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[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.

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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.

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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 su