on where your preferences lie.

The soundtrack is still a little disappointing, though luckily not quite as bad as the first film. Not as many R&B intermezzos (just one really), and some rather silly but functional J-Rock stuff. Acting on the other hand is rock solid, especially the key roles portray their characters with plenty of flair. Oguri is perfect in his role, but the supporting cast also deserves some credits. It's not high-profile drama acting, but what they do, they do extremely well.

screen cap of Crows Zero II

Crows Zero II is a rather strict sequel, following the exact same route as its predecessor. It's almost like a film split in half. Visually nearly identical, same characters and same side stories (the yakuza line is back again, so is Oguri's father). There's a comedic interlude about a blossoming romance and Oguri's girlfriend gets a little screen-time too. All things considered, the sequel is a bit more fight-oriented, which is probably the biggest difference between both films. Proof of this can be found in the massive 30-minute brawl finale, featuring little to no breathers.

Crows Zero II will probably appeal to the people who liked the first film and can bear a second, almost identical, serving. There's still plenty of posing, lots of fighting and some drama in between. It's a little weird seeing Miike do a sequel like this, but he pulls it off rather well. A bit more entertaining than the first film, but (of course) a whole lot less original. Though you can wonder how original a manga adaptation is in the first place. Recommended for fans of the original, others shouldn't bother at all. 4.0*/5.0*

Check out the trailer for some teaser poses.

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Fri, 23 Oct 2009 09:10:20 +0200
<![CDATA[header and footer/html5 structural goodness]]>http://www.onderhond.com/blog/work/header-and-footer-html5-structural-goodn

With html5 two interesting html elements were introduced to the specs. The header and footer element were added to the arsenal of the seasoned web developer, ready to make the world of websites a better place. But after the initial excitement it seemed that many didn't really understand the need to introduce these elements. This article will run down the most commonly asked question and will hopefully provide a decent answer.

what are they?

The header and footer are structural html elements. For the last couple of years the focus of html has been semantics, but html is more than semantics alone. The header and footer elements don't really tell you what kind of data is in them, they tell you how that data relates to the main content of a certain content type.

The header and footer elements are structural elements and will help you to build a more structurally meaningful document, giving queues as to how parts of contents relate to other parts. These two elements come to the aid of the div and span elements, relieving some of their functions. A good thing, as they aren't really the most popular tags to begin with.

what do they do?

Both header and footer elements don't do anything. They weren't conceived so they could do anything. Some people still seem to assume that html elements should do something in a browser. This doesn't have to be anything big. Take for example the p element, which typically comes with a standard margin defined. To some people, that seems to be the only function of the p element.

Standard browser styling is not a bad thing, but it has little to do with the html element itself. Just look at all the talk about reset css files, nullifying these exact browser css rules. The core of html is still semantics and structure, which, from the point of view of a visual browser, is something that doesn't really surface in the visualization of elements.

what's their semantic value?

Close to none. Surprised? Well, like I said before, there's more to html than pure semantics. Similarly to div and span elements, the header and footer elements don't really give you an indication of what can be found within.

Still, their function is a welcome one. Those of you remembering the whole "divitis" deal will probably see where the value of these two new elements lies. Curing "divitis" is not done by removing a whole bunch of divs, or by renaming them to p and ul/li structures. It is done by increasing the diversity of structural elements. Elements that give extra information about the structuring itself.

That's what the header and footer elements are for. The header element holds information that's important to know before the bulk of the content. Typically there's a heading telling you in short what to expect, but other data like publisher, publish data, rating, ... can be included too. The footer element has a similar function, but holds data that comes as an afterthought to the bulk content. A 'read more' link, link to comments, 'send to a friend' link. All these things are only useful after you've been through the bulk of the content.

And rather than using divs to group this content, we now have header and footer elements, reducing the amount of divs used and adding extra meaning to the structure of the document. Who benefits from this? Programs interpreting our html code, ranging from screen readers to search engines or even customized code.

so it's all good?

Some time ago most outstanding issues with the footer elements were solved. As of now, almost all restrictions are lifted, allowing you to throw in whatever element you seem fit. At first the footer element couldn't hold several other html tags, making it in some cases absolutely useless. Luckily we have some people looking out for us, so that's one thing less to worry about.

There is of course still the problem of when to include these extra elements. If there's only a single heading present, should it still be wrapped in a header element? A question that already exists today and which I usually answer based on the probability of extra elements being included at a later date. But as a default answer, I would say that header and footer elements should be included wherever they seem appropriate, even if there's only one nested element inside, especially now they provide extra meaning to the document structure.

Of course there's still IE, which doesn't recognize these elements without the use of some clever javascript, making it impossible to apply any css to these elements. A real pain, but as long as you include a little javascript file (and maybe even provide some simplified styling for people lacking jsavascript) you're fine.

Only remaining issue is related to cssing nested elements. Older versions of IE still don't support the '>' (child) selector, which might make it difficult to style nested content. You could of course overrule a whole lot of css for the deepest nesting, but this is hardly beneficial to the flexibility of your css. So for these cases, extra classes for differentiation still work best. In the end this doesn't reduce the amount of classes you use, but it still provides extra meaning to the structure of your document.

conclusion

Will these elements change the web forever? Probably not, but they do underline the structural function of html, which is definitely a good thing. Also something many people seem to have forgotten after joining the divitis mob.

The header and footer tag reinforce the structural value of html. That's what they are all about.

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Thu, 22 Oct 2009 12:54:53 +0200
<![CDATA[bronson/nicolas winding refn]]>http://www.onderhond.com/blog/personal/bronson-review-nicolas-winding-refn

Every once in a while a film arrives that speaks to you instantly, but still manages to slip by. All the right people like the film, all the promo material looks stellar, but still you can't find the time to actually site down and watch it. Bronson could've been such a film, and boy am I glad I made that ultimate attempt to catch it anyway.

screen cap of Bronson

I'm not too big on trailers, reading previews or digging into a film before I've actually seen it. I didn't even know Refn (you might remember him from the Pusher series) had directed Bronson. So I simply sat down and went in blank. After the first few words I paused and switched the subs on. Love that British accent, but without subs I don't get too far.

Bronson is the story of Michael Peterson. He's young, he's bored, he's married, and so he robs a bank. Sadly he gets caught and ends up in jail. Still, determined to become famous, he doesn't give up his battle with life. His short fuse and violent nature help him in his quest, and not much later he becomes Britain's most famous and violent prisoner. He even takes on a stage name, hence the title. And if all of this sounds a little crazy, know that it's based on real facts.

Refn, rather than turning the film into a simple biopic, decided to make something more special out of it. The entire film is presented by Michael's character himself, in true cabaret monologue style. These scenes glue the story together and provide a good insight in Michael's main goal in life: becoming famous, by whatever means necessary. It's a bold choice of presentation, but one that works like a charm.

screen cap of Bronson

Visually Refn has progressed a lot since the Pusher series. The films is visually fun, cool and quirky. A rather strange blend of Ritchie and Jeunet, with some other minor influences thrown in. Refn also does some smart tricks with the lighting to convey Michael's moods, which leads to a couple of very memorable scenes. Add to that some fast and snappy editing, and you have a visually impressive, fast-moving film.

The sound is equally solid, with suiting classical music and some messed up poppy tracks (Pet Shop Boys) thrown in for balance. But when all is said and done, it's Tom Hardy, the actor playing Bronson, who steals the show. The way he portrays Britain's most notorious prisoner is sublime, with his bald head, mean eyes, muscular body and goofy mustache. Bronson is a crazy character, switching from laughs to violence in mere split seconds, hiding a warped mind behind a fearsome front, but always radiating a weird sense of humor. No doubt one of the best performances of the year.

screen cap of Bronson

The most surprising element of Bronson is that it's really a rather pure and good-natured comedy. Not exactly what I was expecting, considering the nature of the subject, but Refn pulls it off brilliantly. Every aspect of the film is tailored to make it all a bit more amusing, though underneath the film remains a somewhat darker and viler stream of thought. As funny as it might be, there's still plenty of tragedy to be found too.

Bronson's form is not your typical choice for a biopic, or for a film in general. This might put people off, especially when they're expecting a more serious version of his story. The only films it really relates to is Chopper, which showcased a somewhat similar attitude towards its main character. So people who like their films just a little different, a bit more daring and served with a dash of freshness will do good to check this one out. Highly recommended. 4.5*/5.0*

Still no idea what to expect? Check the trailer.

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Tue, 20 Oct 2009 11:29:29 +0200
<![CDATA[do over/yu-chieh cheng]]>http://www.onderhond.com/blog/personal/do-over-review-yu-chieh-cheng

Slowly Taiwan is expanding its cinematic interests to other genres. A couple of years ago it was near impossible to find anything besides slow-paced, moody drama films, now other genres are emerging from Taiwanese shores. Do Over can still be considered a drama film, but its definitely putting a more modern, slick and edgy style on display. Gone are the days of dreamy bike rides against the slopes of a green mountain covered in mist. Enter drugs, discotheques and murder.

screen cap of Do Over

Yu-chieh Cheng is a director with a background in commercials, and while those kind of directors are often looked down upon, they usually fare quite well in film land. Their storytelling skills might not be up to par, but they have a way of conveying emotions through images and sound that many home-bred film directors seem to lack. I guess you could say that Cheng is a 100% match to the stereotype, which should be a good indication whether the film will appeal to you.

The story of Do Over centers around a director having trouble completing his film. Do Over spans a period of 24 hours, following 5 stories related to the director. It's a pretty typical Pulp Fiction-type setup, with some jumping back and forth in time but with each segment told in a straight line. The stories are quite varied, ranging from some gangster drama and brotherly love to bored youngsters and blossoming love. Cheng does a good job of combining all these storylines and delivers a somewhat surprise ending, though original it is not.

screen cap of Do Over

From the first frames on it's obvious that Cheng is aiming for something more than your average drama film. The framing of the shots is exquisite, the use of color, even though not too in your face, marvelous, and the lighting often harsh but playful. Cheng doesn't neglect to make a visual statement with his first feature film. There's not a dull shot to be found, mixing quite a few styles and applying a rather broad range of cinematic tricks, without ever hurting the uniformity of the film. Quite impressive indeed.

His taste in music is equally nice. The soundtrack is composed of electronic-oriented background music draping a crisp, modern and yet dreamy atmosphere over the film. Especially the scenes driving around at night are some of the best in the field. Acting is all around solid, with some good performances. And with a rather large main cast, the absence of weak performances is quite a feat in itself.

screen cap of Do Over

Thematically the film is rather broad and the whole "director doesn't know how to finish his film" concept does come off as a little self-centric. On the other hand, Cheng leads his audience to a rather fulfilling finale and avoids coming off as too pretentious (though I guess that fully depends on how much you feel the film).

One thing is certain though. Cheng has style and he has a clear vision he wishes to share through his films. His addition to Taiwanese cinema (and cinema in general) is a very welcome one. Do Over is stylish, modern and sheds some light on the somewhat overlooked age group of 20/30-year olds, without having to resort to marginality or poverty. An interesting film, on many levels, and one that stayed with me for some time after the end credits had faded. 4.5*/5.0*

The trailer gives a good impression of what to expect.

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Mon, 19 Oct 2009 10:25:28 +0200
<![CDATA[transparent corners/context-independent fun]]>http://www.onderhond.com/blog/work/irregular-corners

My previous article showed you how to implement a simple and minimal rounded corner effect. This week I'll show you a different trick, hardly as elegant or simple as the former, but still useful when all other options are failing. This article is about creating context-independent irregular corners. Quite a mouthful indeed.

Using solid images for irregular corners (think rounded corners) is fine, as long as you can predict the background color on the outside of the edge of the box. But mind that you cannot use transparency in your images as the background color of the box will spill through, destroying the intended effect. I know that css3 provides a solution for rounded corners, but not every irregular corner is a rounded corner. What if you need corners cut off at 45°? Even if future css could handle that, there's still an almost unlimited amount of irregular shapes you could create that wouldn't fit any spec out there.

In many cases the context of a box is known. Even when it crosses a diagonal gradient you can still cut the gradient into the corner images. It's a bitch to maintain (slight changes in widths/margins will influence the position of your box over a gradient), but ultimately it works. So what if you have a page overlay with irregular corners? You cannot possibly predict what will be underneath that, so it becomes impossible to cut the context into the images for the irregular corners.

finding a solution

As far as I know there is no elegant solution to this problem, but elegance is not always a key factor. There's a huge difference between "I cannot do it" and "it can be done, but it'll be dirty and time-consuming", especially when talking to project managers who demand results. And so I started looking for a solution that worked, not one that would revolutionize the world of css. If you start from there, it's actually quite easy to accomplish, you just need wrappers. Tons of wrappers.

One rule I set for myself was not to use any empty structural elements above, below or inside the box. Even though some people see wrappers divs as an equally dirty trick, at least they maintain structural integrity, while empty structural elements mess up the structural composition of your document.

the basics

/* the images */ .box {background:url("corner-1.gif") right bottom no-repeat;} .boxWrap1 {background:url("corner-2.gif") right top no-repeat;} .boxWrap2 {background:url("corner-3.gif") left bottom no-repeat;} .boxWrap3 {background:url("corner-4.gif") left top no-repeat;}

The key is to make sure there just isn't a background color behind any of the transparent images. We start by setting the four corners of the box. That leaves us a cross-shaped area in the middle to fill with the background color of the box.

As a little side note, I usually apply a strict order in placing background images. Bottom right corner first, then bottom left corner, top right corner and finally the top left corner. It doesn't matter much when you're restricting yourself to pure wrapper divs to apply said images, but if you're using structural elements part of the contents of the box (hX tags or footer tags) the bottom right corner is usually the hardest one to reach. That's why I apply it as quickly as possible.

Like I said, just a little side note. You don't even need to agree with the order I'm using here, but any strict order will increase predictability of code over time. Just make sure to set a standard, even if it's just for yourself.

Check out the first example on the test page.

the trick

/* the background color */ .boxWrap4 {margin:0px 8px; padding:8px 0px; background:#cc0;} .boxWrap5 {margin:0px -8px; background:#bb0; } /* ie fixes */ .boxWrap4 {zoom:1;} .boxWrap5 {zoom:1; position:relative;}

The difficult part is getting the background color in the remaining area of the box. First we apply a left and right margin the same width as the corner images, and a top and bottom padding the same height as the corner images. Giving a background color to this wrapper fills in the center area and the top and bottom strips between the corners. Next we apply the same background color and a negative left and right margin (same numbers as the margin defined on its parent), so we can fill in the remaining left and right strips between the corner.

If the width of the top and bottom corners differs, choose the widest of the two. Same goes for the height of left and right corners. And to make this work in IE, we need the typical fixes for negative margins. Nothing too complicated.

Check out the second example on the test page.

the finishing touch

/* the background color */ .boxWrap6 {float:left; width:100%; margin:-8px 0px;} .boxWrap7 {padding:5px;} /* ie6 fixes */ .boxWrap6 {position:relative; zoom:1; padding-right:16px;} .boxWrap7 {position:relative; zoom:1; margin-right:-16px;}

In most cases this should suffice. The only remaining problem is that the inner box doesn't span the complete surface of the outer box. If you have big corner images you could be losing a lot of valuable space. The design might even dictate that text should be appearing in the strips between the irregular corners. To fix that we need two extra wrappers. The first one is floated and given a negative top and bottom margin (same size as the padding defined by the heights of the corner images). We also need a width:100%; to make it span the whole box. The second wrapper adds the needed padding to push the most inner box (boxWrap7) away from the edge again. Because of the width:100% declaration on the floated wrapper, this needs to be placed on an extra wrapper, otherwise you'll mess up the widths.

ie6 doesn't like this though, and loses Xpx (X being the sum of the left and right margin) with the float. Adding Xpx padding on the float and crossing it again with a negative margin on the next wrapper fixes this. I'm sure there must be a more elegant way to do this, but nothing I tried worked so far. Please do share your thoughts and fixes.

Anyway, check out the final example on the test page. A border was added to illustrate the position of the most inner box.

conclusion

As you can see, elegant it is not. Many double declarations and computed values of paddings and margins. It's a pretty messy setup requiring 5 extra structural elements and a massive 7 if you want it perfectly controlled. On the other hand, if anyone knows better alternatives which are just as flexible (and using wrappers, not empty structural elements), do share!

In the end, the technique works, cross-browser and without too many hiccups. And even if you despise the use of so many extra wrappers, you can now tell your project manager you know of a way, you just don't like the implementation. Looks better on your CV, trust me.

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Wed, 14 Oct 2009 09:21:27 +0200
<![CDATA[ghost in the shell 2.0/mamoru oshii]]>http://www.onderhond.com/blog/personal/ghost-in-the-shell-2.0-review

It's been almost 15 years since Mamoru Oshii blessed the world with his adaptation of the Ghost in the Shell manga. A true anime milestone and a film that flared the hunger for anime in the West. For the 2.0 version Oshii revisited his masterpiece and granted it a little polish job. Question is, did he kill off his own masterpiece or was he actually able to improve on it?

screen cap of Ghost In The Shell 2.0

Touching a classic is always dangerous. Just ask Ridley Scott or George Lucas. You're bound to piss of some angry fanboys who consider the film more than a simple film but a relic of its time. On the other hand, you might reach a new audience which doesn't really feel the need to try out the films of yonder. Sound and color touch-ups are usually quite harmless, but Oshii also decided to redo some sequences to connect it closer to the second film.

Ghost in the Shell was my favorite film ever for a long, long time. When I first saw it, I was quite blown away with the structure and lack of narrative urgency. My favorite scene has always been the long trek through the city in the middle of the film. Five minutes of good solid atmosphere to lose yourself in. But over the years some cracks appeared. Innocence was every bit as good as its predecessor and some scenes became a little murky and gray. So if done right, I wouldn't really mind the new paint job.

screen cap of Ghost In The Shell 2.0

Visually some important changes were made. The most obvious one is the switch from green overtones (the wireframe views and intro) to sepia, diminishing its imposed relation to The Matrix and tying it closer to Innocence. Apart from that, some extra CG scene were included, mostly in the beginning of the film. While the CG is nice enough, it's not the same quality as in Innocence and it doesn't always blend it too well. The whole new intro isn't really an improvement, the helicopter flight (with the shark-copter) on the other hands looks a lot nicer.

Some extra cleaning was done, making the colors more vivid and the city views more crisp. There's more detail in the backgrounds, enhancing the overall visual impression of the film. As for the audio, some of the effects were obviously redone, capturing more of the surrounding noises and giving more audio feedback of what's happening on screen. They even redid some of the voices, most notably the Puppet Master himself who received a more fitting voice. It's these neat little things that give the film a more polished feel.

screen cap of Ghost In The Shell 2.0

Overall I would say that the polish job resulted in a draw. The CG is somewhat intrusive and doesn't always add anything new to the film, the smaller touch-ups hold more value but aren't really all that groundbreaking. For people new to the series, I believe 2.0 is probably the best place to start, as it gels better with Innocence and narrows the gap between both films just a little.

It was a while since I last watched Ghost in the Shell, but the film still feels like a dream. It's a collection of stellar scenes and passages, drenched in atmosphere and showcasing a level of maturity not often seen even in live action films. The 2.0 version is good and a worthy attempt to make it easier to appreciate for younger film fans. Older fans might be a little disappointed by the lack of groundbreaking changes, but shouldn't fear a demolished masterpiece. Oshii did quite good. 4.0*/5.0*

Check the trailer for a few glimpses of the improved material.

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Mon, 12 Oct 2009 12:06:41 +0200
<![CDATA[seventh moon/eduardo sanchez]]>http://www.onderhond.com/blog/personal/seventh-moon-review-eduardo-sanchez

Eduardo Sanchez, should his name not ring a bell, is 50% of the success behind The Blair Witch Project. Altered, his second full-length feature, proved to be a tremendous flop (and rightfully so), which left him stranded as a failed talent. At the same time it relieved some of the pressure Sanchez must have felt after the success of Blair Witch. Seventh Moon is his third film, and a reassuring poke in the right direction.

screen cap of Seventh Moon

Seventh Moon is based on the Chinese tradition of the Hungry Ghost Month, a familiar subject for those who dabble in the realms of Chinese and HK horror films from time to time. It looks like this tradition is catching on in the West, as They Wait (a Canadian film from 2007) based its story on that same tradition. A somewhat remarkable fact, as Western horror films aren't usually very prone to pick up on Asian influences.

Sanchez takes the concept one step further and transports his main characters to mainland China rather than Chinatown. Yul and Melissa are newlyweds celebrating their honeymoon in China, playing the happy tourist in search of Yul's family. When it turns out their guide isn't as friendly as initially assumed, things go from bad to worse very quickly. A rather simply setup for a simple horror film, but complexity is usually not high on the list of expectations for a film like this.

screen cap of Seventh Moon

Seventh Moon plays like a typical trip into madness. When the couple is confronted with the first body you know they're in for a pretty scary ride, with things getting a lot worse before they'll get any better again. The film's only perspective is that of the young couple, keeping the audience equally clueless throughout the film.

Sanchez tries to heighten this experience by mimicking handycam camera work, making the audience the third person there. And while the idea is good, the execution is simply too poor. Contrary to what many seem to believe, there's more to it than randomly swinging a camera up and down. While the tempo and editing are all quite nice, the actual camera work is a little disjointed and sometimes fails to capture the action. Sanchez is not able to convey the same level of urgency seen in films like Cloverfield and [REC], which is a serious issue.

Luckily Sanchez has another trick up his sleeve. The soundtrack and sound design of Seventh Moon is absolutely brilliant. Superbly atmospheric ambient music and eerie sounds paint a picture of the surroundings way more effectively than the images do. Where the images fail to capture the tension, the music jumps in and grabs the audience, spraying a very unnerving and grim atmosphere across the whole film.

screen cap of Seventh Moon

Even though the acting is nothing more than decent, it suffices to enjoy the journey of the couple. While they have little to work with, they're not as irritating as most horror fodder. As the film nears the ending the tension is increased and explodes in a terrific finale. I was a little dazed when watching the credits, somewhat fazed out due to the ambient score and slightly surprised by the solid atmosphere captured in the film.

It's a shame that Sanchez couldn't get the camera work right, otherwise Seventh Moon could've been a contender of films like [REC] and Blair Witch. As it is, Seventh Moon is still a strong film, sporting some good tension, cool creatures and a terrific soundtrack. 4.0*/5.0*

Check out the trailer trailer to get a glimpse of what to expect.

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Fri, 09 Oct 2009 13:01:39 +0200
<![CDATA[district 9/neill blomkamp]]>http://www.onderhond.com/blog/personal/district-9-review-neill-blomkamp

District 9 is without a doubt the media hype of 2009. Through clever internet marketing and by shrouding the film in a veil of mystery many have been eagerly anticipating the film for quite a while. It just opened in Belgian theaters and even though I didn't really expect all that much from it, it seems that marketing did its job well. Most obvious question is of course whether the hype was worth the wait.

screen cap of District 9

When I first watched the District 9 trailer I immediately turned it off after spotting the alien creature. I'm not a big fan of spoiler-heavy trailers, but this particular one made me wonder why they would reveal this much, this plainly, so early on. It could only mean there would be more to the film than simple alien appeal. Luckily there was.

The premise of the film is quite interesting, featuring a shipload of aliens stranded on Earth. Rather than taking the typical "alien flick" road, these particular aliens get a pretty rough deal as they are shipped away to a slum district on the edge of Johannesburg, controlled by military forces. The slum develops as most slums would, proving a perfect breeding ground for crime, violence and even interspecies prostitution. This is all presented in a news-like/documentary fashion with short interviews and typical news station fragments in between.

Cool stuff, but that's about all there is to the film. Beyond the interesting premise it's still very much a typical blockbuster film, as the developing story quickly illustrates. It doesn't take long before the main character becomes infected with alien genes, turns into the prime target of an international concern and goes into hiding trying to save himself. Standard stuff.

screen cap of District 9

Visually District 9 is something else though. The typical documentary visuals don't sound like too much of a graphical treat but seeing how tremendously believable the CG is integrated it becomes almost unsettling to watch. Alien movement is still a little shaky, but apart from that everything feels solid, real and actually "there". The action-filled ending is absolutely amazing, featuring lush mech designs and awesome firepower without ever only slightly resembling something coming from a gaming console.

CG is often applied in a manner where the camera follows a pretty slick and premeditated path to improve the blend of CG. It gives it a fake dimension which is difficult to ignore. District 9 takes the Cloverfield approach and cleverly builds on that. The only real downer is the alien design, which is quite uninspired and dull compared to the rest. The soundtrack is decent enough but is rather secondary. The only remarkable thing there is the alien language which comes off as quite developed and original. Nice little touch.

screen cap of District 9

As the film progresses the premise is mostly forgotten and all that matters is action, explosions and alien gear. People expecting a more intelligent approach might be disappointed, I on the other hand wasn't expecting anything at all and felt that there wasn't much more to be done with the premise anyway. Throw in some comedic interludes at regular times and you have a pretty basic blockbuster outline, but presented in such a way that the experience is completely different.

I liked District 9. A lot. It's a blockbuster, but as blockbusters should be. Near perfect use of CG, superb mech designs and great action scenes. Some funny moments and a premise interesting enough to kick-start the whole thing. Add some popcorn and you're gone for a good 100 minutes of alien fun. Hollywood should take notice, it's pretty amazing what Blomkamp achieved with the relatively low budget (compared to regular blockbuster budgets that is). 4.5*/5.0*

I would advise against it, but if you want a quick preview, check out the trailer.

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Tue, 06 Oct 2009 12:43:06 +0200
<![CDATA[tracing shadows/marco mak and francis ng]]>http://www.onderhond.com/blog/personal/tracing-shadows-review-mak-ng

The new millennium brought us a new kind of martial art flick. Gone were the years of manic camera work, blue overtones and quirky humor. Films like Hero and House of Flying Daggers dominated the Eastern martial arts market for a good 10 years. But just like about everything else, old becomes retro hip and Tracing Shadows is eager to demonstrate. Mak and Ng reach back to the 90s style of martial arts while doing their best to maintain modern standards.

screen cap of Tracing Shadows

Tracing Shadows is quite clear in its intentions. The first scene features some heavy and agile fighting fun, the second one relies more on comedic relief. The storyline? Something about martial arts masters in exile, lost treasures and roaring revenge. The golden days of Chow and Jet Li are never far away, yet Mak and Ng make sure it's more than a simple rehash of the old days.

Besides co-directing the film, Ng is also taking on the lead role. Ng's character has taken his leave from the martial arts world, but not before humiliating his second in line. Nonetheless he is granted the title of No1 martial arts master, but simply can't forget about his defeat to Ng. Meanwhile, Ng has retired to a little village where he lives with his thieving wife and adopted daughter, trying to locate a long lost Ming treasure. In between you get some funny scenes featuring a trio of Li/Lau/Chan impersonators and a rather greedy village chief. Prime stuff.

screen cap of Tracing Shadows

Visually Tracing Shadows is all you'd expect from a film like this. While it honors the traditional and agile style of filming, it also integrates some more modern techniques to give the fight scenes extra flair. Framing and use of color is particularly noteworthy, giving the film a more polished feel than its ancestors. Add to that detailed decors and the result becomes very pleasing to look at. The soundtrack too is quite interesting, bringing more modern rhythms and sounds while still using traditional instruments. It suits the film particularly well.

Acting is pretty decent though nothing out of the ordinary. Chinese comedy is prone to overacting so if you can't handle that you might have some troubles watching this film. Luckily Ng and Wu prove to be strong leads and the rest of the cast also play their roles with conviction.

screen cap of Tracing Shadows

The comedy is a bit more self-referential than usually the case, but hey, it's a post millennium film after all. The film remain amusing to follow, features some genuinely funny moments and definitely delivers on the action side of things. On the other hand, it won't win any new fans to the genre, and if you've had difficulties before trying to appreciate the martial arts vehicles of the 90s this film is probably not for you.

I assume that most fans will appreciate this film for what it is, unless you're expecting a 1-on-1 copy of the older work. Mak and Ng gave the film a unique style and flavor while royally quoting older films from the genre. Amusing, fun and quite lovely to look at. Great fun altogether. 4.0*/5.0*

Want to know what I'm talking about? Check out the trailer.

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Mon, 05 Oct 2009 12:47:40 +0200
<![CDATA[1px rounded corners/smart faking]]>http://www.onderhond.com/blog/work/1px-rounded-corners

Rounded corners are css hell, and even though they've been around for a while it's still quite hard to find a neat solution to implement them. You could use wrapper divs (excessive html) or the css3 border-radius property (hardly perfect either), but whatever you do, they always end up making your job harder than it should be. This article will focus on a little trick to make the implementation of one particular kind of rounded corner a tad easier.

When a rounded corner is implemented using html wrappers (and css images) people easily forget that the background color of the rounding (the color outside of the box) is actually crucial to the whole process. Since the background image used for the rounding needs to overlap the background color of the box itself, it cannot be transparent. Therefor you have to add the background color of the outer element into the image. This becomes quite messy when you're dealing with gradients or a whole range of possible background colors. Something to keep in mind for later.

1px rounded corners

The technique we'll be discussing today is suited for a specific kind of rounded corner. By cutting out the 1px corners a designer can give the impression of a rounding without actually designing some elaborate rounded corners. It's an easy technique with good visual effect.

To implement this we could stick to our regular patterns, creating four wrapper divs and applying a 1px background image (correct color) in each corner. This works fine, but means a lot of hassle for such a simple visual effect. And remembering the problem described earlier, cutting several 1px images in different colors and providing all the right classes could become a tedious job. There has to be a better way to do this.

css'ing outside the box

/* example 1 */ .example1 .outer {background:#0cc; margin:0px 1px; padding:1px 0px;} .example1 .inner {background:#0cc; margin:0 -1px;} /* example 2 */ .example2 .outer {margin:0px 1px; border:1px solid #0cc; border-left-width:0; border-right-width:0;} .example2 .inner {background:#cc0; margin:0 -1px; border:1px solid #0cc; border-top-width:0; border-bottom-width:0;} /* combination */ .example2 .outer {background:#0cc; margin:0px 1px; padding:1px 0px;} .example2 .inner {background:#cc0; margin:0 -1px; border:1px solid #0cc; border-top-width:0; border-bottom-width:0;}

The solution is simple and only involves two html (block) elements. The outer element will set a simple base color, the inner element will be pulled 1px outside the outer element on the left and right side. By making sure the inner element is 1px away from the top and bottom of the outer element the wanted effect will be created somewhat out of the blue. It's really as simple as that.

Example 1 shows this technique using a top and bottom padding on the outer element. The inner element contains the core of this technique, the 1px left and right negative margin. Example 2 is more or less the same but uses borders. This way the padding is not needed. A combination of both techniques (padding on outer and borders on inner) could also be used. The extra left and right margin placed the outer element is to keep the box within the correct vertical flow of the document.

I prefer the first example for situations where the background color is singular since it doesn't need as many color definitions. If the border color differs from the background color you could either pick example 2 or the combination of both methods. There's no real theoretical preference there, though I myself would probably pick the combination method (hate those border-x-width statements).

Whatever method you choose, since we are using the negative margins the color of the 1px corners will automatically take on the right background color as these pixels are not actually part of the box we are building. And there is more ... this technique works in all IE clients without extra hassle. Yay for that!

Want to see this in action? Check out the test page demonstrating example 1 and 2.

conclusions

You often see this type of rounded corners used with buttons layouts. Rather than start wrapping them like over-sized Christmas presents you now have a better way of handling these little design critters. This technique won't help you with other cases of rounded corners, but every little bit helps.

The technique works well cross-browser, requires only one extra wrapper and supports alternate border colors. And you don't have to worry about the visual context of your box. If only all css tricks were this easy.

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Thu, 01 Oct 2009 13:33:01 +0200
<![CDATA[sakigake!! cromartie high/yudai yamaguchi]]>http://www.onderhond.com/blog/personal/cromartie-high-review-yudai-yamaguchi

I admit, I'm somewhat of a Yudai Yamaguchi fan. He's not the most famous of directors, but you might remember his name from Tamami and Ten Nights Of Dream. Cult fans on the other hand will surely feel more at ease with films like Meatball Machine and Battlefield Baseball. If you are one of these people, Cromartie High comes highly recommended.

screen cap of Sakigake!! Cromartie High

It's a given that most kids don't like school too much, but Japanese kids in particular seem rather traumatized by their years of education. Proof of this can be seen in the somewhat strange sub-genre of films where high schools are ruled by violent gangs and loner punks. Films like Blue Spring, Volcano High or Crows Zero are all the result of this strange trend which started in mangas from the 70s. Cromartie High walks a similar path, but doesn't take its subject matter nearly as serious as its peers.

The Cromarty universe originated from a manga, was later turned into an anime by Production IG and finally found its way into theaters through this live action adaptation. Rather than underline the coolness of school gangs, it takes a more humorous approach, shamelessly making fun of the poser attitudes often seen in the genre. And Yamaguchi turned out to be the perfect man to transfer the less than subtle humor of Cromartie to the silver screen, seeing how closely related it is to his first film, Battlefield Baseball.

screen cap of Sakigake!! Cromartie High

Cromartie High is the story of Kamiyama, a bright young kid who makes one erroneous decision and ends up on Cromartie High. Determined as he is, he vows to change the attitude of his fellow students, but needless to say, this is easier said than done. The first half of the film is almost entirely dedicated to introductory scenes for the main characters. Much as in the anime series this is done through sketches rather than fluid storytelling. Around the halfway point the main story is introduced, or at least what passes as a storyline. Coherence is not high on Yamaguchi's list, fun and weirdness on the other hand are off the charts.

Visually there's plenty to enjoy here. It's obvious Yamaguchi was working on a tight budget but he surely made the most of it. The agile camera work and crisp editing help a lot, some well-placed filters do the rest. The scenes that demanded an excessive amount of money were tackled from a different perspective, using old-fashioned and crude special effects for comedic effect. A perfect solution that only adds to the fun. Only a few scenes lack the level of competence expected from a professional film, but those are few and far between.

screen cap of Sakigake!! Cromartie High

Cromartie High is rather hard to recommend to people. It all depends on how familiar you are with the source material or how many leaps of faiths you are willing to take if you aren't. From what I have read the film takes quite a few elements from its source material and thus runs the risk of alienating people not familiar with it. On the other hand, if you like this kind of humor it's not too hard to simply sit back and fill in the missing gaps yourself.

If you don't mind a bunch of 40-year old actors playing 16-year old high school student with greasy hair and no manners to speak of, you're probably fine. Unless of course you dislike monkey costumes and mecha students. Cromartie High is a prime example of crazy and weird Japanese humor, and Yamaguchi is the perfect man to lead it all to a fulfilling climax (though the actual climax of the film is completely eclipsed by a totally bizarre insert featuring Kenichi Endo). Bizarre and goofy, and incredibly funny to boot. 4.0*/5.0*

Want a taste of the highlights? Check the trailer, though I advise you just watch the whole film instead.

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Tue, 29 Sep 2009 12:00:22 +0200
<![CDATA[antichrist/lars von trier]]>http://www.onderhond.com/blog/personal/antichrist-review-lars-von-trier

A new Lars Vor Trier film means a guaranteed buzz. This time around he outdid himself though. He succeeded to shock Cannes and even managed to score some actual puke reactions at TIFF. Perfect marketing for your film as many people will automatically want to see it, even when they're not directly drawn to Von Trier's work. Question is of course, did Antichrist (and Von Trier) deliver?

screen cap of Antichrist

Von Trier has been straying from the Dogme path for some time now, but Antichrist is his first film in a long time where he returns to a more traditional styling. While films as Dogville, Manderlay and The Boss Of It All are clearly separated from the Dogme movement, they remain very minimalistic and still seem to pursue the original ideology behind the Dogme movement.

The opening of Antichrist leaves little to the imagination. Ultra-stylized, artificial and controlled. Playful use of slow-motion and Händel playing in the background. This is no Dogme alright. After letting the film sink in for a while I was surprised how much it made me think of some recent Belgian films. Both Linkeroever and Vinyan came to mind almost instantly when looking for films to compare Antichrist with.

At its very core Antichrist is a drama, but quite faithfully presented as a horror film. While revealing its actual premise would be quite the spoiler, it follows a very similar path to Linkeroever where a tragic (or at least dramatic) event is distorted into horror. When the son of Gainsbourg and Dafoe tumbles through the window three stories high while they are happily making love in the bedroom, all is in place for a nice little guilt trip. Gainsbourg suffers, Dafoe (being a psychologist) tries to pull his wife through these difficult times.

screen cap of Antichrist

Von Trier uses a range of horror tricks but divides them rather strictly between the first and second act of the film. The first part is mostly suggestive, depending on moody drones and ominous images of simple everyday objects to create an uneasy atmosphere. The second part is way more direct and involves the gruesome scenes that most people will have heard about. That said, Antichrist is not really shocking as the gore really is quite limited. The explicit sexual nature of the film is probably what made people so edgy in the first place, if you look past that there isn't all that much worth puking for. Not a bad thing really as the film works perfectly well as is, just a pleasant warning for people expecting to be revolted from start to finish.

Visually there's also a clear division within the film, between the hyper-stylized and superbly orchestrated scenes and the much rawer and grittier parts in between. While this grittier style might feel closer to Dogme it's still far away from the uncaring and "laisser faire" film attitude of Von Trier's former baby. Even during the rawer scenes the camera work feels more controlled and composed than in any other Dogme film. The soundtrack is equally important and resembles the ambient soundscapes found in Vinyan and Linkeroever, often somewhat crudely edited between regular scenes and eerily effective in creating a heavy atmosphere. One scene in particular stands out, when the sounds of rustling trees is suddenly added to create an almost noizy soundscape. Impressive stuff.

screen cap of Antichrist

From the moment Dafoe and Gainsbourg travel back to Eden the film takes a more symbolical approach and the actual story might be a bit more complex to follow. Not long after that Antichrist shows his gruesome side, creating a rather big shift for viewers to bridge in the middle of the film. It's also quite hard to take everything in with only one viewing and people not really familiar with the subject at hand will have a hard time completing the puzzle. Luckily the internet provides some very clear answers for those wanting to get a complete (and fitting) answer as to what it was all about.

Antichrist is atmospheric, moody, technically impressive and pretty mysterious. It's gory and contains a couple of harsh scenes, but never actually shocking (let alone added for simple shock value). The mix of drama and horror works very well and the actors give their all (or almost, as they used body doubles for two scenes) to make it work. It's certainly not a film for everyone, especially not if you're looking for simple and pure horror or drama fun, but if you like to be surprised, there's plenty to enjoy here. Hope Von Trier continues on this path, it would be a shame to see his talent further wasted on any more Dogme films. 4.5*/5.0*

Check out the trailer for a taste of what to expect.

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Thu, 24 Sep 2009 12:35:29 +0200
<![CDATA[implementing html/trust your htmler]]>http://www.onderhond.com/blog/work/implementing-html-trust-your-htmler

Specialization has made our trade a lot harder. Just 10 years ago it was still possible to make a quality site by yourself, today you need to take into account accessibility, strategy, content structures, browser compatibility, usability, flexibility and scalability. In all of these fields you will find people with specialized skills, but getting all of them on the same line isn't always easy. This article will dig a little deeper into the relationship between the html guy and the people implementing the html and how to improve it.

Key to a successful project is making sure the next node in line has a good understanding of what it is you just handed them. As a html and css guy I have to put my trust in the wireframers and designers. Whatever they give to me should be considered as their ultimate attempt at excellence. Of course, within whatever constraints the project is dictating (time, money, meddling clients, ...). My job is to honor their work as best as possible without hurting the goals and constraints I have to deal with.

After I finish my work the same process is repeated. I deliver static templates to the technical implementation team, which in their turn has to sculpt it into a working, living and breathing website. From experience I have learned this isn't always an easy process and based on the feedback I've been getting, similar questions keep popping up. Reason enough to take a good look at what the exact problems are we are facing.

back-end implementation

Before I was hired at my current job I worked for a firm where I had to do almost everything from start to finish (excluding design work). Database setup, html/css/javascript and back-end coding were done almost simultaneously. It's there I learned that doing all these things yourself will often compromise the quality of certain aspects. More than once I changed html code simply because it was easier to implement in the back-end.

This has a serious impact on the quality of the final product, though at the same time I realize that the decision between fixing an error in the price calculation or adding a seemingly useless class to the html is an easy one to make. What I suggest is rather than forcing such decisions it would be much better to eliminate the need for these kind of dilemmas.

the invisibility cloak

While it is quite easy to explain the importance of css, it's usually a lot harder to do the same for html. The reason is simple: html is hardly visible. There is no way you could say anything about the quality of the html by using a website or by looking at it. The cleanest and brightest html can come of as ugly when the css or back-end is badly implemented. Similarly, the crappiest html can look shiny and impressive when viewed in a browser.

Only a couple of fringe cases will ever get a glimpse of the quality of your html. People using assistive technology or people browsing with css disabled is one such case. Then there are automated scripts and programs interpreting your html page and finally the quality of the html might show itself as the level of flexibility when a website needs a visual tune-up. Especially this third issue is key to the consistent quality of your project over time.

These cases are often somewhat ignored in the pre-launch testing phase, of course that doesn't mean that the quality of the html should be a low-priority issue and should suffer from it.

we, the html guys

As an html guy I spend quite some time tuning my html to deliver structurally and semantically correct documents with high level of flexibility towards future changes. I might add classes where I think they'll come in handy or where they are needed for semantic differentiation, even if that means I don't need them right away. It's not because a class has no direct function in css or javascript that it is useless and should be left out.

It's for the same reason I don't like extra classes generated by automated back-end systems (often CMS systems) because they can clash with the current or future implementations and mess up the clarity of the html. I also don't like structural differences even when they don't impact the visual output. Simply because structural relevance in very important for flexibility. When elements on a page belong together there's a very real possibility that one point they will be visualized as such.

This is what htmlers worry about. This is where our expertise lies and this is where we hope to earn people's trust. It is a difficult task as it's not easy to come up with direct proof of how important the quality of our work really is, but nonetheless the html remains one of the most essential parts of a web page. Without html, almost nothing can exist in a browser window.

concluding

The implementation of html is often checked by looking at a template in a browser. When the implementation matches the design it is often considered ok. While this might give an indication of an approximation of the html structure, it's hardly proof that they indeed match each other. I believe that css and javascript are not at all needed for implementing the html, maybe even a little counterproductive. When implementing html it is important that the output matches the structure of the static deliverables. This can not be seen by loading a page in a browser, but by comparing the html source of both the static and implemented page.

I believe that it would be helpful to have someone in the implementation team responsible for the correct implementation of html templates. As far as I know this isn't a standard profile nowadays, with every person part of the implementation team writing both programming logic and implementing the html code. It is perfectly normal that this setup puts most of the weight on the programming logic rather than on the html implementation, which often nullifies a lot of the work put into our html.

More than wanting to dictate how others should do their job, I hope this article demonstrates the time and effort spent in coding html pages and the need for an implementation as close to the delivered templates as possible. People writing html often don't write it in function of styling (css) or functionalities (javascript) but have other/more priorities to take into account. So put a little trust in us, most of us know do what we are doing :)

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Wed, 23 Sep 2009 15:29:47 +0200
<![CDATA[meat grinder/tiwa moeithaisong]]>http://www.onderhond.com/blog/personal/meat-grinder-review-tiwa-moeithaisong

Food horror is a rather small sub genre in the big puddle of horror films, but one with good potential to shock. Meat Grinder is an aptly named entry in this sub genre, but there's a little more to it than watching a cook grid humans to meatballs. Meat Grinder travels outside the boundaries of its limited genre classification and delivers a more powerful punchline.

screen cap of Meat Grinder

The film plays as a mix of Dumplings and Art of the Devil with a little mindfuckery thrown in for good measure. The subject matter ties it closely to Dumplings as it doesn't take long before human meat finds its way into the noodle soup. On the other hand, Meat Grinder is way more direct in its delivery, containing a few scenes perfect for image building and drawing in audiences looking for more Art of the Devil-like Thai horror.

But there is more than meets the eye. Meat Grinder's story centers around Bus, a single mother running a small noodle restaurant. Life is hard and Bus has quite a handful bringing up her daughter, not really helped by her own troublesome childhood. When a dead guy ends up in her restaurant she decides to see it as an opportunity and word about her delicious soups starts spreading. At the same time she has to make sure that her love interest doesn't find out about her ominous occupation. Rather typical horror material so far.

screen cap of Meat Grinder

Visually Meat Grinder is quite the treat. The film looks absolutely lush from start to finish, royally showcasing Moeithaisong's talent. He applies quite a few styles throughout the film, all aptly tailored to the mood of the separate scenes. It does detract a little from the story, if that's what you're after, but the high-contrast black & color photography is just too good to pass up. In other scenes color filters, scratches, shaky camera work and anxious editing are added to the equation, but always neatly executed and sprawlingly pretty to look at.

The score too flows well with the film, although there's only one scene where it actually stands out. The track played during the police raid is some genuine electronic music, a rarity even in modern-day film. Acting efforts are also solid, with good performances of all characters central to the main story. Supporting actors can be a bit flakey (referring to the guy that looks like a Thai version of Suet Lam) but are little more than a small blip on the radar.

screen cap of Meat Grinder

As the film progresses it becomes more and more apparent how deep Bus' troubles run and how they can all be traced back to her childhood. The story contains quite a few twists and revelations but the film never really presents them as such. They appear as simple parts of the story, posing a possible danger to those who like to judge a film's quality on whatever twist they seem to find within a film's main storyline. While they are most obviously there, they simply aren't part of the main course.

Meat Grinder's strength lies with the excellent mix of ingredients put into the film. Even though the film twists and twirls through several themes, styles and atmospheres it remains centered around Bus' warped mind, grounding the stylistic experimentation into a solid focus. It takes some time to adapt to the film and I feel that many will be put off by its bold approach (the film is not exactly subtle), but I liked it a lot. The horror elements are pleasing, the dramatic angle works and all of it is packaged as a visual feast. More please! 4.5*/5.0*

The trailer gives you a good taste of what to expect.

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Tue, 22 Sep 2009 12:40:47 +0200
<![CDATA[lovedeath/ryuhei kitamura]]>http://www.onderhond.com/blog/personal/lovedeath-review-kitamura

Just before Kitamura traveled to America to direct Midnight Meat Train he made one last film in Japan. LoveDeath would mark Kitamura's return to his Versus form, but somewhere along the line something went wrong. The film didn't get picked up overseas and was left to rot in Japan leaving only a few English-language reviews, mostly burning the film to the ground. Boo to that.

screen cap of LoveDeath

Ever since Kitamura was given an actual budget to make his films, he saw his fanbase decrease. His urge to make more commercial films was not appreciated, turning him into a cultfan enfant terrible in record time. That said, I never had too much trouble enjoying his later films (safe for Azumi). They are far from perfect, but still fun and entertaining. And even though his latest films have earned him some renewed respect, LoveDeath was obviously the victim of this downwards spiral. A film that should have had no trouble at all finding its audience in the West was left for dead, leaving hardened Kitamura fans with empty hands.

The film is not really what you'd expect from a Kitamura film though. It's hip and flashy and reaches back to Versus a couple of times, but it might be better suited as a companion piece to Katsuhito Ishii's Shark Skin Man & Peach Hip Girl (or Party 7 for that matter) rather than being compared to his own body of work. The two films bear many resemblances, ranging for similar storylines and crazy character to equal amounts of seemingly random Japanese weirdness.

LoveDeath is the story of Sai, a rather cool assassin who one day run into Sheela, lethal girl material and a yakuza boss' girlfriend. The fact that Sai runs away with Sheela is bad enough, but to make things worse it turns out Sheela just robbed the yakuza gang for all they're worth. Needless to say, an army of yakuza henchmen and crooked investigators is released to recapture the couple. There's some extra fluff about Chrysalis Day (the turning point in your life) but that's just to get things rolling.

screen cap of LoveDeath

With its 150 minutes running time LoveDeath is a rather long film, but it needs that time to cycle through its enormous list of characters. Very few of those characters are interchangeable as they all have their own quirky characteristics. Aside from the huge list of main characters there seems to be an ever bigger number of cameos with quite a few scenes thrown in just for laughs and showing off Japanese (b-list) celebrities. Acting is decent and appropriate all around and I was especially pleased to see Susumu Terajima in a fleshed out role again. Hilarious performance.

Visually Kitamura is still strong, certainly when there's not too much CGi around to play with. LoveDeath is colorful and vibrant, showcasing all style and no substance camerawork and throwing in some extravagant costumes to liven up the visuals as well as the characters. For a 150 minute film it's good to see that Kitamura is able to keep the level of visual playfulness consistent throughout the whole film. The soundtrack is equally pleasing and features quite a few electronic-based tracks to keep the adrenaline pumping. Nothing mind-blowing but exactly what a film like this needs.

screen cap of LoveDeath

Some reviews brought up names like Tarantino and Rodriguez, or referenced films like Smokin' Aces. For those remembering the initial reception of Ishii's Shark Skin Man this should be considered ultimate proof of its likeness. Even though these comparisons hold a certain truth (empty dialogues and stretched out scenes) DeathLove is simply too Japanese to compare it to its American counterparts. LoveDeath exists in a world where manga-influences dictate the rules, so don't be surprised if you run into dildo guns and nurse costumes along the way.

If you liked Katsuhito's first film there is plenty to like here, though LoveDeath is not exactly the better of the two. It does equals Ishii's first film but being a good 10 years younger people might be expecting a bit more. On the other hand, LoveDeath brings a guaranteed 150 minutes of fun if you accept it for what it is. It's all fluff, all style, no substance and utterly weird, but that's what makes these films so much fun. It's probably Kitamura's best film since Versus and a treat for all that love manga turned real. 4.0*/5.0*

If you're interested you can skip through the overly long trailer to spot some of the freakier scenes.

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Mon, 21 Sep 2009 11:47:15 +0200
<![CDATA[the hgroup tag/born from restrictions]]>http://www.onderhond.com/blog/work/the-hgroup-tag

It almost sounds like a joke, but three weeks can be a long stretch of time in the world of web development. These last couple of days I've been catching up with the generated hassle around some obscurer parts of the html5 spec that found their way to the masses. Things moved quickly as some issues are already being addressed, others remain sketchy and unwanted. This article will focus on a new html5 element, the hgroup tag.

I've been following the whole html5 footer issue with great anguish as I caught up with it chronologically. Luckily people are working on it right now, but the prospect of not being able to nest header/footer tags inside a footer tag still doesn't please me (as far as I got the specs and comments right that is). Sadly, this is not all that's worrying me.

the hgroup tag

It was a new tag that immediately caught my attention. One of the new html5 additions is the hgroup tag. Rather than explain myself, I'll simply stick to the official definition of this new element. This is what the working group has to say about the hgroup tag:

The element is used to group a set of h1–h6 elements when the heading has multiple levels, such as subheadings, alternative titles, or taglines

whatwg.org

I've been using split titles ever since I started this blog and I've been struggling with them all along. But needless to say, I'm not in the least bit content with this proposal. I fail to see how this is going to work in practice and what impact this will have on the general heading structure of a page.

heading headaches

Headings are horrible, always have been. The fact that there is not one single tag for headings (with an attribute describing the level) but six is quite the bother, especially when you're aiming to create a logical heading structure within a webpage. Furthermore, even though all heading tags are block elements, other block elements can't be nested inside them. This is particularly annoying when you have split headings with subtitles or quotes.

It's these kind of restrictions that become problematic over time. I understand that they are added to help the starting htmler get a better grip on the language, but more often than not they turn out to be too restrictive for experienced htmlers (see the recent footer example). For the split titles on my blog I was forced to use span elements. Bleh.

why the hgroup is not such a good idea

<hgroup> <h1>...</h1> <h2>...</h2> </hgroup>

It's nice that they tried to tackle this issue but there are so many things wrong with the hgroup that it's difficult to understand how this came up as a recommendation. What bothers me the most is that we need to use an extra heading level to capture a subtitle or even tagline/quote. This creates an empty level in the heading structure of your page which is completely unneeded and unwanted. In my case, my article titles should become h3 tags simply because I'm using a little subtitle? The subtitle itself is not really a heading of a section or part of my site, but more like a small expansion or side-thought related to the main title. Creating an extra heading level for that is utterly nonsense.

Another issue I have is that taglines or quotes might be closely related to the main heading, but are not really headings themselves. Using a hgroup for grouping a heading and a quote is impossible since quotes are marked-up using blockquotes, which don't belong in the hgroup. What am I supposed to do now, put quotes in hX tags? That can't be right.

Finally, you're adding another heading tag separate from the existing hX structure and making the whole heading concept even more complex. And I don't even see what the hgroup tag adds semantically. It's not even grouping similar elements as subtitles, alternative titles, quotes or taglines don't even count as separate heading levels and should be marked-up using different tag anyway.

why I shouldn't complain

I know my comments should be directed at the mailing list but I'm simply not signing up to these things anymore. I hate them, they are worse than spam and are completely outdated. So I'm simply posting them here. If anyone agrees and feels like picking them up, please submit a link to this article to the whatwg mailing list (or simply recap the issues I raised here). If not, then so be it.

My conclusion is simple. The hgroup tag adds little to no semantic value and makes the whole heading structure even more complex than it already was. It solves a very contained problem that could've been avoided by lifting some restrictions that were unwanted in the first place, but instead a new tag was added that could lead to even more semantic nonsense and structural chaos. They must've had some good reasons to add this tag, but I fail to see how they could stand up against the issues it brings.

Alternative, why do we even need structural restrictions in the first place. I've seen very little examples where they helped me to build better html but I can name plenty of examples where they proved very bothersome indeed (no block elements within the a tag?). In theory it's a good idea, only it supposes that we are well at predicting the future. The past has learned us we are not.

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Wed, 16 Sep 2009 12:41:27 +0200
<![CDATA[lars and the real girl/craig gillespie]]>http://www.onderhond.com/blog/personal/lars-and-the-real-girl-review-craig-gill

Loneliness is a welcomed theme when making films about the big city. But even simple guys in little community-driven towns can be lonely. Lars is such a guy, and when he finally decided to reach out it's not how people expected it to be. Lars and the Real Girl turns out to be a surprising film coming from the man who blessed (*cough*) us with Mr. Woodcock earlier that year.

screen cap of Lars And The Real Girl

Comedy is a difficult genre. Not only because tastes in humor vary wildly, but also because defining sub genres is almost impossible. Lars and the Real Girl contains very high doses of dry humor with a dark rim, but "dry humor" is a term with many interpretations. I've seen it used for films ranging from Groundhog Day to The Big Lebowski and even the likes of Scary Movie. And yet, Lars and the Real Girl isn't like any of those films.

To me dry humor is humor with no real jokes. It's delivered in a deadpan manner, served as drama but ultimately so freaky or weird that it becomes fun. My favorite example is Dai-Nipponjin as it takes the concept one step further and goes documentary style. But Lars and the Real Girl is a refreshingly good attempt seldom seen coming from an American director. It's a lovely tragicomedy delivering drama and humor in impressively balanced amounts.

screen cap of Lars And The Real Girl

When Lars finally brings a woman home it turns out to be a doll. An anatomically correct doll, though that doesn't matter much since Lars is a dedicated Catholic. His brother and expecting wife don't really know how to handle it at first, but when the town community decides to play along with Lars he slowly builds up a social life. It's remarkable how quickly the audience adapts to the situation as well. The reaction of the community is highly unlikely and almost entirely dictated by the feel-good vibe of the film, but at the same time we as an audience are quick to accept Bianca (the doll) as just another character in the film.

Typically the beginning is more focused on comedy while the ending has more dramatic impulses. Or maybe it's because over the course of the film Lars' character grows on you and the funny parts becoming more tragic as we get to feel for him. Lars is played by Gosling who's putting in a tremendous effort. Strictly speaking his job isn't too difficult as Lars is a typical character with obvious characteristics and some obvious mannerisms, but around halfway through the film he adds a much-needed amount of flesh and blood to his character, something quite rare for a comedy. The supporting cast is equally strong, especially brother Gus is a important asset to the humorous side of the film.

screen cap of Lars And The Real Girl

Visually not much is happening in the film. It's not really Hollywood, it's not really arthouse. Extremely functional and quite grey and boring (though that is a huge part of the setting), not much is done to make it stylistically stand out. The music is similarly bland but functional. I would usually fault a film for this but since this blandness becomes part of the setting it's not really a big issue. Alternative, this is one of those rare films where drama and comedy are strong enough to carry the film on those merits alone.

Lars and the Real Girl is rare gem blending dry humor with well-dosed drama and a feel-good vibe. Many people seem to miss the humor but I've been smiling and laughing throughout the whole film. The acting is strong, making sure the somewhat bland presentation never becomes a real issue. Good stuff and refreshingly funny. 4.0*/5.0*

Don't forget to check out the cute little trailer if you're interested.

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Tue, 15 Sep 2009 12:25:40 +0200
<![CDATA[santorini 2009/volcano fun]]>http://www.onderhond.com/blog/personal/santorini-2009-vacation

This year's vacation took us to Santorini, one of Greece's most applauded islands. And honestly, it didn't disappoint at all. We spent a terrific week over there, but rather than talk my way through it I'll let the pictures do all the talking. Enjoy!

the hotel

We spent the week at the Volcano View hotel, without a doubt the best hotel we've stayed so far. Constructed in typical Santorini style, built against the flanks of the volcano crater and very close to the capital and airport. Three swimming pools, not too busy and superb food. We even had a jacuzzi bathtub!

morning view of the top part of our hotel
morning view of the top part of our hotel
sun setting behind the first of three pools
sun setting behind the first of three pools

more pics in the hotel gallery

santorini towns

Towns in Santorini are tiny but pittoresque. There are only 14.000 people living on the island, the capital houses around 4.000. All towns are built in the same style, using white or light pastel colors. Bricks don't seem to exist on Santorini. Churches are easily recognized by their blue tops and white crosses on top and since the island has more than 450 churches you can't help but to run into them everywhere you go.

white walls and little towers
white walls and little towers
typical view of a church
typical view of a church

more pics in the town gallery

nature

Santorini is a volcanic island with no natural water sources. The island is quite dry but the volcanic landscape (and particularly the flooded crater) make for some awesome sights.

view at the crater from our hotel
view at the crater from our hotel
lava rocks on the active part of the volcano
lava rocks on the active part of the volcano

more pics in the nature gallery

sunsets

From our hotel we could see the sunset every night. The restaurant was located right at the edge of the cliff so it wasn't always easy dividing your attention between the food and the magnificent sights. It sure made for some pretty pictures though.

mist over the island makes for lovely pics
mist over the island makes for lovely pics
we got 7 of those, pure magic
we got 7 of those, pure magic

more pics in the sunset gallery

various

Of course we did a little more than linger around our hotel watching sunsets. We went on some nice trips exploring various parts of the island. Santorini isn't too big so a week is more than enough to visit the most important places.

a passing ship after the sun had set
a passing ship after the sun had set
vin santo, local dessert wine and very welcome after a greek meal
vin santo, local dessert wine and very welcome after a Greek meal

more pics in the various gallery

Affordable luxury, great surroundings and superb food and drinks. It was all around hot (nearing 40 degrees at some point) and sunny. The last two days we got some mist in the morning and evening but even that was an impressive sight on Santorini. Definitely recommended.

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Mon, 14 Sep 2009 11:30:37 +0200