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[alice in wonderland/tim burton]]>http://www.onderhond.com/blog/personal/alice-in-wonderland-review-tim-burton

Together with The Lovely Bones and Gilliam's Imaginarium, Burton's Alice In Wonderland is one of the recent high profile films that submerges itself into an elaborately constructed fantasy world. The tale of Alice in Wonderland isn't exactly original material, but on paper Burton is the perfect director to tackle a project of this magnitude. The first reactions are quite mixed, but for me personally Burton succeeded with style.

screen cap of Alice In Wonderland

I'm really not that big a fan of Tim Burton. The man has without a doubt a very creative mind and a unique vision, but the result is almost never something I can fully appreciate. Popular critique on Alice is that it lacks Burton's darker side, which is true to some extent. On the other hand, I've never really liked Burton's mix of dark romance in the first place. Alice is a more straight-forward fantasy tale and works all the better because of it.

I haven't read Carroll's book, nor did I grow up with the tale of Alice. Only recently I watched Disney's original version, but it did very little for me. That said, there are so many references to Carroll's book in popular culture that it's hard to go in blank. I can't really say whether Burton did a good job at translating Carroll's vision to the screen, but going in with so little background made it easier to see this film as something that stands on its own.

The title of the film is a little misleading as the story is really a mixture of both Alice books. Alice has grown up but finds herself back in the rabbit hole when running away from a marriage proposal. The land of course needs to be saved, from there on we get a pretty basic tale of capturing the sword and slaying the dragon. If you were looking for anything more profound or complex, you'd do good to adjust your expectations right away.

screen cap of Alice In Wonderland

On a visual level this films really shines though. I watched it in sprawling 2D (no way I was going to see this through a black filter) and was pretty amazed by the world Burton had created. The intro and outro in the real world look a bit bland maybe, but once in the magical land the visuals really jump out of the screen, even when watching in 2D. There's a perfect blend of animation and live action, helped by the superb styling of the live actors and the beautiful CG backgrounds.

Depp looks pretty nice in his orange wig with green eyes, but it's really Carter's Red Queen who makes the biggest impression. Completely stylized like a cartoon character she is without a doubt the best mix of CG and live action I've ever seen on screen. Burton allows his crazy world enough screen time and makes sure he doesn't overload his audience with ever-changing fantastical landscapes (a big problem in both The Lovely Bones and Imaginarium). He succeeds in building a thorough and fundamentally strong world in prime style, which is all I really wanted from this film in the first place.

The music by Elfman is okay-ish but not all that great. On the other hand, there are no songs or outbursts of singing during the film so I guess I should just consider myself lucky after all. The acting is quite strong, with a nice roles for Depp and Glover and some prime scenes for Carter. Same goes for the voice acting, properly helmed by people like Alan Rickman and Stephen Fry. They give the film some welcome maturity not found in its setting. And then there are of course the chubby twins, who steal the show whenever they appear on screen.

screen cap of Alice In Wonderland

If you're coming for a good story then Alice In Wonderland might be pretty boring. Burton takes little time to build up his characters and doesn't elaborate much on plot points. If anything, he indulges in nonsensical scenes and random craziness, though very fun and often extremely entertaining to watch. By the time Burton arrives at the climax I was already sold to this film, which probably explains why I didn't mind the somewhat lacking action scenes at the end. The setting was still awesome, but sadly Burton is not one to shoot enthralling action sequences.

Even though I expected very little, the style of Alice In Wonderland is imaginative and strong enough to carry the whole film. There are definitely some technical accomplishments here, like the blend of animation and live action, but it's Burton's style that thrives the film to greater heights. One of the best Burton films I've seen so far, I hope he continues on this path, leaving out the darker elements (which really aren't all that dark to begin with). Recommended material. 4.0*/5.0*

Here's the trailer if you haven't seen it already.

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Fri, 12 Mar 2010 14:29:12 +0100
<![CDATA[the life of a css project/shown in 4 panels]]>http://www.onderhond.com/blog/work/the-life-of-a-css-project

People often ask me to summarize the dangers and pitfalls of a css project. If you've been writing css for some time you'll know there are quite a few, many of which are difficult to explain to people not familiar with actual css code. Composing textual summaries is simply too boring and technical for most people to really care about. So I'm gonna try something different today.

Below is a little 4-panel comic that illustrates what happens with just about every css project over a certain stretch of time. I came up with the idea, sadly drawing isn't really my strong point. The actual drawing was made by Øyvind Sørøy (thanks again!), the man who was also kind enough to create the initial design for my blog and the IE6 CSS Fixer graphic. It turned out wonderfully well, so enjoy the following 4 panels of css wisdom.

a quick tour around the 4 panel

While the comic pretty much speaks for itself, I'm going to elaborate a little on the third panel which contains the essence of this comic.

When a css project is "finished" we are often afraid to dive back in and change stuff, because we've forgotten why half of the statements are in there and how they effect components across several pages. Many of the css files out there contain absolutely useless statements simply because "it worked any nobody dared to tweak it anymore". Just do some random probing on websites and you'll find an excessive amount of properties that are remnants of failed css experiments. They won't affect the current design, but might affect future changes. These statements are sure to come back and haunt you at a later time.

The final delivery of a css file is often met with an unhealthy amount of fear. By then the css is often unstable and untrustworthy, but "works" for the delivered design and html. Most of us just hope that there won't be any feedback and we can happily forget we ever worked on it. That is, until phase 2 is set up. That's when it crashes.

conclusion

This comic could be about more than just css projects, but css must really be one of the ugliest, uncontrolled and unchartered fields in web design out there. The lack of best practices, clarity, clean code and bad browser support results in time bombs that eat away at every project.

It's a pretty sad state of affairs that doesn't receive enough attention. While tutorials for the newest css3 properties are flooding the web there is very little to be found on how to improve the way we write, build and structure our css. As long as people keep neglecting this, there won't be a css3 property out there that will help to avoid the css crash of web projects out there.

You can use the comic at will, but please be nice enough to keep the credits in there.

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Thu, 11 Mar 2010 13:10:05 +0100
<![CDATA[css specificity pt1/eight, specificity and overruling properties]]>http://www.onderhond.com/blog/work/css-specificity-pt1-eight-specificity-an

Some issues appear too simple, too obvious and even too common to notice. These are the issues that are often essential to determine the strength of a language. These are also the issues that need investigating to improve a certain language from the base up. I've written about a similar css nesting issue before, a couple of weeks ago I ran into a new one.

This article will do its best to map out the problem and will hint at several fixes and workarounds. None of them fool-proof or particularly implementor-friendly. A follow-up article will then take a closer look at the core issue we're dealing with, diving into the depths of the human mind to uncover the true problem at hand. Sounds exciting, no?

One more little thing before I start though. I'm assuming that people reading this are familiar enough with css specificity rules. If not, pelase do some catching up first.

the issue

/* base component ...................... */ .class ul li {background:...} .class ul li.first {background:none;} /* variant */ .class.variant ul li {background-image:...}

The code above gives you a simplified version of the issue we're looking at. Just think of this as the code of a horizontal navigation. The background images on the list items are there to create a visual separation between the navigation items (often nothing more than a boring vertical stripe). We've created a base component but the design dictates to create a variant with a different separator, so we've added a rule to change the background-image for the specific variant. That's where the trouble starts.

The thing I keep missing is that the weight of the second and third selector are exactly the same. Because the third selector is lower in the css code the first li element in the variant will again show the newly declared background-image. This is definitely not what I intended. All I wanted to do was keep the original component as is and change the background-image used to separate the navigation items.

not so good solutions

I've experimented a little and came up with four workarounds, one of which is commonly used to counter this problem. None of them is actually any good so I won't be spending much time running through them. I guess that most of these are pretty self-explanatory anyway. In short:

  1. 1. change css order: put the variant rule above the basic component. This way the weight is still the same, but the base rule will come last in the source, winning the specificity battle. Messing around with the order of your css like that is pretty bad though.
  2. 2. increase weight: add a random (but working) class befor the second rule. This will increase its weight, but apart from fixing this particular issue it makes no sense at all to do so.
  3. 3. !important: Add !important to the background declaration in the second rule. Another abuse for the !important rule, so nothing I will recommend.
  4. 4. duplicate styles: The most common solution, simply add a fourth rule that disables the background again for the variant. This means duplication of unnecessary css code, which I also dislike.

None of the solution above are considered extremely harmful (well ... maybe only the third solution), but seeing all the effort I put into maintaining a clean and readable css file, there isn't one solution I'd consider good practice. So let's go on to some more advanced solutions.

advanced solutions

You can read "advanced" as "not working (properly) in every browser". The key to fix this particular issue is to make sure that you only target the elements that need a background in the first place. Rather than overrule the background property of the first list element, let's make sure it never receives this background property at all. For that, we need some advanced css combinators.

1/ .class ul>li+li {background:...} 2/ .class ul>li~li {background:...}

Above are two variants on the same concept. The '>' combinator makes sure you're only targeting element on the same level, the '+' and '~' combinators both exclude the first (in this case) list element. Depending on the structure of your html you can chose what works best, though option 2 is definitely my favorite (as the ~combinator expresses exactly what we're aiming for). If you're working with different elements on the same level you can simply substitute "li" with "*".

This of course won't work in IE6, so if you still need to support that browser you can either leave this solution be or write some IE6 specific code in a separate css file. This means more work at first but a better css file when you can finally eliminate support for IE6 (and that time is definitely nearing). Your call.

conclusion

Even though this issue is not impossible to fix using some more advanced css selectors, there's still an underlying issue that remains. There is more happening here than simply bad browser support, but to really get to the bottom of this I'll post a follow-up article in the near future. So check back in a short while to read why an issue like this can keep creeping up on us.

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Wed, 10 Mar 2010 14:26:51 +0100
<![CDATA[fantastic mr fox/wes anderson]]>http://www.onderhond.com/blog/personal/fantastic-mr-fox-review-wes-anderson

Looking back, 2009 was the year that stop-motion animation found its way back to the masses. Selick's Coraline and Elliot's Mary and Max paved the way, but it's probably Wes Anderson's Fantastic Mr. Fox that holds the power to reach the biggest audience. Not my favorite of the three I mentioned here, but still a mighty fine film alright.

screen cap of Fantastic Mr Fox

One thing is certain, in Belgium they had the promotion of this film completely wrong. We sat in an almost empty movie theater, being treated to horribly (Dutch!) dubbed trailers of How To Tame A Dragon and Nanny McPhee 2. They've promoted Fantastic Mr Fox as a typical children's film here, while Anderson's latest is so much more than that. But I guess animation (and especially stop-motion animation) still has that kind of effect on people.

Anderson's Mr Fox is based on Roald Dahl's book but has some added spike in the form of Anderson's rather typical sense of humor. I can't really remember reading Dahl's book (it's also a bit more complex for me as the area I'm from has its very own fox legend - Reinhaert The Fox) but I must've read or seen Fantastic Mr Fox is some or other form before, because the story felt extremely familiar to me.

Mr Fox is a family man. At least, he was turned into a family man by his wife, who made him promise to leave behind his wild days of chicken hunting in favor of raising a young cub. A good 12 years later Mr Fox can't take it any more and decides to pick up his old habits, determined to take on the meanest farmers in the neighborhood. Needless to say he lands his tail into a bucket-load of trouble, dragging the whole animal community in a battle of life and death.

screen cap of Fantastic Mr Fox

Anderson's choice to pursue a retro style works like a charm, but I still feel that he could've done more with it. The puppets and settings sure look neat enough, that's definitely not the issue. Lots of brown and red colors give the film a very warm and earthy atmosphere, the retro designs do the rest. Sadly, the animation itself isn't up to par. Often too stilted and stiff, Anderson never really finds the right balance between oldskool and visually attractive. There are some 2-frame animation sequences that do work, like the cider flood, but in general it does detract a little from the pleasure.

The soundtrack is very typical and only works because it's an Anderson film. Old pop songs and golden classics are littered throughout the film, adding to the somewhat dry and musky atmosphere it tries to create. Normally I would hate this kind of soundtrack, can't really enjoy this type of music outside of film either, but Anderson just makes it work. Magically. The voice acting is pretty good too, with a strong performance of Clooney and a superb selection of side characters. Dafoe, Murray, Schwartzman and Owen Wilson all add something to make the puppets truly come to life. The downside is that some of the voices are a little too recognizable, but that's just a minor quirk.

screen cap of Fantastic Mr Fox

Fantastic Mr Fox is a rather short film, making sure that it never becomes slow or boring. There's always something to look at, something to look forward to and some joke to keep close for further enjoyment. It's one of those rare film where I wouldn't have minded if the director had added another 15 minutes or so. That said, Dahl's story isn't all that strong or elaborate to warrant any more plot scene, so I'm sure Anderson did good to keep it as short and concise as it is now.

If you like (stop-motion) animation this film is a definite recommendation. The animation itself could've been better, but the whole setting is just too much fun to pass on. It's a strong film in just about every department, only missing that little extra to make it a true classic (Mary and Max is still my definite winner of 2009). So far my favorite Wes Anderson film, here's to hoping he'll keep a close connection to Clooney. I'm pretty sure the two of them can make a truly outstanding live action comedy. 4.0*/5.0*

Here's the trailer if you're still not convinced.

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Tue, 09 Mar 2010 13:01:20 +0100
<![CDATA[bodyguards and assassins/teddy chan]]>http://www.onderhond.com/blog/personal/bodyguards-and-assassins-review-teddy-ch

Ever since the success of "Hero" and "Crouching Tiger, Hidden Dragon", China and Hong Kong have been upping the productions scales of their flagship films little by little. Over a period of 10 years time they've succeeded in producing subsequently bigger and more epic films. The latest to join the group is Bodyguards And Assassins, a welcome variation on the big budget martial arts film.

screen cap of Bodyguards And Assassins

How he did it, I really don't know, but director Teddy Chan raised enough money to completely rebuild the old center of Hong Kong as one insanely large set piece. It's difficult to say whether it really paid off (considering the equally insane amount of money it must have cost), but the result is certainly lavish to behold. The incredibly detailed reconstruction of the old center of the city is so much more entertaining than whatever CG graphic they could've slapped on instead.

Even though Bodyguards And Assassins falls roughly into the same category of films as Hero, The Banquet, Fearless and last year's Ip Man, its focus lies not so much on action but on retelling the events around the start of the Chinese revolution. No doubt an extremely important event in Chinese history, but I'm sure not many people in the West (including me) will know about the ins and outs. The trailers might have you believe otherwise, but the film is really not a full-on action movie and Chan takes his time to ensure the film is more than a simple martial arts film set against historic events.

Bodyguards And Assassins is constructed around the arrival of Sun Yat-Sen, a key figure in the revolution against the empire. As he is about the set foot in Hong Kong to meet the 13 district representatives, plans are plotted to get him assassinated. A group of rebels is ready to meet their destiny trying to protect Sun at whatever cost, guaranteeing the success of his mission. There's not too much room for subtlety but considering the epic proportions of this film, it's not something I expected in the first place.

screen cap of Bodyguards And Assassins

There's a very clear division between the first and second part of the film. Chan uses the time before the arrival to introduce all the characters related to the events. The whole first part is virtually void of any action and relies on the characters and the drama surrounding their mission. While this is far from boring, it does become a little too melodramatic at times. Once Sun arrives the second part of the film kicks off, shifting gears and playing like one massive action scene.

The detailed and elaborate sets makes sure there is plenty to enjoy on a visual level. The scenes on the street of Hong Kong are simply amazing. Still it feels as if Chan didn't make full use of what he had in his hands. I wouldn't have minded if the city had featured a little more prominently, now Chan is a little quick to cut away from some scenes. The camera work too is a little too slick, especially during the first half. The music suffers similar problems.

As for the actors, not only production values seem to be rising, there's also a trend of cramming in as many familiar faces as possible. The cast is almost as impressive as the set, with Simon Yam, Eric Tsang, Tony Leung Ka Fai, Donnie Yen, Fan Bing Bing and Leon Lai on the team. Still nothing compared to the cast of Founding Of A Republic, but an impressive list of actors nonetheless. It is ironic though that the best performance in the film is delivered by none of the above, but by the relatively unknown Xueqi Wang. Even though his character is rather flat and boring, he brings him to life which such apparent ease and style that the man deserves at least some kind of recognition for his role.

screen cap of Bodyguards And Assassins

For those of you that have trouble sitting through an hour of non-action, rest assured that the second part of the film has some very strong and raw action scenes in store. Yen is put to good use here, though his role remains rather small. Leon Lai has some cool scenes too as enigmatic martial arts master, but it remains a little strange to see him like this. The bad guys are equally impressive and form a believable threat to the heroes, putting on display some mean moves and behavior.

Teddy Chan made a good choice when he decided to split the action and drama so rigidly. It gives you plenty of time to sink into the whole setting, easing you into one long action trip at the end. As for the presentation, there is plenty to enjoy though the feeling remains that a different director could've made more of it. It might be a little disappointing considering what it could've been, on the other hand there are some truly stunning and impressive scenes to be enjoyed here.

I don't know how long they can keep up this trend. Looking at Bodyguards And Assassins and Founding Of A Republic, it's hard to image how they are going to top the scale of these films. But as long as they keep making them as impressive as this, I have little to complain about. Recommended if you've been enjoying the epic productions of the previous decade. 4.0*/5.0*

Check the trailer to get an idea of what it's all about.

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Mon, 08 Mar 2010 11:42:39 +0100
<![CDATA[les revenants/robin campillo]]>http://www.onderhond.com/blog/personal/les-revenants-review-robin-campillo

When the dead roam the Earth once more ... the tagline of many a zombie flick out there. Usually a good indication that plenty of growling, lurching and brain eating will ensue in the coming 90 minutes. But some films dare to take a different approach. Some genre cinema is about breaking all the rules rather than following them. Les Revenants is exactly such a film.

screen cap of Les Revenants

The French new wave of horror films is both a blessing and a curse. Without it films like Les Revenants would have gone lost in the crowd, but due to the renewed interest in French genre cinema it is starting its second youth. On the other hand, expectations for French horror films are pretty rigid, which means that many will be expecting shock and extreme gore. Those people will be largely disappointed when they find out what its all about.

These last couple of years there's been a tendency to use popular horror icons and clichés, take them out of their native setting and create something entirely new with them. Films like Deadgirl (zombies) and Grace (vampires) are good examples of this trend. Even though they are telling stories of tired old horror myths, they seem to avoid many of the clichés inherent to these particular sub genres. Les Revenants does a similar thing but goes one step further. Even though we're basically dealing with zombies here, it's been pulled completely out of its horror context.

The dead might have returned from the grave, but it appears they've come back in rather good shape. No rotting corpses with that strange urge to eat human brains, just people who were once dead before, brought back to life. A few minor quirks maybe, but generally in good health. Instead of focusing on the trials of the dead, Campillo aims his camera at the living. We follow three characters who are reintroduced to a dead family member and see how they try to deal with the situation. Sounds pretty novel, but if you've dabbled in Asian cinema before you might be reminded of Shiota's Yomigaeri (Resurrection), which boasts an almost identical premise.

screen cap of Les Revenants

Visually Les Revenants is a tad boring. While there are some interesting shots and scenes, like the first march of the dead, it's a little plain and even a little cheap in places. It's obvious that beyond it's intent there wasn't any room for effects in the first place. There is only one real effect shot which looks remarkably poor. Some scenes are shot with a heat cam (apparently the body temperature of the dead is a little lower than ours) which does add some flair to the film, but in the end it still felt a little lacking.

The soundtrack on the other hand is spot on. Not in the least subtle but very fitting nonetheless. Moody ambient music is draped across key scenes to underline the strange and mysterious events unraveling on screen. It creates a somewhat uneasy feeling that fittingly mimics the emotions of the characters. Acting is a little uneven at times though. The main cast does a pretty good job, but supporting characters can come off somewhat amateurish. Nothing too bad, but a stronger cast could've given some extra depth to some of the characters.

screen cap of Les Revenants

While Yomigaeri approached the idea from a more romantic point of view, Les Revenants can come off as somewhat distant and rigid. There are no happy welcome back parties, Campillo is more interested how people cope in a situation where grief and closure are revoked. In that sense, the film is quite honest (you can read that as emotionally harsh). I'm sure not everyone will be pleased with this, but it does give the film a pretty unique flavor and it makes for several rather uneasy scenes.

The film remains mysterious throughout its complete running time, though nothing much is actually happening. We follow the lives of the three characters as they try to cope with what is happening to them. There aren't any big revelations or mind-shattering explanations, but the finale is satisfactory and keeps a layer of mystery hanging over the film. Les Revenants is a nifty take on the zombie genre, drawing lots of atmosphere from its score and introducing some very interesting themes. It's a definite recommendation for those looking for something a little different. 4.0*/5.0*

Check the unsubbed trailer if you feel the need to see moving images.

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Fri, 05 Mar 2010 10:06:30 +0100
<![CDATA[london 2010/the everlasting drizzle]]>http://www.onderhond.com/blog/personal/london-2010-vacation

After visiting Paris last year it made sense to make a trip to London this time around. Celebrating our 4 year anniversary we spent 4 days in the rather luxurious Hilton Docklands Hotel. Pictures speak louder than words, so below is a selection of pictures I made with a link to their respective galleries. Enjoy!

day 1

The first day was spent visiting some of the famous London attractions nearby. Even though London isn't too far away from Antwerp, we were up quite early and had some delays along the way. To see more pics, check out the gallery of day 1.

a futuristic hallway in the London metro
a futuristic hallway in the London metro
little passage inside the Tower
little passage inside the Tower
memorial for the decapitated women of Henri VIII
memorial for the decapitated women of Henri VIII

day 2

Our second day was no doubt the busiest of the bunch. London Dungeon, Madame Tussauds, trailing down Oxford Street and Carnaby Street and finishing up with The Phantom of the Opera. Want more pics, check out the gallery of day 2.

feels like being inside a space station
feels like being inside a space station
beautiful Fornarina shop in Carnaby Street
beautiful Fornarina shop in Carnaby Street
view on Canary Wharf, taken from our hotel
view on Canary Wharf, taken from our hotel

day 3

The third day started off with the London Aquarium. A quick trip across the Thames and a quick peak in the Film Museum were also on our schedule. Sadly the Dali Museum had closed its door, so that one was scrapped. For even more pics, check out the gallery of day 3.

jellyfish are popular
jellyfish are popular animals
the grey shark, awesome animal
the grey shark, impressive animal
the coolest queen of London
the coolest queen of London, located in the Film Museum

london - day 4

The final day of our trip. We spent most of the day at the London Zoo, then made a quick trip to Oxford street and landed in a little bar near Carnaby Street for our last London meal. For the final selection of pics, check out the gallery of day 4.

Big Ben, Parliament and rays of sun
a composition of Big Ben, Parliament and rays of sun
tubes and tentacles
tubes and tentacles, sea stars are ugly critters
cozy bar near Carnaby Street
cozy bar near Carnaby Street

Plenty of things to do and see in London. Cool city, people there are friendly and helpful and time really flies. Even though we stayed for four days, we had a pretty full schedule.

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Thu, 04 Mar 2010 10:56:50 +0100
<![CDATA[px vs em design/the (in)difference]]>http://www.onderhond.com/blog/work/px-vs-em-design

Last week Jens Meiert launched an article on the the reinstitution of px. Google is officially pulling the plug from IE6, which means the last browser to fail scaling px-defined fonts is yet another step closer to its death. A good time to re-evaluate the difference between px and em designs, keeping a strong focus on why they aren't as different as people usually believe.

quick recap

I assume most of you will know the basic difference between a px and em design, but I'll provide a quick recap anyway. px is a unit used for screens. It's an absolute measure that defines the size of an element based on the resolution of the client. On the other end we have em, which is a unit based on the value of the font-size. 1em equals the height of the current font-size (translated to px).

A good time ago em designs became in fashion as people starting thinking about the best way to handle font resizing using the browser. In an em design, the whole design is supposed to zoom with the font-size, making sure that none of the text spills over or out any graphical elements. Traditional px designs are not that flexible and retain their measures in absolute values, no matter what the font-size might be, often causing the layout to break.

Opera was the first to put a lid on the whole px/em argument by introducing a visual zoom to their browser. Rather than size the font, the whole site was visually zoomed. A nice feature, though you'll probably know that none of the browsers today can provide a perfect graphical zoom. Besides that, the method is somewhat flawed at its core because any images used will turn out fuzzy and unclear. Using em designs and simple font-sizing often gets you the better results (if it is designed as such of course).

designing for flexibility

The reason why px designs "sound" easier is because it is assumed that lengths are definite and unchanging. Once you receive the design, you can determine the width of elements, so trickier visual elements with rounded corners and drop shadows can be cut in lesser images. If you use images to create a box with rounded corners, inner fade and outer glow you'll quickly end up with 8 extra non-semantic and non-structural elements simply to accommodate all the background images. In a px design, you'll only need three.

At least, that's the common way of thinking. Which isn't exactly accurate if you like to write css with flexibility in mind. Assuming a width is definite is always a dangerous thing. I still have to participate in the first project where the design didn't receive some small touch-ups halfway through the development phase. Including changes in general layout, fe widening or reducing the width of side bars.

And even if you leave out the possibility of mid-project design changes, there's always the chance that a component will need to be used in an unforeseen area of the site. It isn't the first time I have to include an extra alert message in some or other component. If your css isn't flexible enough to accommodate these changes, you haven't done a very good job.

So even though you could start constructing your design in px values again, there is still the need to make the design of components flexible enough. An em design inherently focuses on this flexibility, making it clearer to incorporate this flexibility into your css. A px design might appear more definite, but if you're aiming to do a good job, you'll end up with just as much unnecessary html wrappers and just as many images.

so there's no difference?

parent>* {margin:1em;}

There is one major advantage that px designs have. The little css rule above defines a basic grid for all children of a certain parent. Since we are working with ems here, the actual size of the margin is dependent on the font-size of the children. While the rule gives the impression of ending up with an evenly spaced grid, the reality is that some of the children (often headings) will end up with a bigger margin because they have a larger font-size.

This is actually a pretty annoying problem (and my main reason for inserting a span element inside each heading I define). When applying a px design, you won't have this problem as the margin will be an absolute measure unrelated to the font-size of the child. The negative side is that when you size the font, the spacing between elements won't size accordingly, creating a somewhat muddled impression the more you size your font.

conclusion

While the need to avoid px for font-sizes is fading little by little, this doesn't mean you should simply switch back to the px design of the olden days. And when you do, make sure to remember that flexibility is a very strong asset in your work. Make sure that content can size horizontally and vertically without breaking the design, no matter whether you're implementing a px or em design.

As long as we'll have the need to use css background image to create certain graphical effects, the need for flexibility will stay and the difference between px and em design will remain rather futile.

The main thing to keep in mind is that whatever method you use and whatever design you are fed, designs are subject to change and implementations that are built to be resistant to such changes are of far more quality.

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Wed, 03 Mar 2010 12:06:01 +0100
<![CDATA[orochi/norio tsuruta]]>http://www.onderhond.com/blog/personal/orochi-review-norio-tsuruta

Tsuruta stood at the crib of the Japanese new wave of horror films. About 20 years later things have quieted down a little and the Japanese horror scene has grown more diverse once again. The black-haired ghosts have made room for films like Tamami and Grotesque and directors seem eager to explore new horror grounds. Combining all these elements it becomes obvious how Orochi was conceived.

screen cap of Orochi

Tsuruta is a horror veteran. Single-handedly pulling the Honto ni Atta Kowai series his influence of the Japanese new wave is beyond a doubt. With films like Yogen (remade as Premonition), Sky High (though more of a Kitamura film) and Dream Cruise (Master of Horror series) he reached beyond the realms of the Japanese public and landed some success in the West. I've seen most of his films, but can't say I am a big fan of his work. I'm not the biggest fan of the new wave in the first place, but even then his films seemed a big lacking compared to Shimizu and Nakata's efforts.

Orochi is an adaptation of a Kazuo Umezu manga, a rather strange public figure that left a legacy of interesting horror works behind. In recent years his work has proven a good source for film adaptations, leading to a series of 6 short films based on his stories. An interesting series if you'd like to see more atypical Japanese horror films, with Kurosawa's Bug's House and Yamaguchi's Present as main attractions.

When I finished Orochi I was actually quite surprised to see that Tsuruta directed it. There is little here that links back to his previous films. Only a weak link to Sky High exists, but that's his most atypical film anyway. Orochi is a film that steers clear from the new wave clichés and reaches back to more classical horror. Not a very original move as Nakata did something similar with Kaidan and anthology films like Rampo Noir have been receiving positive attention these last couple of years, but a slight fantasy line does inject some welcome originality into the film.

screen cap of Orochi

Orochi is a kind of spirit that watches over mankind. While she does interfere from time to time, she derives her pleasure from simply watching us go about life. One day she lands at the house of a famous actress and gets involved with the family. It doesn't take long before the darker side of glitter and glamor is revealed, and before she knows it she gets entangled with the fate of the family.

Visually Orochi is a lot more pleasing than his previous films. Though pretty classical in style, the set pieces are impressive, with a lavishly decorated house and lovely costumes. Good, strong camera work and some interesting shots whenever Orochi is around make this film a pleasure to behold. None of that cheap "realistic" style that disgraced many of the Japanese new wave films, which is always a good thing.

The score is pretty minimal, with most of the music coming from within the film itself, be it through a singing contest or a film being played in the theater room. There are some other musical pieces but they are mostly supporting the atmosphere already there. Most of the film is actually carried by the rather soft and dreamy voices of the cast themselves. Who, truth be told, do a great job at acting out the tragedy of their respective roles. Usually horror films have little need for good acting, but since tragedy has a big part in this particular kind of horror, it's reassuring to see Tsuruta pulls such good performances from an otherwise rather unknown cast.

screen cap of Orochi

Though Orochi can be classified as horror, there is very little to be seen, nor are there many scares or scenes of overpowering suspension. The curse on the family is all there is to carry the film, but the tragic events following from it are more than enough to warrant the film its horror label. Just don't be expecting anything creepy, tense or gross. Orochi plays more like a Rampo horror, contrasting its gruesome scenes with a classy and classical setting.

The addition of the fantastical figure gives Orochi a somewhat novel feel though. While her character has a somewhat strange and unfitting role in the whole, it is exactly what her character is about. She is someone who observes, interprets and intervenes, but only when absolutely necessary. It's a stylish, well-developed film with a very classical base that still succeeds in coming off as rather fresh. Hopefully a fresh start for Tsuruta as I definitely prefer this film to his older work. 4.0*/5.0*

Check the trailer to get an idea of what it's all about.

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Mon, 01 Mar 2010 11:33:15 +0100
<![CDATA[zelda: spirit tracks/nintendo quality]]>http://www.onderhond.com/blog/personal/zelda-spirit-tracks-review

Spirit Tracks is Nintendo's sequel to the first DS Zelda game. Borrowing its style from the Wind Waker (Gamecube), it continues Nintendo's fine tradition of quality gaming software, offering solid, creative and fun gameplay in a totally immersive world. Lately they have been outsourcing some of their franchises, luckily they kept Zelda within their own tight control. The result is everything you've come to expect from a Nintendo game.

promotion art of Zelda: Spirit Tracks

Zelda has always been one of my dormant favorites. I've liked every Zelda game I've played so far, though not one of them has ever made it to my list of absolute favorites. When I tried the first DS Zelda, I wasn't all that convinced and decided to look for other things. About 30 minutes into this sequel I was proven very wrong. The controls take a little getting used to, but once you master them the game plays like a dream.

Spirit Tracks is the first game I play that actually relies on the stylus for moving around. You simply point to where you want to go and Link starts running. Tapping the screen makes Link interact with objects. He can push, pull, pick up and talk to elements within the world this way. These controls are extremely simple but take just a little time to get used to. Once you've mastered them they feel completely natural, making you wonder why you've ever had trouble navigating.

The gameplay of Spirit Tracks is divided into two sections. You have the overview map, which is navigated by train. On this map are several locations you can access which allow you to walk around more freely. Driving around with the train is pretty fun by itself. You can map your route, kill some enemies along the way using your canon and even hunt for rabbits if you want. And if you're taking passengers, make sure to stick to the driving rules or else they'll think you're a bad driver and leave your train.

screen caps of Zelda: Spirit Track

The other areas feature more typical Zelda gameplay. Puzzles that need to be solved, enemies that need to be beaten. During the game you can collect special weapons granting you new options to solve certain puzzles. These weapons are essential to advance and to unlock many of the available side quests. On top of that, you have a set of bombs and your sword. While this doesn't sound like much, the makers made full use of all these capabilities to keep the puzzles and action as creative as possible.

There is an additional challenge as princess Zelda is tagging along on your journey. For the bigger part she just comments on what is happening, but in the tower she can enter the body of Phantoms and she becomes and extra playable character. It's a handful controlling two characters at once, but it does add a lot to the variety of the gameplay.

While the main path of the game is pretty episodic and straight-forward (4 areas, two main stopping points, one tower to rebuild), the side quests and sub games provide all the diversion you'll need. Transporting people and supplying goods to the towns grant you gems, activating new tracks on the map and allowing you to travel to new places. These side quests take up a large part of the game, making it last a lot longer than the main story arc would have you believe at first.

Visually the game is extremely pleasing. It does depend on whether you appreciate the typical Wind Waker style, but it works very well on the DS, making the characters very emotive and recognizable. The 3D is nice, though a little flat on the maps, the other areas are pretty varied and feature the regular details you'd expect from a Zelda game. Including the chickens (though they call them cuckoos now - still looks like chickens to me).

promotion art of Zelda: Spirit Track

The soundtrack too is pretty enjoyable, which is a rarity for DS games. Nice, recognizable tunes that are perfect to hum along with. There is no voice acting, just some small samples of people umpfing ans grunting. The microphone is also used to full effect, as there are a couple of tunes that need to be played on a flute. Cool stuff, just be aware that you'll be looking like a complete idiot doing it in a public place.

Spirit Tracks is a pretty vast game, though it doesn't really look it at first. The maps are quite small, but there are enough locations and plenty of side quests to add to the length of the game. No matter whether you're taking passengers, collecting stamps, hunting rabbits or doing some renovations on your train, there's always some place to go or some job to finish before continuing the main story arc.

The game is perfectly balanced, making full use of all the options on the DS. The gameplay is natural and intuitive, the puzzles varied and creative, the difficulty level just about steep enough. It's definitely one of the best games I've played on the DS so far, the first one is already awaiting my attention. Definitely recommended. 4.5*/5.0*

Check the trailer if you're interested

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Fri, 19 Feb 2010 13:04:28 +0100
<![CDATA[improve your front-end skills/setting standards]]>http://www.onderhond.com/blog/work/improve-your-front-end-skills

Front-end development has come a long way ever since we've switched from tables to divs. In 10 years time our job shifted from after hours tweaking to becoming truly professional occupation. Still, when taking a moment to look around there is still lots of room for improvement. A little too much maybe, so here are some important pointers that will help you to become better at what you do.

1. learn about semantics

And by that, I mean truly learn about semantics. Not just the simple meaning of the available html tags, but also the reasons why we aim to write semantic code. This might sound very simple, but take one of your websites and take a good look at the class names you defined. Did you give them simple names or complex computer-like descriptions. Did you make sure you applied them consistently across all the pages. Not to copy css or javascript functionality, but because the elements are essentially the same.

bad .productList li good .productList .product

If you have blog posts, products, events or whatever other returning content type on your site, did you make sure that every content type, no matter what its context, received the same class name? .productList li doesn't cut it. A program doesn't make the assumption that productList is a concatenation of two words, making the list items "products". A program sees two different class names and leaves it at that, unless specifically programmed.

You once read that it's smarter to define a base class to an ul rather than place a class on each li? Sure, I've read that too. It's not necessarily wrong, but we're talking semantics here, not styling. So take a moment to consider how you handle semantic value in your documents. Are you really thinking about semantic value, or are you just worried about how to get your css in there?

2. learn about structure

html is more than semantics alone, it's also about structure. Tags like header, section and footer are there not to give specific semantic meaning to elements, but to group elements and to express relations between them. They are the foundation of your document.

Don't write html as a means to style your site or to add certain functionality. Wrap elements that belong together not because they are visually grouped, but because they belong together. If might not be useful now, but once the code is implemented in whatever cms you will notice that these elements give you a more flexible html structure.

Concepts like iterative design and scrum allow for quicker and smaller updates. Make sure that the code you write is somehow resistant to these little changes, or even complete redesigns. If you have to ask a code change for each question asked, you'll end up looking like an amateur.

3. keep your css clean

Sure, you've read this a hundred times already, but do you actually make sure that your css file is as clean as can be. Did you define general sections like grids, navigation, simple content, components, forms etc to structure your css? Did you group all css rules for each component, starting from the root tag, gradually going deeper into the component. Did you separate different components with a little title in a css comment? Made sure that your whitespace between rules and sections make any sense?

I see lots of css files pass by on a daily basis that do none of these things. The idea of keeping a clean css file might make a lot of sense to you right now, but once you start styling, it's a lot harder to actually achieve it. Take a half day off and make yourself a template for your css files. Define which sections return in each project and stick to them. Keep all the css of a single component nicely grouped and make sure that you comment where necessary.

When phase 2 of your project starts, you will thank yourself. Other people working on your code will do the same.

4. think, evaluate, improve

Usually projects are running on a tight schedule. This means you'll have to make choices during development that aren't as well-considered as they should be. This is not a bad thing, just make sure to take the time afterwards to think them over. Have a good idea, write it down and implement it in your next project. If it doesn't work out, just drop it and try something new.

Becoming a good front-end developer takes time and practice. Just make sure that you learn from your mistakes. Some parts are harder than others, but if you keep looking at a certain problem from different angles you will end up with a solution that's at least satisfactory. And if you're really stuck, ask others to give their opinion. There's a world of front-end people out there blogging about their job every single day. Most of them are very willing to help you out.

5. don't believe the hype

If you want to be good, inform yourself. Doesn't matter whether it's books, blogs, colleagues or courses, just make sure that you are following whatever is going on in our tiny world of front-end development. Just don't believe all the hypes. Many bloggers use their articles as self-justification for their own methods. No matter how many times you've read it these last couple of weeks, don't believe that css3 is ready for use. Don't simply believe in graceful degradation.

Read and ask all you want, but be sure to make a critical evaluation of what is being told to you. It's all about agreeing, not about believing. Front-end development is a pretty specific field dealing with a billion different people, using a billion different setups. Make sure that you give them an experience worth having, even if they are using crappy hardware or software. Things might look good on your screen, but if they suck on someone else's, you've lost your credit.

Using the latest technologies is fine, as long as you know where their limits lie, what the impact is on future development and how they leave older setups. People are right when they say that a single person will not compare your site in different browsers, but be sure that he will compare it to other sites. And he might be wondering why yours is so square and using solid color drop shadows. He'll probably think your site is a little sloppy compared to all those others. Is that really what you want?

conclusion

Nothing new you say? True enough, but the fact is that these pointers are still being neglected to the point where many professional companies are coming off as truly amateurish. Like most things that appear simple, mastering them can be a real pain. So make sure that each new project you tackle adds something to your skills. Read, try and think and rethink if it's not helping you, that's all there is to it.

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Thu, 18 Feb 2010 12:38:10 +0100
<![CDATA[the moss/chi-kin kwok]]>http://www.onderhond.com/blog/personal/the-moss-review-chi-kin-kwok

Noir is back and even Hong Kong cinema has jumped onto the bandwagon. The latest film to join the select group of dark-edged films digging into the Asian underworld of crime, crooks and nooks is Chi-kin Kwok's The Moss. A film not afraid to glorify the ugliness of what lies below the mask of a bustling city, revealing a hidden world of people living on the edge of society.

screen cap of The Moss

If you feel the need to compare this film, there is no better option than Pou-Soi Cheang's Dog Bite Dog. Both films share a pretty identical setting and styling. A certain grainy darkness that pours from every shadow and character. It's still a little strange seeing this type of film emerging from the Hong Kong film scene, which is usually more taken with sparkling and well-washed celebrities doing their thing.

The Moss finds itself dealing with Jan, an undercover cop turned bad. Part cop, part criminal and completely lost. In love with one of the whores from a whorehouse he raids from time to time with his chief in command, he goes about his life and job as if he has little left to lose.

Things take a turn for the worse when the son of a local mobster goes missing. When she starts pulling some strings Jan ends up in the middle of a violent little mob war. And to add to the fun, some young Pakistanis are aiming to take over control of the neighborhood with the help of a rather shady killer for hire. Throw in some heavy contrast with a 12 year old girl representing purity and you have all the ingredients for a gritty tale from the slums.

screen cap of The Moss

Visually there is plenty to enjoy here. Kwok finds the right balance between shaky, close to the skin hand-held action and clean, controlled camera work. His use of color is pretty much perfect, with warm, deep color contrasting the heavy and shadowy blacks of the gloomy setting. It dictates the feel and atmosphere of the film, making the somewhat improbable story that much more believable and immersive.

The soundtrack is equally nice. Dark, brooding and just a little off-beat. Not too present or dominating, but doing a good job of enhancing the already gritty atmosphere. Acting is overall strong too, especially Shawn Yue who's putting in quite an effort. Even though his character is hardly original he knows how to put in some genuine intrigue and emotion. The supporting cast is just as dedicated to keeping the quality of the film high, with a neat little cameo of Eric Tsang to finish it off.

screen cap of The Moss

The film takes a couple of strange turns in the middle. The addition of the Pakistani gangsters is a little odd, so is the beggar/killer character. But through the lock-tight atmosphere it never becomes too weird or alien. Kwok hurls his characters from gritty slum to slum but keeps a tight focus on the different story lines waiting to hit each other dead on, never letting the film meander too much.

The Moss is not a wildly original film, but executed so well that it impresses from the very first seconds right until the final credit fades from the screen. Kowk's direction is marvelous as he lets nothing slip by. A tightly paced story, good acting, solid soundtrack and visual splendor are all part of the fun. It never turns into a true masterpiece, as some elements do feel a little quirky and the story does take some strange directions, but it's good to see people follow in Cheang's footsteps. There's a bright future for HK noirs, if you pardon the pun. 4.0*/5.0*

And of course the trailer if you want a sneak peek.

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Wed, 17 Feb 2010 11:37:27 +0100
<![CDATA[the collector/marcus dunstan]]>http://www.onderhond.com/blog/personal/the-collector-review-marcus-dunstan

For 6 long years the Saw franchise has been dominating the American torture horror market. There hasn't been too much competition and keeping a genre fresh with only a few sequels is a pretty impossible task. So fans have been awaiting a new contender to take the stage. The Collector could very well be just that. A nifty piece of gruesome horror and sadistic entertainment.

screen cap of The Collector

From the very first minutes it is clear that Dunstan had a decent budget to work with. Maybe a little surprising for a first-time director, but some extra digging reveals that Dunstan isn't exactly new to the the world of film. He scripted Saw 4-6 and the complete Feast trilogy, which seems to have earned him enough credit in the American gore scene to land him in the director's chair. With The Collector he continues his fine tradition of sadistic horror and goes head to head with the Saw franchise.

The concept of The Collector is pretty simple. The titular criminal is guy who loves to collect humans. His motives remain vague and unclear, his methods on the other hand are explained in full and lavish detail. He derives his pleasure from entering a house and setting traps to catch all inhabitants, playing a rather cruel cat and mouse game before finishing them off. When an unsuspecting thief breaks in while our collector is doing his thing, the thief is in for the surprise of his life.

It doesn't really sound like much, but with films like these it's not so much about original concepts or smart storylines. The execution is what makes or brakes the film. And so The Collector turns out to be a true genre piece that bends as little rules as possible, but tries to indulge the fans with as much gory details as possible, leaving very little to the imagination of its audience.

screen cap of The Collector

Dunstan proves himself quite skilled with the visual side of things. Most of the film plays at night, granting the film in a very dark and brooding atmosphere. This in heavy contrast with the scenes in the basement of the house, which are draped in an eerie green glow. The editing is snappy and crisp as you would expect from a film like this, increasing the tension and always keeping a tight pace. The film is rather short, so there's little time for filler.

The soundtrack is decent enough, though pretty predictable. Except for the opening track that is, which literally cleaned the dust from my speakers. Distorted and gritty industrial techno set to an onslaught of bright, high-contrast images. Shame this particular style was only used for the opening credits. Acting performances were sufficient, with many young faces having little ambition to belong to the greats of modern-day actors. On the other hand, better actors wouldn't have made this a better film. These kind of films are not really about touching performances or dramatic impact.

screen cap of The Collector

The collector himself could've been styled a little better. His posture is impressive and there are some nifty little touch-ups giving him almost demon-like eyes, but the lame SM cap makes him look a little cheap. As one of the many masked maniacs he comes of as pretty plain. Luckily his methods of torture are way more fun and are aimed to entertain the fans of mean-spirited horror. The ending is wide open and leaves plenty of opportunities for a sequel, though I'm not letting that spoil my fun yet. I'll worry about that when an actual sequel is announced.

The pacing is fast, the tension strong and the concept fun enough to make it a lovely little genre film. Dunstan proves he has more to show than writing scripts for the rest of his career and delivers a film that is quite sure to please the fans. It's a simple film, there's not much here except atmospheric cruelty, but what it does it does extremely well. The definition of a good genre film is you ask me. 4.0*/5.0*

Like always, check the trailer only if you must.

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Mon, 15 Feb 2010 11:34:02 +0100
<![CDATA[css3 gradients/eliminating server requests]]>http://www.onderhond.com/blog/work/css3-gradients-cross-browsers

With the release of FireFox 3.6 it is now possible to do css gradients across the most commonly used browsers. This is cause for celebration no doubt, but looking at all the different implementations and workarounds this requires, we're still a long way from where we need to be. Add to that some unexpected troubles and there's enough substance for a short article.

I won't be going into too much detail on how to implement all gradient variants in the different browsers families, there are plenty of tutorials out there doing a pretty good enough job at that already. Instead this article will take a closer look at how these css3 gradients make our life easier and what additional problems they present.

the tower of babel

There is no final css3 spec for css gradients, which blows. Firefox and Safari are currently holding on to their own vendor prefixes and syntax, which are wildly different from each other. A similar thing is happening with the css3 border-radius property, though the differences in the css3 gradient syntax are way bigger. My preference goes to the Firefox syntax as it ties in closer with the existing css syntax. The Webkit syntax feels more like reading an awkwardly constructed English sentence. On the other hand, the actual rendering of the gradient is much better in Webkit. A lot cleaner and homogeneous, whereas Firefox still shows clear color levels in certain gradients.

There is another problem in Firefox where a gradient defined on the body is repeated if the site isn't as big as the browser window. I haven't really checked for default behavior of the body tag in this particular situation, but Webkit simply continues the gradient over the complete browser area, which is a lot nicer. It can be fixed adding a min-height of 100% on both html and body tag, but clean it ain't.

Then there is Opera 10.5 which currently doesn't support css gradients, so no gradients for Opera users. This is probably not a bad thing as Opera isn't into vendor-specific prefixes. Introducing it now with a syntax that is nowhere near completion will result into bigger problems later on. And then there is IE of course. Usually the last one to get any of the spiffy features, though it turns out gradients have been possible in IE from IE5.5 onward, through the use of DX filters. Not the quickest or cleanest way to do anything design related, but as a last resort not such a bad option.

The conclusion is clear though. Three vendors, three syntaxes, not one of them according to any official spec.

specs and graceful degradation

What does this mean for the future? Imagine a final spec in a year or two. We then have to add the actual css3 proposed property, hope that Opera has the same syntax as the final spec, leave the vendor-specific properties alone until all versions that depend on the vendor-specific properties have died out and add the DX filters for IE. All that for one simple css gradient.

Sure it saves us one server request, sure it's a lot cleaner to do it in css, but I'm not really looking forward to this way of working. Certainly if you count all the other semi-supported css3 properties currently in use. The same will happen for border-radius and box-shadow. I'm not really pointing fingers (though I do believe Webkit and Firefox are being a little childish) but all these semi-supported css3 properties are not making our job easier and will become problematic in a couple years time.

So much for the graceful part of degradation.

mind IE

Also mind that even though IE support gradients, you still won't be able to use it in all circumstances. If you're reading this blog in the latest versions of Firefox, Safari or Chrome you'll see the gradients in the background of my site. If you're reading it in IE they won't be there. The reason is simple but wasn't immediately clear when I first read about the IE support for gradients.

The problem lies with the rounded corners of my main frame. Since the height of my blog isn't fixed I cannot predict where the bottom rounding will hit the gradient. As the rounded corners are done using images in IE I have to cut the background color inside the image,yet I don't know where they'll hit the gradient so I have no idea what background to cut into the corner images.

For IE I had to choose between gradients and the absence of rounded corners, or rounded corners and no gradients. I chose the latter as the impact on the rest of the site is a lot bigger. So know that css gradients can be used in IE, but they still don't act nice if rounded elements need to be positioned on top of the gradient.

conclusion

The conclusion is quite obvious. css3 gradients are cool if you can apply them to simple elements or if you have a client who can live with the fact that some browsers won't show the gradient. Sadly all the different implementation will muddle your stylesheet (the syntax isn't exactly short either) and will continue to pollute it long after the official spec has launched.

If you want quality gradients across all browsers, it's still better to work with a css background image. You'll have complete control over the rendering and it will work seamlessly across all browsers. But if you need to save server requests and you don't mind lesser implementations and muddy css code, at least you finally have a valid option.

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Wed, 10 Feb 2010 15:09:11 +0100
<![CDATA[the storm warriors/oxide and danny pang]]>http://www.onderhond.com/blog/personal/storm-warriors-review-oxide-danny-pang

Oxide (The Detective, Som and Bank)and Danny (Seven 2 One)Pang are known to go berserk when they can get their itching hands on CG, with varying results. It's not that they lack creative vision, but their budget doesn't always allow for great excesses. The Storm Warriors changes all that. Epic in all respects, this is the moment both brothers were able to prove their worth. And they did.

screen cap of The Storm Warriors

The Storm Warriors carries quite a legacy. The original saga comes from a manga, which spawned a number of TV series, an animated film and one live action film. It's a huge franchise in the East, sadly it never really caught on in the West. This makes it a little harder for newcomers to get a good grasp on the whole Storm universe, though the Pang Brothers made sure to keep it accessible for outsiders.

The Pang Bros film is not a direct sequel to the first film but features the same core cast and characters. It's a pretty complex web of intrigue, drama and tragedy served in epic proportions. Though the story itself is somewhat muddled and complex, the film really isn't. Short bursts of plot progression catapult the film forward, bridging the gaps between huge stand-offs and grand battle scenes. Considering the scale, Oxide and Danny kept the film surprisingly small and pure.

The story finds Cloud and Wind (together they form a storm, get it?) fighting together to beat an evil warlord. The lord is looking for a sacred spine which grants him control over the Central Plains. Cloud and Wind fail to beat the warlord and are in desperate need to enhance their strengths. Both venture their own paths in trying to increase their fighting powers, resulting in what must be one of the longest stand-offs in movie history.

screen cap of The Storm Warriors

Visually the Pang Bros go wild. Though the CG environments look a tad fake and shabby at times, the Pangs more than make up with superbly executed fantasy martial arts spells and some truly stunning art direction. The big fights early in the movie are based on the same fighting aesthetics seen in 300 but are executed in a style almost resembling animation. It's simply jaw-dropping beautiful to behold.

The fights later on are of a smaller magnitude and feature more common action aesthetics. And yet, the "liquid smoke" effects are equally stunning and justify the almost obsessive way the Pang Bros use them to fill scene after scene. Sadly the actual one-on-one battles do look a bit poor in comparison, featuring camera work which is a little too hectic to impress. These scenes are rather rare though and don't hurt the overall visual grandeur of the film.

The soundtrack is a little too epic for its own good. The brothers have a way of incorporation some electronic influences, sadly they can't be heard in this film's soundtrack. The theme tune is way too cheesy, the score itself a little overdone. Acting performances are a little divided too, with Kwok and Cheng proving they can't even carry a film like this. Yam, Tse en Luet on the other hand make sure that it's not all negative. Though only Yam has a key role in the film, they're all able to add something substantial.

screen cap of The Storm Warriors

The Storm Warriors is an easy film to burn down. It's a true effects film, focused on posing, epic drama and excessive visual effects. The plot is only there to jump from one fight to the next, the tragedy is a simple result of the epic proportions of the story. It never attempts to truly engage or to evoke genuine emotion. It's all about the cool and the grand magic spells.

I truly believe the Pangs made the right decisions making this film. It's not the type of story that asks for a serious execution. All plot is filler so the more you minimize it, the less filler you have. The story and setting are beyond epic and so it's better to blow everything completely out of proportion. And that's exactly what they have done.

The Storm Warriors is definitely not a masterpiece, but taking it at face value, it's an almost perfect piece of entertainment featuring some stunning art direction. It has some of the grandest and baffling fighting sequences I've seen in a long time. With that, I don't really care about some shabby acting performances or a poor soundtrack. A worthy upgrade from the original film, but approach with care. If you want epic with a ridiculously serious rendition of a stupid plot, stick to the Matrix', LOTRs and Avatars of this world. 4.0*/5.0*

Check the trailer only if you want to spoil yourself.

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Mon, 08 Feb 2010 10:16:11 +0100
<![CDATA[job opportunity/internet architects]]>http://www.onderhond.com/blog/onderhond/internet-architects-job-opportunity-2010

In times of financial crisis a company should be more than happy to have plenty of work, but when that work keeps piling up and time proves itself unwilling to bend, measures need to be taken. And so Internet Architects, the company I work for, is looking to reinforce its development team. Here's your chance.

A short introduction of our company is probably a good place to start. Internet Architects is an Antwerp-based company involved in the creation of websites. Our aim is to be good at what we do, making sure both our clients and us can be proud of the work we deliver. We handle everything from strategy to front-end development, going through information architecture, wireframing and design phases in between. What we don't do is the actual implementation of a site, which is handled by partners, allowing us to chose freely between possible technologies for each site.

We are currently looking for someone to help out with front-end development. Your job will be to create static templates based on wireframes and graphical designs, using html, css and javascript. You'll be doing this together with my colleagues and I who will help you in reaching the quality levels we try to uphold. This will include browser testing, writing flexible and manageable html, css and javascript and working with concepts as accessibility, graceful degradation and unobtrusiveness in mind.

If you've not mastered all of these skills yet, don't despair. We are looking for people with a soft spot for front-end development and with the unquenchable drive to get better at it, questioning everything and everyone in the process. Even ourselves. Do note that we are stationed in Antwerp (Belgium) and you will be required to work on site. Knowledge of the Dutch language is also considered a big plus.

So if you feel up to it (or know anyone that would be interested), be sure to drop us a note at jobs@internetarchitects.be and we'll be sure to contact you for further arrangements. Don't let this chance slip by!

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Wed, 03 Feb 2010 13:06:18 +0100
<![CDATA[gelatin silver, love/kazumi kurigami]]>http://www.onderhond.com/blog/personal/gelatin-silver-love-review-kazumi-kuriga

If the gripping title isn't reason enough to make you watch this film, then the appearance of Masatoshi Nagase should surely suffice to spark some interest. Still doubting ... then hopefully the following review will make you change your mind, because notwithstanding its faults Gelatin Silver, Love is a film that deserves to be seen.

screen cap of Gelatin Silver, Love

Kurigami is one of those photographers turned director. After seeing Corbijn's Control not too long ago I became a bit weary of those, but Kurigami is clearly playing in a different league. For his first feature film he explores familiar territory as photography plays a big rather part (Gelatin Silver appears to be a reference to black & white photography), but he applies this familiarity to bring something new to the world of film.

Gelatin Silver, Love is cyberpunk cinema without the cyber and without the punk. What it did inherit is the extreme fascination for tiny details. Kurigami isn't ashamed to dwell on them resulting in a film that's more visual than it is narrative. It will take a while before the viewer can figure out what the hell is happening and where Kurigami is leading you, but that time is happily spent enjoying other things.

The story starts when Nagase takes on a new job. He is a photographer by profession, but bills have to be paid, so he spends the rest of his time as a stalker for hire. Up in his little flat he is asked to observe a girl and tape her every action inside. Not much happens until Nagase starts to notice a couple of unusual patterns in her behavior. Before he knows it, he is enthralled by the girl and tries to track her down when she leaves the house.

screen cap of Gelatin Silver, Love

Visually there is plenty to enjoy. Kurigami's love for details translates itself to plenty of close-ups, worn-down settings and a meticulous use of color. He has a little more trouble when he ventures into uncontrolled settings (the scenes outside featuring a bigger cast) but most of the film is kept small and intimate. Add to that a nice and dreamy visual flow with little to no sharp edits or manic camera work and you have a very pleasing, controlled and accomplished looking film.

Wish I could say the same thing about the soundtrack, sadly Kurigami falls short here. He uses a large blend of different styles, overshadowed by the most atrocious 80s-like sounding guitar solos. A recurring theme I didn't really understand as it effectively destroys the atmosphere in a couple of scenes, especially in the beginning of the film. There are some electronic tracks too, though the processed sounds of the ambient track didn't convince, nor did the fabrication between IDM and industrial a bit later on. Gelatin Silver, Love could've been a masterpiece, but the score prohibits it from being truly magnificent.

The acting on the other hand deserves some extra praise. Nagase is cool as always, sporting a dark and somewhat impenetrable attitude. The man still knows how to pick his films. He acts opposite of Rie Miyazawa, who, with the little she has, does a fine job too. I was a bit surprised by the addition of Koji Yakusho, not someone I'd have expected in this film, but he teams up pretty nicely with Nagase. He doesn't have too many lines or scenes but succeeds in making the best of them.

screen cap of Gelatin Silver, Love

Retelling the story would be missing the point. It's one of those typically Japanese tales of obsession, with a strange focus on eating eggs and paid killings. Little details that will matter a lot as the film progresses. It's a little weird, it's a little different, but it's fun and pretty intriguing. If you can go along with it at least.

Kurigami makes a pretty good impression with his first film. Visually Gelatin Silver, Love is almost perfect with strong use of color, solid camera work and plenty of close-up work creating a tight atmosphere. The story is intriguing, the acting top notch, the only real problem is the horrible soundtrack. It might sound like a little thing, but in a film like this, almost solemnly depending on atmosphere, it can be a real killer. Still worth checking out though as there is plenty to like. 4.0*/5.0*

Check out the trailer, it's worth it.

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Mon, 01 Feb 2010 11:23:13 +0100
<![CDATA[town creek/joel schumacher]]>http://www.onderhond.com/blog/personal/town-creek-review-joel-schumacher

For some obscure reason I seem to like Joel Schumacher's work, especially his more recent output. I don't follow him too closely, but whenever I see a chance to watch one of his newer films I like to grab it with both hands. So when I heard Schumacher was dipping his toes in the horror pool, I got pretty excited. And not without reason.

screen cap of Town Creek

Even though Schumacher's films aren't all that unique, they seem to possess a certain quality not often found in Hollywood cinema. Even though the broad strokes seem to answer to the Hollywood cliches, the details are usually a lot more interesting and colorful. Add some nice visual touches and I'm pretty much sold. Though I have to warn you, I'm probably the only person alive who considers Batman & Robin the best Batman film out there, so a certain level of caution is advised.

Town Creek is a rock solid USA horror flick with some fancy dashes of European flavor. Even though the setting, characters and plot all hint at Hollywood, the pacing, directness and lack of filler do refer to the current European style. It makes Town Creek an interesting blend of money and passion, though one that requires you to be at peace with the mix of worlds which Schumacher serves.

The film starts with a 10 minute flashback. Some crazy nazi dude is looking for some old runes and lands himself in the home of a rather unsuspecting family. After the quick introduction, we jump to current time where we meet the main character, a paramedic who's brother went missing in the wood. The brother quickly return and the both of them leave for a good portion or revenge. They end up at the house of family from the introduction, who appear very much untouched by time. This all in a mere 20 minutes.

screen cap of Town Creek

Visually the first 10 minutes are shot in truly lushious black and white. I was actually quite disappointed when the film switched back to color after the introduction, though it doesn't take Schumacher long to reboot his visual trickery. Similarly to The Number 24, Schumacher likes to play with light to bring more atmosphere to the images, and does so with great succes.

Especially for a horror film atmosphere is key, and with half the film playing during night time Schumacher makes sure to grab the opportunity to use dark shadows and functional camera wrok to cover up some of the sillier effects. Creature effects are decent enough, but would surely fail in broad daylight. Add some fires casting flickering yellow lights and gone are your worries.

The soundtrack is pretty decent, though at points a little overblown for a film like this. It's probably Schumacher working too long in Hollywood already, but a little more subtlety or snappy power would've been better. Some scenes are set to longwinded, emotional and somewhat bombastic music which doesn't really help the overall atmosphere. Acting is on the same level, as nobody really falls below acceptable norms, though I'm sure none of the actors are going to win any prizes either.

screen cap of Town Creek

4.0*/5.0*

Find the trailer if you must, but I'll advise against it.

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Thu, 28 Jan 2010 11:59:19 +0100
<![CDATA[front-end quality levels/4 x zoom]]>http://www.onderhond.com/blog/work/front-end-quality-levels

The job of a front-end developer is a challenging one. Our job is not one of rules but of recommendations and best practices. With each project we try to improve our skills and hope to get better at what we do, but the path to success isn't always very clear. We can learn a lot from our past mistakes, but having a bit more grip on how to improve ourselves can be equally stimulating. This article will tell you where to start.

how to define quality

If you ever had to judge the code of someone else you might already know how difficult it is to put some kind of grade on it. Not only because of differences in coding styles, but also because the quality of good front-end code doesn't really show itself at face value. The quickest way to judge is to take a look at the source code of the html, css and javascript, but that will only tell you so much.

I'm not too interested in defining a grading scale, as that is quite impossible anyway. I think it's more important to define what areas and scopes there are to define the quality of front-end code. In my experience, there are four important levels that need to be taken into account. I'll start off with the easiest and smallest one, working my way up from there.

1. making a page

This is where it always starts. You make or receive a design, sit yourself down in front of your computer, you pick your favorite browser and start work. Writing html, css and javascript to match a design and functional breakdown is quite the challenge in the beginning. As a non-designer it took me some time to understand the delicacies of good design and to translate those to a web page. On the other hand, this is probably the easiest part of the job.

Apart from design issues, you also have to worry about writing valid code and you have to make sure that your page is accessible to people not using regular web browsers. For most people this will open doors to a whole new and unfamiliar world, but it's essential for the overall quality of your code.

Checking the quality of this first level is quite easy. Code validators, a quick glance across the source and quickly scanning the page with css turned off will tell you a whole lot. But of course, this is only the beginning.

2. making a page work cross-browser and cross-platform

Time to zoom out. Making one single page to work in your favored browser is one thing, making sure it works okay in a range of browsers and operating systems is a whole different challenge. First of all, it is important to note that it's not necessary to have the page show up exactly the same in all browsers. For older browsers it suffices to make it look and work okay, just without the fancy stuff. It is important though to make sure all the functionality is still there. Sacrificing essential functionality is simply not done.

Usually worrying about browser-compatibility is something that happens afterwards, but it's actually important to have it in mind when you start on a project. Some techniques work better than others, some techniques are easier to fix than others. Choosing the right ones from the beginning will make browser-testing and fixing so much easier for you. Knowing the ins and outs of browsers and slightly changing your code course to steer away from the biggest issues is a long and tiring process, but it helps to improve the quality of your code by a great deal.

Measuring the actual quality of this level is a tad harder, though the length of the browser-testing phase is a good indication of this. The better you get, the easier it becomes to tackle browser problems, and the faster you'll be at making sure all browser show a page in an acceptable way. But even then, some extremely obscure bug might keep you up all night.

3. making a site

Time to zoom out once again. A site is more than a simple collection of pages. You'll notice that several components will be featured on different pages within the site, you'll also notice that css and javascript files will be used across multiple pages within the site. Keeping your code consistent across all those pages might be a lot harder than you first imagined.

The key is to think in components. html is a descriptive language, so independent of visualization or context, a certain "block of content" should always be constructed using the same html. An example I like to use is that of a news article. This can appear in a separate focus block, in a summary list, as a search result or as a whole on a detail page. Essentially it is always the same thing (a news article), so the semantic part of the html (also think class names) should be the same for all these instances. Variations in design should be based on context or by defining variants (adding an extra base class for differentiation). Once you got all of this covered, writing the correct css and javascript should be a a lot easier and code duplication will be reduced.

This level is actually quite easy to check. Simply take a few pages from a site, single out a few components with clear design variants and check how they are constructed and styled. If there is no common base, this will surely affect the quality of your site in the long run.

4. stability and flexibility

The three levels above are all important, but even matching all three criteria the quality of your code can still be quite subpar. Your code will only truly shine when it proves itself to be stable and flexible. The problem is, you can only measure this when it is effectively too late. You can look for several indicators though.

The first one is when you've reached the point of "the 5 last bugs". These are either last minute changes or bugs with a slightly lower priority you postponed because they are quite hard to fix. You know you did a good job when you can quickly dispose of them. On the other hand, if fixing these bugs introduces new ones or requires reworks of complete sections, there is still plenty of room for improvement.

Another good indicator is "phase 2". How well prepared are you to incorporate functional and design changes without ruining half your site. Can you drop an existing component somewhere else without having to rework the whole css? Can you make your left column wider by only adapting a minimum of css values and without recutting any images? Can you create a design variant of a component without having to deliver new hmtl code? How easy is it to switch places for components? What if a breadcrumb spans two lines? All these elements are indicators of the stability and flexibility of your code.

conclusion

If the quality level of scope 4 isn't met, it might cost you a lot of time, effort and money. Simple questions of your client will have to be answered by complicated technical answers your client doesn't really care about. It will lead to overtime, missed deadlines, stress and a decline in the relationship with your client.

It is a serious learning process though, as flexibility and stability are only attained by mastering the first 3 level and evolve from there. If you want to improve your skills, take a look back at the project you just finished and grade yourself on these four categories. See where you've slipped and think of ways to make sure it won't happen again. If you do so with each project, the sky is the limit.

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Wed, 27 Jan 2010 12:26:47 +0100
<![CDATA[seven 2 one/danny pang]]>http://www.onderhond.com/blog/personal/seven-2-one-review-danny-pang

It's no secret that I'm a pretty big fan of the Pang bros. While they usually work in team, they also reserve time off for solo projects. I already reviewed The Detective and Som and Bank, two of Oxide Pang's solo projects, now it's time to let his brother receive some of the praise. The film worth praising is Seven 2 One, Danny Pang's latest solo effort.

screen cap of Seven 2 One

I've always considered Danny Pang the lesser talented of the two. His solo projects never really spoke to me and the one I've actually seen (Forest of Death) was a small disappointment. Luckily I prefer stone-cold facts above prejudice so when the opportunity presented itself to watch Danny's latest I jumped at it without thinking twice. A good thing I did as there is plenty to enjoy.

Seven 2 One is one of those films centered around a single event, catching multiple angles leading up to it. Ever since Tarantino directed Pulp Fiction this has been considered rip-off material and truth be told, Seven 2 One isn't the most original of films. That said, Danny Pang does add some neat twists to the whole. He starts off with the main event, then goes on by showing various short cuts from selected scenes within the film. After that, he works his way from start to finish, often switching between characters and keeping a pretty asynchronous structure.

The main event is a robbery of a 24/7 mart, resulting in a violent stabbing incident. A good few people are involved and the film quickly retraces its steps to show you the full picture. It takes a while to get a good grip on all the main characters, but once you do the stories quickly start to tangle up and the film races towards its finale. The pacing is excellent.

screen cap of Seven 2 One

I always figured Oxide Pang was the one with the most visual flair, but Danny sure knows how to plan his revenge. Seven 2 One is quite simply stunning. It's pretty unbelievable how he manages to turn the drabbest of sceneries into visually arresting scenes. Use of color is truly magnificent, as is the delicate camera work. Every new scenes is a pleasure to behold, greatly increasing the enjoyment of watching all the events unfold.

The soundtrack is nice enough, though a little underdeveloped. Films like this usually have little in the way of a good score, but some scenes did feel a little lacking because of it. It never becomes a true issue, but I'm sure a better score would've raised the overall quality by a notch. Acting is decent, especially considering that most of the actors were probably selected based more on looks than talent. Apart from the goofy guy with glasses they all do what they were paid to do without making complete fools out of themselves.

screen cap of Seven 2 One

The film leaves you little time to adjust to the story. From the start it presents a pretty fragmented puzzle that slowly comes together as a whole. Clues and revelations are well spread throughout the entire running time and even though the actual outcome is not much of a surprise, the films remains engaging. There is that extra ending that feels quite out of place, but since it's just an afterthought added during the end credits it is quickly forgotten.

Above all Seven 2 One is true visual feast. Danny Pang, while showcasing a somewhat different style from his brother, proves he has his own set of skills to perfect in his solo projects. Seven 2 One is cool, hip, visually arresting and short enough to please the visually inclined movie fan. Those looking for a deep and original story will quickly discard this film as unnecessary, but that is missing the point rather bluntly. 4.0*/5.0*

Do check the trailer if you still need convincing.

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Tue, 26 Jan 2010 11:10:29 +0100
<![CDATA[the fourth kind/olatunde osunsanmi]]>http://www.onderhond.com/blog/personal/fourth-kind-review-olatunde-osunsanmi

Some films are best approached without knowing anything about it. The Fourth Kind is such a film, so unless you really want to know, I advise to watch first, read after. I found this film through the small buzz it generated online but paid little attention to it until finally the occasion presented itself to watch the film. Needless to say I was pleasantly surprised with the result.

screen cap of The Fourth Kind

Film is make-belief, by nature. But once in a while a director tries to trick his audience into actually believing they're watching something real. Just think Blair Witch Project and Cannibal Holocaust. Enter The Fourth Kind, which goes head to head with Paranormal Activities to win best 2009 entry in this specific category. And while I was bored to death by Paranormal Activities, The Fourth Kind goes way beyond and does a way better job at succeeding in its goals.

The setup of the film is pretty much brilliant. Rather than play the "found footage" card, Osunsanmi makes his film a reenactment of archive footage, enriched with audio fragments and the so-called actual archive material. He turns his film into a sensationalist TV-show creating a strange and new sense of reality. This draws away the attention from faults in the recorded material which effectively destroyed a film like Paranormal Activities.

The story is that of a little town in Alaska, coping with a series of abductions over a pretty long period of time. Abigail Tyler is a psychologist continuing the work of her late husband, looking into the strange disappearances. Through several of her sessions we learn that a good few people in the town suffer from insomnia, linked to the appearance of an rather ominous owl. That's when things start to go wrong for Dr Tyler.

screen cap of The Fourth Kind

Visually it's a pretty interesting film. By using split screens to show both archive footage and reenacted footage in the same shot, Osunsanmi manages to slip in a sense of realness that would've been lost otherwise. On top of that, he is still able to use some cool tricks and effects in the reenacted footage so the audience doesn't have to sit through 90 minutes of interviews and amateur camera work. A perfect trade-off.

The soundtrack is pretty cool too, with atmospheric audio fragments running together with the regular scenes. Again it creates a certain sense of reality that logically shouldn't be there. The score itself is decent enough, but nothing too spectacular. Typical moody background music usually found in a film like this. Acting is strong and believable in the realm of the film. Seeing how there's different layers of reality though, it's actually a bit tricky to get a firm grip on the quality of the actors' performances.

screen cap of The Fourth Kind

While the idea of The Fourth Kind isn't too original, the execution surely is. It's pretty much a hit and miss affair which will win as much supporters as it will spawn haters, but for me it worked miraculously well. Watching the film knowing that it's all a big hoax is like watching a cunning trick revealed. Osunsanmi aims sharp when he tries to fool his audience and makes his film into a enthralling experience.

Best to judge for yourself though. How you go into the film will have a big influence on your appreciation. If you don't like the trick Osunsanmi is pulling you'll quite probably hate it. But if you go along with it, emerging yourself in the mystery of the little town, there are plenty of creepy and uneasy scenes to be enjoyed. Essentially The Fourth Kind is a splendid "less is more" horror flick, though Osunsanmi's trickery is actually anything but "less is more". 4.0*/5.0*

Find the trailer if you must, but I'll advise against it.

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Mon, 25 Jan 2010 11:28:23 +0100
<![CDATA[mutants/david morlet]]>http://www.onderhond.com/blog/personal/mutants-review-david-morlet

Mutants is one of latest batch of French horror films that fell prey to the hype. It's not a bad film, by far, but it simply cannot stand up to the high standards that have been set by some of its predecessors. As soon as you can accept that, there's actually plenty to enjoy here. If you don't mind "not-actually" zombies that is.

screen cap of Mutants

These last couple of years we've been spoiled by the French horror scene. It all started with Haute Tension, followed by a solid body of work containing Ils, A l'Intérieure, Frontière(s) and Martyrs. It was almost impossible for the new batch to live up to the expectations, so it shouldn't come as a surprise that in the end they didn't. Proof is found in the rather long waiting time for their actual releases. Lukewarm receptions at film fests and the local market have been hindering international availability.

Mutants is the first entry in the French zombie genre, though true fans will point out that Mutants doesn't have any actual zombies. The infected aren't actually dead and act more like dogs with rabies than the sludging zombies of yonder. Think along the lines of 28 Days Later, a good companion piece for Mutants, as it also shares a somewhat similar deserted setting.

Morlet takes a flying start and catapults you right into the action. In the first 10 minutes the setting is sketched, though any concrete details remain absent. We don't learn much except that there was an outbreak of a rather hideous virus, turning normal people into fierce cannibals. There is a rumored safe base though nobody knows how real it actually is. Apart from that, there's snowy mountains and the occasional survivor. Not exactly groundbreaking stuff, but a nice setup for a genre flick nonetheless.

screen cap of Mutants

Visually Mutants remains close to its peers. A gritty, grainy and dark look, making maximum use of the contrasting snowed-down landscapes. Blood has an eery black color, dirt and decay is everywhere and the creature effects are top notch. Morlet uses a monochrome color palette with lots of grey/blues to give his film an extra dreary dimension. Camera work is pretty vivid and shaky, though done in a solid and believable way. Nothing to complain about here.

The soundtrack is effective though sometimes a little underplayed. Most scenes are set to some subtle ambient soundscapes, often hardly audible but subtly raising the uneasy feeling in a good selection of scenes. Acting is decent enough, though some of the secondary characters are a little odd, unfitting or even unneeded. The main characters are putting in good performances though, displaying a vivid sense of urgency.

screen cap of Mutants

Even though the film bursts open right away, the first half of Mutants is actually spent with only two characters and very little action. We see how one of the characters is affected by the virus, turning into a full-fledged mutant, while his wife (a medic by profession) does everything to save him. Around the halfway point a group of survivors enters the film, bringing with them a more action-filled second part, though still keeping a tight focus on the emotional undercurrent.

Those expecting lots of action, bucket loads of gore and continuous high tension will feel a little underwhelmed. Mutants is a more downplayed experience that skillfully crafts a heavy atmosphere, weighing down on the viewer. Compared to its big brothers, it's nowhere near as gripping or extreme, but on its own it's still a great zombie flick with a sublime finale. One for the fans, just don't expect another masterpiece. 4.0*/5.0*

Check out the trailer to warm you up.

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Fri, 22 Jan 2010 08:27:35 +0100
<![CDATA[diebuster/kazuya tsurumaki]]>http://www.onderhond.com/blog/personal/diebuster-review-kazuya-tsurumaki

Diebuster is the OAV sequel based on Hideaki Anno's original Gunbuster series. Considering the impact of the original it's hard to image how incredibly overlooked this 6-part OAV follow-up series is. Tsurumaki is the one bringing the 15-year old original back to modern standards, completely in the spirit of Gainax, and doing a pretty great job at that.

screen cap of Diebuster

Gunbuster is the series that kick-started Anno's career. An important event in the history of anime, as he would later go on to direct Evangelion. At the same time, it marks the rise of legendary anime studio Gainax. The original is a series that still stands its ground today, but is somewhat unknown among younger anime fans.

Tsurumaki's sequel is not so much a continuation of the original story, but an update of the source material to match the need of today's anime viewer. It shares some common elements with the original, often smaller details (like flight suit design) but also the general story outline. The main plot though stands firmly on its own and has minimal links with the original series. Not a bad choice, as both series do target a somewhat different audience.

Diebuster is about a young girl (Nono) running away from home to make it big in the military. No time for mech school this time, as mech pilots are chosen by the natural presence of supernatural abilities (or a special state of mind as described in the series). Nono is obviously lacking but still manages to infiltrate the group of prodigious kids. From there on, things grow more grotesque with each passing episode, resulting in an insane space showdown pretty much blowing up the whole universe as we know it. Standard anime stuff in other words.

screen cap of Diebuster

Visually Diebuster received a serious boost. The style lies closer to series like FLCL and Abenobashi than it resembles the original. Bold, flashy colors and fatter outlines, animated with strong, extreme movements. It's an acquired taste, and those hoping for some of the magic of yonder will probably be disappointed, but I liked it a great deal. The level of animation does decline a little as the series goes on, coming to a virtual standstill in the first half of the last episode, only to go completely mental for those last 20-25 minutes. I guess they were saving up on budget for a reason.

The soundtrack is quite forgettable and the voice acting as you'd expect from an anime like this. It's always fun to see the galaxy saved by a character with the voice of a 4-year old Japanese toddler, though I'm sure the joke will be lost on many. It's all pretty standard stuff in the audio department, apart from the magnificent scream of the final galaxy-eating enemy. That one spooked me for a minute and is used with great effect.

screen cap of Diebuster

Those hoping for a serious sci-fi series will be left in the cold. It is after all a Gainax product, so there's plenty of fanservice material (often so silly they must've been well aware of it) and crazy anime nonsense flying around. It's not so much sci-fi as it is comedy/mecha with some strange blurps of science thrown in (which reminds me, I did miss the science interludes of the original).

Diebuster is a series aimed at fans of the original who still have a place in their heart for modern anime. Those people are admittedly a little rare, so in the end it's not all that strange that the series never became that popular. I must be one of the few though, as I appreciated all the grotesque but fun-filled idiocies for what they were. Pure and simple anime fun with a good wink. Hard to recommend, this one, but if you think you fit the description, well worth the try. 4.0*/5.0*

No trailer this time, but the opening credits give a good enough idea of what to expect.

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Tue, 19 Jan 2010 11:47:15 +0100
<![CDATA[the missing css combinator/a plea for help]]>http://www.onderhond.com/blog/work/missing-css-combinator

Sometimes a long-lasting, nagging problem can take concrete form in the weirdest of circumstances. Something that's been bothering you for a very long time at a rather subconscious level suddenly leaps forward and calls out for immediate attention. More concretely, this article will be about a css combinator oddly lacking from our list of options, not even mentioned in the latest css3 specs (as far as I know).

the problem

First of all, let's take some time to define the problem. If you're serious about web design and css you've probably learned how to think web components rather than web pages by now. Style a component, style possible variants, use them everywhere and style them according to a changing context. This is a very clean way of working, but effectively not truly supported in css yet. Not even in the most experimental of specs.

<div class="focusBlock"> <header>...</header> <section>...</section> <footer>...</footer> </div>

Consider the html code above. A simple focus block (a somewhat generic name for a block that can be used for whatever content promotion - can be used in main content, contextual column and even navigation column). I've used some html5 elements to make the function of the nested elements a little clearer. The difficulty here is that just about anything can be nested within the section part of our focus block. For all you know (and care), they nest an article with its own header and footer section inside. That's where our styling problems start.

/* focus block ....................... */ .focusBlock>header

The little piece of css above shows the best way to style the focus block as a component. The > combinator makes sure that nested components don't inherit unnecessary styling rules belonging to the focus block. This method can already be used in all browsers (except for IE6). Sadly there's no real IE6 alternative to make it work well, and leaving it as is leads to rather ungraceful degradation. Annoying, but not the core issue right now.

The child combinator (as it is called) is a really helpful tool, but when taking a closer look it doesn't really provide a one on one match for our problem. There are two situations where it will fail horribly. First of all adding wrappers (usually divs) inside the focus block (and around the header, section and footer) will break the css completely. I know these elements are considered a "temporary setback" among the powers that be, but even then extra structural elements (with structural relevance, not added for mere graphical trickery) could mess up the css. Not good.

Even if you think the first reason is not strong enough, there's always a couple of functional tags that could equally break the css. What if you need to add a form or link tag (we can do that now!) around the header/section/footer? It will again break the css you've written before, even though the elements you've added have little relevance to content and style. It's a shame that every time such changes are made we have to go back to the css to fix things.

the solution

What we're missing is a combinator with a functionality that lies between the space combinator and the child combinator. A combinator that expresses that a selector can be anywhere below its parent, but only the first (level) it encounters will receive the css rules. What this combinator should be named or which symbol should be used is not something I'd like to worry about, but his functionality is painfully missing from our css today (and tomorrow). It's the only way to express the style of component in a truly flexible and logical way.

conclusion

I can respect the relative complexity of implementing such a combinator, but I believe it's an important functionality that would finally enable us to translate a design to css the same way we conceive it with our minds. I find it a little strange that such a combinator is still missing, so I assume there were good reasons to neglect such a combinator in the past. That said, I hope this article presents some solid arguments to possibly re-open an older discussion.

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Wed, 13 Jan 2010 12:55:00 +0100
<![CDATA[the men who stare at goats/grant heslov]]>http://www.onderhond.com/blog/personal/men-who-stare-at-goats-review-grant-hesl

With a title like this you're either watching a self-indulged socially engaged arthouse flick directed by a mid-thirty year old or a funny, deadpan comedy which is only too aware of its own silliness. Heslov made the latter, which is a great relief. A rare chance to watch a bodily cast of big names make a complete fool out of themselves.

screen cap of The Men Who Stare At Goats

Heslov based his film on the book by Jon Ronson, a study on psi-warfare in the USA. While the book sticks to the facts, Heslov's film is a tale of fiction based on Ronson's book. Not a bad move, seeing how ludicrous many of the described events are. Rather than raising too many eyebrows on the "based on true events" label the film drapes a comforting screen of fiction over its story, making it a lot easier to enjoy.

It's a small miracle how a relative newcomer like Heslov gathered such an impressive cast. Even though the premise is reason enough to watch the film, names like McGregor, Clooney, Bridges and Spacey will grant the film a pretty wide audience. Maybe a little too wide, as the humor is not really all that accessible, but watching so many big names lend themselves to a film like this is always comforting.

The actual story is quite simple. After some personal issues McGregor becomes a journalist looking for a story to tell. When he runs into Clooney, psi-warrior deluxe, he somehow ends up in his world and slowly uncovers a truly strange tale of Jedi fighters and men who can kill goats simply by staring at them.

screen cap of The Men Who Stare At Goats

Stylistically The Men Who Stare At Goats is a very simple film. There are some nice shots, but considering the setting very little is done to turn it into a visually pleasing experience. The soundtrack is equally forgettable, mostly using some classic rock tuned linked to a remark made by Clooney halfway through the movie. It's not at all bad or ugly, just rather uninteresting.

Acting on the other hand is more than solid, with a truly splendid effort of Clooney who feels very much at ease in his role. He does a lot of staring, avoids any smirking or winking and plays a deadly serious army dude who believes he can mindbend anything and everyone to his command. Spacey is a little underused, Bridges maybe a bit too close to his role in The Big Lebowski and McGregor a tad too happy, but the three of them complement Clooney's character rather well. The whole cast is visible enjoying themselves, always a good sign.

screen cap of The Men Who Stare At Goats

Watching this in theater, not too many people seemed to enjoy the joke. The downside of such a cast of stars no doubt, as deadpan humor is wildly unappreciated. Their loss, because Clooney and company are really putting on a terrific show. The source material is genius of course, but the way it is downplayed is just as praiseworthy.

Genuinely funny big budget American comedies are very hard to come by. In a time where best picks involve films like The Hangover it's refreshing to see a film like The Men Who Stare At Goats hit the big screen. Two thumbs up for Heslov for getting this film off the ground. 4.0*/5.0*

Watch the trailer at your own risk.

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Tue, 12 Jan 2010 11:59:40 +0100
<![CDATA[phobia 2/5-short anthology]]>http://www.onderhond.com/blog/personal/phobia-2-review-5-short-anthology

Thai horror is doing good for itself. Proof of that is the second installment of the Phobia anthology project. This time around 5 directors get the chance to show their skills in a set of horror-themed shorts. Three of the original crew return, the other two are fresh meat. Bottom line: the sequel is every bit as good as the first one.

screen cap of Phobia 2

The first Phobia was an anthology project driven by the name recognition of the directors of Shutter and Alone. It was a lovely set of horror films displaying the skills of the directors involved. Thai horror is one the rise, blending Asian suspense (ghosts and specters) with European gore (they won't frighten you to dead but beat you to a bloody pulp) and effectively pleasing fans of both sub genres.

The concept is the same as the first film. Five directors get the chance to show their vision on horror (or horror-related) cinema. Where the first film still tried to link the four short stories together, this time around they exist separately from each other. Even though the connection in the first film was a rather fun extra, it's not something that's actually missed while watching Phobia 2.

Starting off the second anthology is Purikitpanya, who directed my favorite short of the first film. Again, he delivers the best short, though his style is more subdued this time around. I actually prefer his more extreme, vivid style to the one on display here, but it's still very clear the man has a sublime eye for gorgeous shots. It's a pretty simple story about a boy being haunted in a forest, but the imagery on display really turns it into something special. Couldn't wish for a better start. 4.5*

screen cap of Phobia 2

Poolvoralaks takes place in the director's chair for Ward, second short of the film. A pretty short but fun interlude about a boy hospitalized after a crash. He ends up in the wrong room, sharing it with a near-dead leader of a cult (or sect, or whatever). The man is dying but not planning to leave our planet yet, eagerly looking for a new body to use. Not really scary or gory, but quirky and amusing. 3.5*

The middle part is helmed by Sugmakanan who delivers a true Asian zombie flick. Two Japanese backpackers end up on the wrong truck and fall at the mercy of two local smugglers. Things get messy when their cargo (a trunk full of people and drugs) ends up dead, but only for a short while. Sugmakanan's direction is impressive, though not exactly original. Still, there are some truly gripping moments, especially the unloading of the bodies and the car crash will stick with you for some time after the movie. 4.0*

The fourth short is in the hands of Wongpoom, first of the Shutter/Alone duo. Sadly, his short is the least interesting of the bunch. Not exactly bad, but the concept is pretty stale, the execution just barely lifting it above average. The setting is a garage where crashed cars are sold for new. The victims of the crashes decide to take revenge on the saleswomen, resulting in some ghostly appearances spruced up with a tad of gore. Not bad, some nice imagery, but there are just so many films already that do exactly the same, only better. 3.0*

screen cap of Phobia 2

Finishing off is Pisanthanakun, the other part of the famous duo. For his short he revives the three geeks from the first film, placing them on the set of Twins 2 (a fake sequel to Alone). It's obvious from the very start that Pisanthanakun aims to make fun of the genre, and he does so with plenty of winks and smirks. It's a pretty good thing he's also able to place his own work in perspective, a welcome touch of humor that lifts the film far above the average. Some crazy twists and truly funny moments make this one to look out for. Think Scream, only way funnier. 4.0*

The result is an anthology with no weak entries, though Wongpoom's short felt a little too lazy for its own good. All the other shorts are interesting in their own right and bring something valuable to the whole. After two films Purikitpanya is clearly my favorite, followed by Pisanthanakun who displays a great sense of humor and makes sure it's not all guts and gore.

Phobia is a good start for people interested in Thai horror, though it does lack the truly gory stuff that resides in many of it's full-length competitors. Still, both films are projects with quality output and a varied selection of stories and styles. Phobia 2 doesn't disappoint and keeps you entertained for 2 hours. Definitely recommended. 4.0*/5.0*

Check the overly long trailer for a quick introduction to the five shorts.

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Mon, 11 Jan 2010 11:34:22 +0100
<![CDATA[where the wild things are/spike jonze]]>http://www.onderhond.com/blog/personal/where-the-wild-things-are-review-spike-j

Another adaptation of a fantasy book for kids? Well yes, in a way, but helmed by the infamous Spike Jonze and with enough layers to appeal to a more mature crowd. Needless to say, this is not the next Narnia or Harry Potter, but a film with the potential to please both children and arthouse audiences. A rarity indeed.

screen cap of Where The Wild Things Are

Jonze's film is based on Sendak's children's book, supposedly quite famous though I have to admit I hadn't heard of it before. Interviews will Sendak reveal that Jonze took quite a lot from the book (setting, monster design, setup) but still managed to make the film stand on its own two feet. Welcome praise from a writer who's obviously quite protective of his own work.

The film sparked much discussion on whether Jonze's version is actually suitable for kids. Which, in my opinion, is a huge underestimate of the capability of children in general. Probably not really suited for the youngest, but depending on what they are used to, this is exactly the type of film with potential to become a kids favorite film throughout his entire childhood. Not all children's films have to be happy, jolly and filled to the brim with musical interludes.

The film introduces us to Max, a little rascal craving attention and approval. Sadly Max is out of luck. His older sister prefers to hang around with her own friends and his mom is preoccupied with trying to keep her job going. Such is life, but for a little boy these things are quite hard to grasp. When Max bursts, he runs away and ends up on the island of the Monsters. Wild, furry and somewhat dangerous creatures who sport very childlike behavior. They are the inner emotions of Max come to life.

screen cap of Where The Wild Things Are

The monster design is taken directly from the book, but the way they are brought to life in this film is quite simply stunning. A perfect blend of CG and suits, the monsters look huge, detailed and sport an incredible sense of belonging. These are not CG chunks battling with gravity and their surroundings, but actual lumps of fur enhanced with CG, making the interaction with their environments quite surreal at times.

Jonze chooses a camera that's quite active and close to its main characters. The mood is helped by the atmopsheric play of light during magic hour. This elevates the level of reality to heights quite unknown for a fantasy film aimed at kids. Very cool indeed.

The soundtrack, though fitting, is probably the weakest link in the film. It goes well with what is happening on screen, but it lacks identity and rather than improving the film, it keeps it at exactly the same level. A missed chance, though it never feels out of place or misguided.

Acting is good too. Max is pretty believable in his role of slightly overactive little kid. He's not the most charming of kids, but that's due to his character, not bad acting. The monsters too are a lot of fun. Good voice acting all around, increasing their distinctive feel.

screen cap of Where The Wild Things Are

Where The Wild Things Are sees Max conquering some of his own shortcomings. It's a film about growing up in the purest sense of the word. The ending is short, to the point and lacks a clear morale, other than that problems can be conquered and the experience will make us wiser, even better as a person. It's not about big lessons in life, but about living itself.

But most of all, Where The Wild Things Are is a magical, fantastical film presented in a pretty realistic and believable way. It's not following a strict narrative but flows to the waves of childlike wonder and pleasure. Jonze's execution is flawless, making it a marvelously surreal trip through Monsterland. Highly recommended. 4.5*/5.0*

Only check thetrailer if you're ready for some small spoilers.

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Thu, 07 Jan 2010 12:37:28 +0100
<![CDATA[the decline of standards/evolution and devolution]]>http://www.onderhond.com/blog/work/the-decline-of-web-standards

I already hinted at it in my list of smelly web development stuff of 2009, but the decline of standards is ready to become a big issue for us front-end people in 2010. We've been fighting the fight for web standards for a long time now, but it seems that impatience and overeager attitudes are taking over. My take on the issue.

standards huh

A web standard is a trusted, solid, supported and unique solution to a particular problem. When people are talking about "web standards", they mean the collection of all separate standards involving front-end development. This might sound like a somewhat trivial point to make, but there's a good reason to have it out of the way.

The plural of the word "standard" often indicates that there isn't really a true standard to begin with. A standard can only be a true standard if it is unique in its implementation. Multiple standards can exist for fixing a particular problem, though resulting in a weaker and less pure use of the term. The existence of multiple standards is what we've been fighting all these years, trying to approach a "one problem - one solution" situation.

2009 turned out to be a pretty bad year for web standards.

browsers and evolution

In 2009 five big browser vendors ruled the world of web. Internet Explorer, Firefox, Safari, Chrome and Opera are divided among four different families of rendering engines (though in reality Chrome is just as different from Safari as the rest). Each of these families released different versions of their browsers resulting in a pretty wide area of browsers to support. This growth will probably continue in 2010, if not by as much as in 2009.

There is no real browser war like there was before, but it is obvious that these people are competing with each other. Implementation of the newest development techniques (css3 and html5) became a big thing again, luring the eager and bored front-end developer to start experimenting with these new options. This made 2009 a pretty interesting year, though also one of large frustrations.

was it progressive enhancement or graceful degradation?

Two other important concepts are progressive enhancement and graceful degradation. Both deal with catering for browser-specific audiences, making sure each and every person gets the full functional experience, but also providing the best possible solution for each separate browser version. Combined with the wild growth of browser versions over the year, this has made our job a lot more complex.

Certain new techniques are "available" to us, today. We can start using html5, we can do rounded corners in css, we can use web fonts and natively embed video. All these techniques feature a lot of "if"s and "but"s with different implementations for specific browser families and versions. If you want to use web fonts, you have to provide four (4!) different kind of font files and a pile of css for it to work. Go figure.

Rounded corners feature a similar problem. None of the browsers today follow the official standard (which doesn't even exist yet). There's a syntax difference between Safari/Chrome and Firefox, a rendering difference between Chrome and Firefox/Safari, no support for Opera (and no way to fix it) and a fallback method for IE. How terrible does that sound?

2010 and how to deal with it

Let's face it. IE will be lagging behind for quite some time. IE6 will still be there by the end of 2010, so how are we as front-end developers going to deal with these browsers, especially when 2010 will undoubtedly bring his own share of innovations for newer browser versions (a good friend of mine showed me an article on html5 forms, great stuff).

Adopting a new technique is doable, but adopting all these new techniques is just too demanding for commercial projects. Especially when we're still providing the time-consuming fallback methods which also work in newer browsers. Sure, designing for the future is a good thing, but not at twice the cost for a simple website. For example, it is perfectly possible to do rounded corners with (almost-)css3 for Firefox and Safari, leave Opera users in the cold (though the new version of Opera will support it) and provide images for IE users.

This is indeed faster for modern browsers (which are faster already) but a tad slower for IE (which needs to load the base css and the IE specific css). And the image solution still yields better results in Safari and Opera. So why go through the extra trouble to provide slightly faster (but not-standard) code for Firefox and Safari?

conclusion

If you look back at the hottest techniques of 2009, you'll see that almost all of them feature fallback methods and require more than one true standard to work. If you want to use web fonts, you have to stick to a different standard for each browser family. This is simply wrong, but on the other hand web fonts beat Cufon and sIFR to a pulp.

I'm still not sure how much I should adopt from these new methods. I'm eager to use new technologies. Ones that work faster, that are more logical and indicate the way of the future. But I also think it might be better to wait until they turn into a respectable standard before using them in any commercial project. It's not an easy choice to make, certainly while others are jumping on the boat already, gaining experience in what might be the techniques of tomorrow.

A very tough decision if you ask me. Opinions and input is always welcome!

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Wed, 06 Jan 2010 12:56:48 +0100
<![CDATA[eternal summer/leste chen]]>http://www.onderhond.com/blog/personal/eternal-summer-review-leste-chen

Another one of these down-tempo Taiwanese dramas? In a sense, but one that quite openly deals with male homosexuality. A subject still prone to shock in some parts of our world. Apart from that, Eternal Summer simply proves to be among the best of its peers, enough reason to put it in the spotlight.

screen caps of Eternal Summer

Leste Chen started out with Heirloom, a stylish and atmopsheric horror flick that didn't revolve around gore or scares. Such films are pretty hard to market so it wasn't too surprising his first didn't land him much success. Eternal Summer is a very different film and reaches out to a more typical Taiwanese arthouse crowd. Much easier to sell and so the praise he received for it was accordingly. The world isn't fair, nothing much you can do about that.

Even though Eternal Summer is considered gay-themed, it's actually a bit more complex than that. Central to the story are three characters who form a perfect love triangle. Carrie loves Jonathan who quickly discovers his heart lies elsewhere. He is secretly in love with his best pal Shane, while Shane is slowly falling for the charms of Carrie. Enough romantic troubles for a solid 90 minutes of film.

The plot thickens as the relationships between the three become more complex. Plenty of opportunities for melodrama and epic emotions, but Chen keeps everything under control, maintaining a somewhat lighter atmosphere and playing down some of the more emotional scenes. Not as drastic as seen in Japanese cinema, but it's nice to see these themes handled without 90 minutes of aching sobs and puppy eyes.

screen caps of Eternal Summer

Chen is obviously raised on Taiwanese aesthetics. Even though his visual style is more colorful and a tad more stylized, some very typical Taiwanese elements surface in this film. Mainly the day scenes in nature, combining vivid blues and greens, will appear very familiar to fans of Taiwanese cinema. Visually Eternal Summer is a little more varied though, sporting some truly stunning shots and scenes with strong singular colors. Not the major leap in style that some others made, but good progression nonetheless.

The soundtrack brings a similar experience. Mostly subdued piano music weaving a nice setting but feeling just a little too familiar, though from time to time Chen shift gears to music with more balls. In particular the track during the party scene, pretty cool stuff. Acting is very strong too, all three main characters putting in very solid performances. Not the easiest of parts as some on-screen openness was required, but the three of them handle it extremely well.

screen caps of Eternal Summer

Eternal Summer is a pretty straightforward arthouse film, but one that does things just a little better than average and gives you these tiny flashes of brilliance which lift it above the competition. Just don't expect anything earth shattering. I'm pretty sure this film won't convert many people to Taiwanese cinema, but for those who already have a soft spot for it Eternal Summer will come as a welcome addition to the collection.

After only two films Chen is well on his way to become a personal favorite. He has a keen eye and is quite versatile. Eternal Summer is a lighthearted, dramatic and somewhat dreamy film about three kids that share a little too much love for each other. A strong blend of puberal wonder and melancholic musings 4.0*/5.0*

Check the trailer if you're still not convinced.

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Tue, 05 Jan 2010 13:31:46 +0100
<![CDATA[pk.com.cn/jiang xiao]]>http://www.onderhond.com/blog/personal/pk-com-cn-review-jiang-xiao

Jiang Xiao's Electric Shadows gathered her plenty of international attention. A sweet little film about two young kids growing up between movies. While very cute and endearing, it wasn't the most challenging of films. pk.com.cn, Xiao's second film, is a different story altogether. The film went by mostly unnoticed but is (almost) sure to leave a bigger mark in the long run.

screen caps of pk.com.cn

Try to find a number of reviews on pk.com.cn and you'll notice that most of them attempt to label the film as part of the MTV-style. While somewhat understandable I've come to hate this particular description. Not only because MTV is very much a product of the 90s (and lost much of its core appeal in this new millennium), but mostly because it is used for everything even remotely reflecting modern youth culture, regardless of its actual stylistic characteristics and merits.

pk.com.cn isn't part of the MTV-generation, it's a film belonging to the flourishing internet generation. A generation that undoubtedly carries an MTV legacy, but has different ideals and motives. The fact that the film originated from an internet novel is part of that, product placement of websites another, but it's mostly a stylistic and structural thing. The short attention span of the surfer, the redo/rework/mashup attitude of the creator. Both are very apparent in pk.com.cn, in every department.

Apart from the last 20 minutes it is extremely hard to grasp anything more from the film than a simple look at two guys and a girl, contemporary style. Almost 7 years after graduating Li receives an email for a reunion. Most of the film is dedicated to his past, exploring the bond between Li, his best friend and a girl joining the both of them. This exploration is not so much narrative as it is emotional, expressing the state of characters and their evolution in its purest form. Only near the end of the film does Xiao reserve some room for morals and reflection.

screen caps of pk.com.cn

Visually pk.com.cn is a collage of styles. It takes, imitates, mixes and blends different visual styles together to form a pretty unique flavor. While boasting quick edits and bold stylistic choices the whole is more organic and less jolted than what we got in the 90s. The score is an equally interesting mix of styles. Alternative pop, hip-hop and electronica are fused together, resulting in something that does not belong in either worlds but stands on its own two feet.

The style determines the pacing and the progression of the story. Regularly the film is paused for musical interludes featuring modern dance. Or simple stylistic reflections on the characters. And of course there's that guy in a polar bear suit that appears a couple of times throughout the film. All these things are part of the proud tradition of mashups, creating something new and fresh from existing bits and pieces.

screen caps of pk.com.cn

Cinema is known to lag behind a little, so there's no doubt this films comes a good 10 years too soon. There is a bottom line, clearly defined in the last 20 minutes of the film, but the rest of it exists of snapshots, flashbacks and expressive collages. It's not really that pk.com.cn is difficult to follow, but keeping interested in a seemingly aimless story might be a bit much for most film fanatics.

Personally I really loved pk.com.cn. It's a production in touch with the state of mind of young people today while keeping a level of professionalism not often found in their creations. From afar, due to some fast editing and fuzzy storytelling this film might seem a victim of the MTV-style, but upon closer inspection you'll see there is something else going on. Something more post-2000. 4.5*/5.0*

Watch the unsubbed trailer for a taste of what to expect.

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Mon, 04 Jan 2010 12:08:44 +0100
<![CDATA[web dev desolutions 2009/smelly stuff]]>http://www.onderhond.com/blog/work/web dev desolutions 2009

The world of web development is particularly prone to hypes and magic of the day. Every week there's a new best thing ever, often hyped by leaving out all the bad stuff. 2009 was not much different from the years before. This article is a little recap of the smelly stuff they tried to force down our throats.

10. All css frameworks are awesome

Or at least, that's what they want us to believe. I spent too much time this year trying to figure out how a particular css framework works, only to find out it's not really helping me. At all. These frameworks are definitely not a good thing and the time they're supposed to save you is lost on thoughtful and well constructed css setups. No more css frameworks for me in 2010.

09. Twuuuuuut

I'm on Twitter. I don't do much with it, but I'm on there. I still hate the inhumanity of the tool though. Shortened urls, bad user experience, dozens of desktop apps to fix the shortcomings, unreadable posts and untraceable discussions. Not worth the hype if you ask me, and it surprises me that no-one has taken the time to make a better version of Twitter yet.

08. css animations

The idea is cool, although I fear abuse will be much more common than sensible use. They shouldn't be used for functional presentation (expand/collapse) as css is a tool for presentation, not functionality. I also wonder about the practical implementation and who's going to do it. Animators will have a hard time with programming their animations in css, programmers will have a hard time with the creative process of the animation. And older machines and browsers will have a hard time handling the animation, pretty much ruining the effect altogether (same limitation as JavaScript animation). One thing is certain, css animation are not the next best thing and need a whole lot of rethinking before they might live up to their hype.

07. Go to br.gro.pbb.fs

Shortened urls. Revived by Twitter, horrible to use. Blindly following links without knowing where you'll end up is quite simply annoying. That and the fact that they look like utter gibberish in normal text. And they are known to mess up site stats. The benefits you ask? I have no idea. Unless you have a mere 130 character cap to work around.

06. No more ie6 excuses

If you like to stop ie6 support, fine. It's not very "web-like", but each firm or developer has to make the decision for himself. Just stop making up all these horrible excuses. Designing for the future, designs don't look the same in different browsers anyway, ie6 users have it coming ... The Digg survey revealed that about half of the remaining ie6 users have little to no control over their situation. If you stop supporting ie6, you're cutting those people off. That's your choice, be a man enough to face it.

05. Chrome = Safari

Chrome uses Webkit, so there's no extra work required when doing browser checks. Right? Hah! I've had more differences between Safari and Chrome than I had between Safari and Opera or Firefox this year. That and the fact that it's still a browser that adds absolutely nothing and is gaining popularity just because of Google's pushy behavior. Nopes, still not a fan.

04. html5 header tag, where's the functionality?

Quite irritating to see the discussions on html5 where people are questioning the "lack of functionality" for new tags like header and footer. Ten years of html awareness and we're still having these discussions? Come on people, if you want to work with html, at least learn what it's all about. Let's hope html5 will refresh people's memory in 2010.

03. Google everywhere

Google is too pushy. They try to be everywhere, there marketing is aggressive and people are simply accepting everything they do, hyping it as the best thing in the world. While in fact Google is lagging. Their output is often below par (time to update your search!) and their marketing simply deceptive. Google is thriving on fandom, never a good thing.

02. css rounded corners

Let it be clear, there is no decent support for css3 rounded corners in any of the latest browsers. Three of the major players have browser-specific extensions (with a different syntax) and nested elements can still spill over the rounded corner of its parent. The implementation is buggy, not standard and not global. If you're using css border-radius, you're not designing for the future. You're merely avoiding some http requests (which is still a good thing though).

01. browser support for all

The word "standard" lost a lot of its meaning in 2009. I already hinted at it above, but "support for all browsers" is becoming time-consuming business. You need 4(!) font files if you want to use web fonts, 2 types of videos for native video support, browser-specific syntaxes for new css properties ... we can make things work in different browsers by writing separate code for each browser. This is everything but a standard, only getting us back to the place we've started. These browser extensions are fine for experimenting, just don't tell people they "can use it without any trouble at all".

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Wed, 30 Dec 2009 11:50:17 +0100
<![CDATA[web-related articles 2009/my take on the competition]]>http://www.onderhond.com/blog/work/top-2009-web-related-articles

Writing on the web requires you to know the difference between belief and understanding. You have to believe what you write is the best on the web, but you also need to understand that there are countless others writing more interesting stuff than you do. So repeating last year's concept, here's my list of the most interesting web-related events and articles of 2009. The stuff that stuck out and remained with me for longer than 15 minutes.

10. The Ever-Evolving Arrow: Universal Control Symbol

A very broad and in-depth article about something very simple. The arrow symbol. One of the cornerstones of the web that often goes by unnoticed. Which is why I loved the idea behind this article. A refreshingly in-depth glance at the seemingly normal.

Read the article: The Ever-Evolving Arrow: Universal Control Symbol

09. Internet Explorer 8

There have been a couple of major version updates for most browsers this year. But IE8 is the one with the biggest impact. For the first time since I've been involved in web development browser checks in 1 specific IE browser won't take me longer than checking Opera, Chrome or Safari. If you're still using IE6 or IE7, switch now!

Check the link: Internet Explorer 8

08. Digg takes the time to study the pain of IE 6

We've been staring at the stats for more than two years now. IE6 is still around and many of us wondered why. Digg took initiative and launched a little study among its users. The results were very interesting indeed.

Read the article: Digg takes the time to study the pain of IE 6

07. When can I use ...

So many browser versions, so many changes to the existing technologies. Ever wondered when you could finally start using a certain technique cross-browser? This little site helps you (plenty) in determining whether a feature is ready for use or not, and who's holding it back from going global.

Check the site: When can I use ...

06. There is no page fold

Countless blog posts have been spent on discussing the page fold. This little page illustrates perfectly well why these discussions are somewhat pointless. People scroll. Don't believe me? Try it out for yourself. Then show it to your clients.

Check the site: There is no page fold

05. Font Squirrel: @font-face toolkit

@font-face is one of the big breakthroughs of 2009. We aren't there yet, but there are solid implementations for each browsers so we can finally start using web fonts. Apart from some legal issues (which are serious), the world of web is ready. Font Squirrel is the perfect web tool for helping you out with all the different implementations.

Check the site: Font Squirrel: @font-face toolkit

04. HTML5 and The Future of the Web

2009 is the year of html5. Not quite ready yet, but web developers are starting to experiment away. Some very minor groups can't benefit from the new specs yet, but for the majority of the web the basics of html5 are ready to use. Be sure not to miss the boat.

Read the article: HTML5 and The Future of the Web

03. Working With RGBA Colour

A very lovely feature erasing all issues with transparency in the blink of an eye. Of course not supported in all browsers, though working very well in most modern versions. No more transparent text, no more transparent single-color pngs. Way of the future.

Read the article: Working With RGBA Colour

02. The 3 Basic Rules for Writing HTML

I've been spending lots of time digging to get to the core of html. And Mr Meiert wrote a very interesting article about the most basic rules of writing html. A little concise and open to erroneous interpretation, but this article does hit the mark. A good starting point for everyone getting serious about html.

Read the article: The 3 Basic Rules for Writing HTML

01. The HTML5 section element

The one that blew me away. The impact of the section elemnet on how we'll use headings is enormous, pretty much messing up a very important part of SEO optimization. I predict this will become a "big thing" for us web developers. A powerful new feature, but one that will require some adapting no doubt.

Read the article: The HTML5 section element

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Tue, 29 Dec 2009 13:57:52 +0100
<![CDATA[[rec]²/balagueró and plaza]]>http://www.onderhond.com/blog/personal/rec-2-review-balaguero-plaza

Balagueró is without a doubt one of the brightest talents of the Spanish horror scene, but it wasn't until he launched [rec] together with partner in crime Plaza that he received true international recognition. Reactions to the news of a second installment were quite mixed, as is always the case when sequels are announced. Undeservedly so, as [rec]² proves to be a very worthy sequel indeed.

screen caps of [rec]²

The film starts off where the first one halted. Quite literally as the last shot of the first is the opening shot of this sequel. From there on, we switch to a team of special ops who are to join a doctor inside the sealed off house. All the elements you need for another ninety minutes of manically filmed fun with infected people.

At first Balagueró and Plaza seem to fall in the trap of explaining too much. The first film kept rather vague about the specifics of the infection, the first part of [rec]² reveals a complete background story. While not quite original, the good news is that both directors actually use these explanations to add a couple of neat twists to the film. Rather than destroy the whole atmosphere, they succeed in making it more intriguing. A bold choice, but one that pays off.

Halfway through the film the perspective is changed from the special ops to a group of kids trying to enter the building through the sewers. An interesting switch that brings some needed variation and is incorporated quite naturally into the film. Again Balagueró and Plaza take a gamble as it does pull the audience away from the building and the action, releasing the tension a little. But the interlude is short and proves a big asset later on in the film.

screen caps of [rec]²

Visually there are some new tricks with head cams for each soldier, resulting in even crappier image quality (scanlines and everything) yet even cooler shots. Pretty awesome stuff making the small rooms even more claustrophobic. Camerawork is still in the same vain as the first film, so people with a grudge against it can safely ignore this sequel. Others can rejoice, as both directors made sure to perfect their skills.

But it's the sound design that raises the film to even higher levels. While the idea behind [rec] is on-the-spot realism, both films remain extremely stylized. Not like horror competitor Paranormal Activities, which looks as if you and I could make it ourselves, but tinkered and twisted to perfection. It lies in small things, like the dying, softly distorted buzz whenever a camera switches off, but these little details let the film rise high above the competition. The sound design is simply terrific, making it creepier than it has any right to be.

Acting is more or less on the same level as the first. This means solid, immersive performances, but lots of screaming and manic acting. If it gets on your nerves, this might just as well destroy the feel of the whole film. If it doesn't, it gets you right on the edge of your seat. There's probably not much middle ground, so it all depends which side you're on.

screen caps of [rec]²

The surprise of the first film is gone. There's little you can do about that. But Balagueró and Plaza inserted enough original elements to make the film stand on its own two feet while still functioning as a direct sequel. Not everyone will like these changes, such is life, but I believe they added something substantial to the [rec] saga. At the very least they allowed for some rather creative changes and ideas.

If you didn't like the first film, I can't see how you'll like this one. Stylistically the films are very much alike, though the directors made better use of the style this time around. The surprise effect is gone, but that loss is almost nullified by the new elements inserted into the film. Not as chilling as the first film, but still extremely atmospheric, a true blast to watch on the big screen and a hell of a ride. A pretty perfect sequel if you ask me. 4.0*/5.0*

Still hesitant, check the trailer.

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Mon, 28 Dec 2009 11:03:36 +0100
<![CDATA[movies 2009/of crops and cream]]>http://www.onderhond.com/blog/personal/movies-2009-of-crops-and-cream

Another year has past, the time for closure is upon us again. I'm happy to repeat what I did last year. The following list of films is not the top pick of 2009-released films but rather the best films I've seen in 2009. It was not an easy pick, plenty of films didn't make the list, but the following films all deserve a little extra attention. Enjoy!

10. Bronson

I wasn't a big fan of Refn until I watched Bronson. It was everything his previous films promised they'd be. Refn shows us a very quirky character played by an undefeatable Hardy. The film is visually pretty cool and refreshing, has a very strange but fun choice in music and some very memorable scenes. It's a rather short film, delivering plenty of fun and cool scenes wrapped up tightly without ever boring the audience.

Bronson review

09. Spring Subway

There can't be enough love for Zhang Yibai, a fresh wind sailing through the Chinese film industry. Spring Subway is a film that starts off cute and light-hearted, but gradually delivers more and more dramatic punches. The trouble of communication is always an interesting theme, and when it's done so beautifully as in this film there's little else I can do than love it to bits.

Spring Subway review

08. Late Bloomer

I have a thing for little films like this. High-contrast black and white, IDM/industrial soundtrack, weird themes. Sumida plays himself and does a terrific job at that. He's strange, endearing and a little scary. The films flips back between highly stylized bits and hand-held scenes, adding an extra layer of realism while keeping it a pleasure to watch. Recommended if you like your film a touch weird.

Late Bloomer review

07. Ponyo

Miyazaki's newest is a trip to the past. Back to the good old days of simple tales, minimal dramatic tension and bucket loads of childlike wonder. The characters are extremely cute, the surroundings simply magical. The background story is pretty forgettable, but the characters and animation wonders will stay with you long after all the other CG/3D crap hype has died out.

Ponyo review

06. The Warrior And The Wolf

Tian doesn't make too many films, but when he does he makes sure to deliver something special. His venture into the world of epic history cinema turned out quite unlike all the other films in the genre, carrying a much darker atmosphere and focusing more on pain and hardships rather than heroism and success. Visually astounding, superb soundtrack and solid acting.

The Warrior And The Wolf review

05. Heaven's Door

After Tekon Kinkreet Michael Arias was ready to take on live-action. The result is a lovely road movie capturing Japan like few outsiders have ever done before him. A fun and visually pleasing film focusing on the relationship of two deadly ill kids trying to enjoy their last days together, with a pretty smashing ending.

Heaven's Door review

04. Genius Party (pt1 & pt2)

Best animation film I've seen in a long, long time. The whole collection was split into two parts of which the second was clearly the best, but the whole anthology just oozes style and class. There are only two or three shorts that remain below the insane high standards of Studio 4C, the rest is just prime animation material. Just again proof of Studio 4C's superiority in the field of animation. Best in the world.

Genius Party pt1 review
Genius Party pt2 review

03. Tachiguishi Retsuden

This is a weird one, most likely only appreciated by people loving the funny side of Oshii. A combination of history, fake documentary and photography animation, it's completely unwatchable without a good set of subs. Luckily my knowledge of the French language is fair enough, but don't try this with auto-translated subs, I promise you you won't get far. As crazy and deadpan as could be.

Tachiguishi Retsuden review

02. Mary And Max

I have a natural love for claymation films and Mary and Max is everything and more I'd expect from a film like this. Beautifully made, funny, cute yet with a little dark edge. Some touching moments and never a moment of boredom. The amount of work and love that went into this project shows. A rarity that should be treasured for years to come and which turns out to be surprisingly accessible.

Mary And Max review

01. Pop Skull

Ah yes, the film with the epilepsy warning. No kidding, there's no way to imagine how flashy this film really is without actually watching it. Shoestring budget and no familiar face in sight, but with the limited means director Wingard had to his disposal he simply trashed all the competition. A superb triumph for independent film making and easily the best thing I've seen all year.

Pop Skull review

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Tue, 22 Dec 2009 13:25:29 +0100
<![CDATA[vengeance/johnnie to]]>http://www.onderhond.com/blog/personal/vengeance-review-johnnie-to

Johnnie To is one of the more productive directors among my list of favorites, that's why reviews of PTU, Mad Detective and Sparrow graced this blog before. His latest film Vengeance continues his winning streak and makes it clearer than ever that To effectively reinvented himself these last ten years to become a true author.

screen caps of Vengeance

Vengeance is a little different though. His regular cast is still very much present (Anthony Wong, Suet Lam, Simon Yam), but the lead role is reserved for someone else this time. Johnny Hallyday, famed French singer and occasional actor is the main man this time, lending the film a very specific direction. A pretty daring move, but one that works well.

Hallyday's inclusion raises a pretty big language issue, as Hallyday is a native French speaker while the rest of them speaks Cantonese. Middle ground for both parties is English, spoken with rather fat accents. To handles it well though. I actually don't mind bad English and stilted dialogues if they feel real enough (opposed to say an entire Japanese cast trying to exclaim complex English dialogue for no reason at all). It's personal preference of course, but I'm glad To didn't decide to dub Hallyday in Cantonese, opting for a more realistic approach. It even adds some charm to the film.

The story, like in most of To's films, is rather simple. A basic revenge tale with a couple of twists and turns hurling the film forward. Grandpa Costello travels to Hong Kong after his daughter's family is murdered. His daughter barely survives and demands revenge. After some meager attempts Costello realizes he needs locals to help him out, so when he runs into the group run by Anthony Wong he hires them to do the job for him. Like I said, pretty basic stuff.

screen caps of Vengeance

To makes sure to put his visual stamp on Vengeance. Brooding slow-motion, dark corners, lots of posing and scarred faces. It's all here again. It has become a crucial element for his films, which thrive on the tension created between two opposing fractions. It's amazing what he can accomplish with a floating camera, tempo changes and two groups of people standing in front of each other.

The soundtrack is not as quirky or as present as in his previous films. It almost seems as if To was scared to surprise his audience with his somewhat atypical choice of music, especially for a film with a broader international appeal. Vengeance is rather silent, but it works well with the slow motion and dark images dreamed up. Acting is as solid as you can expect from the To regulars, even Hallyday puts in a fitting performance. Yam has a pretty small role this time, but Anthony Wong en Suet Lam fans will find enough screen time for both to look forward to.

screen caps of Vengeance

All that said, if there's anything that defines To these last couple of years it's the addition of certain funny, frivolous elements, granting his films a level of vitality and quirkiness completely absent in comparable films. Somehow it underlines To's love for cinema, and Vengeance doesn't escape from his signature style. Some lovely details (like the bike, the kite-like thing and the stickers) liven up the film without actually hurting the dark atmosphere.

Vengeance is a film that will do well with most Johnnie To fans. There's a chance that the use of different languages will put some people off, or maybe To's playful side will come as a surprise, but apart from that Vengeance is another shining star on To's ever-growing repertoire. A very solid film in all departments, allowing you to sink back into your couch and let the film drift over you like a warm, dark blanket. 4.0*/5.0*

Try the trailer for a glimpse of To's magic.

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Mon, 21 Dec 2009 12:13:37 +0100
<![CDATA[selling html pt2/tricks of the trade]]>http://www.onderhond.com/blog/work/selling-html-pt2-tricks-of-the-trade

Earlier this week I talked about trying to sell html based on its actual merits, and more importantly, why this isn't working in real life. In this second part I'll try to list more practical arguments. None of them fool-proof, but definitely carrying more weight when used in discussions about the importance of quality html. Extra input is very much appreciated and can be listed in the comments section.

One little word of advise before I start. Do take care in using the arguments given below. There are always counter-arguments available and some might actually be hurtful to either your partners or clients. These are not arguments that can silence whoever you throw them at. But as a whole they form a well-developed arsenal of knowledge that will at least grant you some credibility in the discussion.

seo

Ah yes, the buzzword that made money flow like water for a good couple of years. Even us front-end developers loved the SEO hype, since we could tag along and demand proper html implementations as this improved rankings. Which is true, but only to some extent.

"Sadly", people grew wiser and found out that there are only a few html tags that will actually make a difference. True enough, good structure will help your ranking a little, but there's little difference between a clean div with one single class and four nested divs littered with CMS-specific classes. So even though you might have your paragraphs and heading tags, you still have no defense against the messy tangles of automatically generated CMS code.

SEO is still a valid argument in the battle for good html. Certainly with html5 being almost ready for implementation. html5 is a much richer language, which means you'll have more power to your disposal for marking up content and indirectly improving search-engine rankings. But for now, the scope of the SEO argument is limited to headings and paragraphs mostly. If the html code is truly horrible though, this is a good place to start.

future-proof, flexible, cost-effective in the long run, ...

I tried this one a couple of times before. It does work for big projects, sometimes. But when deadlines are nearing, money is running out and clients are breathing down your neck these arguments hold little weight. Suddenly html becomes a "phase 2" concern and all that matters is getting the site to work and look right in all (or most) browsers.

It's a shame, because well-planned html makes future updates so much easier. Especially when new parts are added to the site or complete redesigns are issued. It's the core of a website, so if corners are cut there, they will show themselves at later dates. These arguments will hold some weight when explained in the beginning of the process, though will find little support for improving any current implementation.

Also note that you are practically taking away work from those implementing the site. A complete redesign usually means work (and income) for the implementors too as there are usually quite some code changes. By implementing solid, future-proof html this work is brought back to a minimum. Good for your clients, but make sure you don't offend your technical partners in the meantime.

stylability

This is actually one of the most solid arguments out there. Badly implemented html makes it way more difficult to style a website. In several ways. For one, finding "your" class in a string of 6 or 7 badly-edited cms classes is not as easy as simply picking out a single value in the class attribute. Secondly, styling on cms-generated classes is usually quite dangerous as they reflect the inner kitchen of the cms and hold little to none semantic or structural relevance when it comes to the actual document. Who knows where else they might end up.

Missing classes or missing structural html elements will result is unstable css, creating problems cross-browser. And switching to default classes might (and in our case will) hurt predictability of the code. For example, at my current job we hardly need the html code to start styling the main navigation as structure and class names are standardized.

There's also a timing issue. After creating the html templates you could start working on the css. But only if the implementation of the html is (as) perfect (as possible). If not, most of the css work will be useless anyway. Waiting for the implementation on the other hand does add some extra time to development as css work and implementation can't happen at the same time.

The bottom line. Bad html will jeopardize the quality of the css, will jeopardize the quality of future updates, and even more importantly, might hurt the wallet of your client as this extra work needs to be paid. And best of all, there are very little counter-arguments against this argument.

analogies

Analogies! Always helpful when trying to explain a somewhat vague concept like html. And always someone who tries his best to find the differences with the analogy you are making. I've been looking for a good one to explain the importance of html, but found it rather hard. One analogy that's often cited is between building a website and a house, but html doesn't really fit in as front-end development is a step between architectural work and the actual physical work not (often) present in construction.

The best analogy I came up with is the difference between a golden object and a gold-plated object. This concept is understood by everyone and illustrates the difference between a web page constructed using correct html and one using crappy html. Even though the difference between both objects is not immediately visible from the outside, there is a definite difference in quality (and worth) between the two.

Gold-plated objects only have a golden shine. The top layer (css in the analogy) hides what's underneath, but over time the golden object will prove to be way more robust and thus valuable. It's also stronger and tougher, with a higher resistance to external influences. But there's more than simply the nature of the core material, there's also the texture. If the texture of the core material is rough, you need more coating material to smooth out all the irregularities. And the more coating you need, the more expensive the object will become.

Like all analogies not perfect, but still clear and understandable, even to non-tech people.

conclusion

And that's about all I have. If you can think of extra arguments that might help in convincing clients and technical partners they should invest time and money in good html, do list them below. The combination of all arguments above do hold some weight, but still don't ensure victory.

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Thu, 17 Dec 2009 12:43:25 +0100
<![CDATA[heaven's door/michael arias]]>http://www.onderhond.com/blog/personal/heavens-door-review-michael-arias

Michael Arias is a patient man. He fought a very long time for a chance to prove his worth as a director, grabbing it with both hands when it finally came along. And with success, as the world took notice. And yet, for his second feature film interest seems rather limited. Completely unjustified in my opinion, as it's easily one of the best films of 2009 (so far).

screen caps of Heaven's Door

With only two feature films to his name, Arias' career is already worth a bunch of studies and books. He was the first American ever to direct a film at Studio 4°C and almost beat them at their own game. Tekon Kinkreet is one of the greatest animes to have come along in the last couple of years, displaying a sense of style and energy not often seen beyond the Japanese borders.

Perhaps fans of Tekon are still awaiting Arias' next animation project, but in the mean time he took some time to direct a live-action film. Again he traveled to Japan to make a film that feels very Japanese. Heaven's Door is wildly different from other outsiders' attempts at capturing Japan, most notably failing efforts of Gondry (Tokyo!), Carax (Tokyo!) and Coppola (Lost in Translation). Arias' film still differs from the locale cuisine, but succeeds in adding something other than a failure of cultural understanding.

Heaven's Door contains serious nods to Kitano's oeuvre, especially Kikujiro and Hana-bi, though the story leans closer to Kazushi Watanabe's 19. Heaven's Door, a rework of a German film, brings together two dying souls. Both of them are terminally ill and decide to enjoy their last breaths together. Somewhat oblivious of the law they start their trip in a stolen car to catch one last glimpse of the sea. When they find out the trunk of the car is loaded with money, they let their inhibitions slip while being chased by the police and the rather shady owner of the car.

screen caps of Heaven's Door

Arias already showcased a very keen eye for visual glamor in Tekon and confirms his talent in Heaven's Door. Though more down to earth and a bit more sober, the camera's movements are meticulously planned, as is the use of color. While the film doesn't really contain wild flashes of visual brilliance, the overall effect is mesmerizing and very stylish indeed. Add to that some wicked editing tricks and you have a film that knows how to seduce.

For the soundtrack Arias turned to Plaid once again. I must admit that their sound works way much better in film than it does on CD. I'm not a big fan of Plaid, but as gentle background music or soft leading score it works miracles. All of this comes together in the hotel scene around halfway through, creating a rather perfect blend of visuals and sound. Acting is solid too with Tomoya Nagase reminiscing Odagiri's style of acting and Fukuda making sure her part is believable, even within the somewhat strange and unnatural setting.

screen caps of Heaven's Door

Though the film features a series of strange side characters and has a rather elaborate subplot centered around a criminal businessman, the film's main focus is the young couple's blossoming friendship. As the film progresses Arias inserts something touching and real, and when at one point the much younger Fukuda takes Nagase in her arms in assures him he need not be afraid, that everything will be alright, set to the dying notes of Plaid's piano, Arias hits the spot with the biggest emotional sledge hammer you can imagine. It's a key scene in the film demonstrating that Heaven's Door is more than a simple feel-good, hip and funky road flick.

Arias' sense of humor is considerably different from Kitano's, but Heaven's Door could be mistaken for one made by a Kitano apprentice. Arias has a more modern sense of style and direction, giving the film its very own face, but there's just something very familiar about the couple reaching the beach in the final scene of the film. Arias is nice enough to serve the audience the ending they've been longing for, which in this case is the least cruelest way out and totally justified. So for all fans of Tekon and Kitano out there, give this one a chance. Chances are Arias won't disappoint. 4.5*/5.0*

Check the no subs trailer for a glimpse of the atmosphere.

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Wed, 16 Dec 2009 11:21:39 +0100
<![CDATA[the warrior and the wolf/zhuangzhuang tian]]>http://www.onderhond.com/blog/personal/the-warrior-and-the-wolf-review-zhuangzh

When Tian makes a new film, I take notice. Without a doubt my favorite Chinese arthouse director, though his somewhat modest productivity makes it difficult to built a solid view of his style and strengths. The Warrior and The Wolf is his latest, and even though he's seemingly pursuing a more commercial route, it won't take long to realize it's all just a façade.

screen caps of The Warrior And The Wolf

Ang Lee (Crouching Tiger) and Yimou Zhang (Hero) started an ongoing trend in Chinese cinema, leading arthouse directors to direct big, epic and action-filled period pieces. And while the world is still waiting for Hsiao-hsien Hou's The Assassin, Tian is filling the current void. Though it must be said, Tian's The Warrior and The Wolf doesn't really compare well to Zhang and Lee's efforts, but lies closer to grittier films like The Warlords or Battle Of Wits.

Those expecting another straight-forward genre piece, be warned. Tian may be treading in this particular territory, that doesn't mean he simply changed his style accordingly. There is not much action and even less heroism to be found in his film. Where films like this are usually about heroics, victory and conquering armies, Tian's film is about loss, pain and bewilderment. It's not epic, nor is it an easy watch, though that doesn't mean you should simply toss it aside.

The story isn't very easy to summarize. Central to the tale is Odagiri's character, who is recruited into an army during the first act of the film. From there on, we follow his transformation from peaceful country bumpkin to commander of the army. And beyond. The second and third act are small story arcs by themselves, centering around the same set of characters, but highlighting a different period in their lives. Tian lets his film flow like a mountain stream, twisting through space and time. The narrative structure is highly unconventional, rather hard to follow and disjointed, but this does not hurt the themes and sentiments of the film. For many this will be a big hurdle, I myself appreciated this free-form way of storytelling.

screen caps of The Warrior And The Wolf

Visually The Warrior and The Wolf is a shimmering masterpiece. Tian's color pallete is moody and menacing, littering the screen with dark shadows and desaturated blues and greens. This works wonderfully well when outside, but the indoor scenes turned out just a little too dark to my liking. The narrative was hard enough to follow as is, but peering to see what happens on screen can become a bit much at times. It's only a small issue in a few particular scenes, but it does harm the second act a little, which is mostly playing between four walls.

The soundtrack is pretty awesome, working with modernized interpretations of traditional Chinese music. Tian's use of music is as subtle as ever, especially considering the genre he's operating in. It's not as refined as in his earlier films, but it works miracles with the visuals. Acting is very strong too, with Odagiri in yet another powerful role. His international career is taking off like a rocket and he holds up pretty well in foreign cinema. Maggie Q complements him, and the chemistry between the both of them does light up the second act. The rest of the supporting cast is equally impeccable.

screen caps of The Warrior And The Wolf

Short intertitles explain the gaps and holes in the main story. Flashbacks and flash forwards tell you what you need to know, though many of the details are hidden deep within the dark shadows that leap over the screen. Multiple viewings will probably sculpt a better picture of various scenes and plot points, but the overall impression is crystal clear. Tian's vision of epic period pieces is one that is dark, gritty and unpleasant. The mythology is fascinating, raw and as pure as the cruel surroundings the characters reside in. The result something that compares difficult to other films in the genre, but stands proud on its own to feet.

If you're looking for an action-filled film leaving you behind in a victorious state of mind, The Warrior and The Wolf is probably not for you. If you're looking for typical dramatic arthouse-light fare, you can just as well skip Tian's latest. But if you're up for a good 90 minutes of alternative, arthouse-inspired genre cinema, this might be just the film for you. Ignore (or embrace) the fluttering storytelling and let yourself be swamped by the majestic and dark images of Tian's film, and you'll have no problem uncovering the heart of The Warrior and The Wolf. Superb cinema. 4.5*/5.0*

Check the short trailer for some sneak peeks.

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Tue, 15 Dec 2009 11:03:30 +0100
<![CDATA[selling html pt1/the theory]]>http://www.onderhond.com/blog/work/selling-html-pt1-the-theory

It's sad, but true. 2010 is rapidly approaching, but as front-end developers we still have a tough time selling the importance of well-written html. Many attempts have been made these last 10 years, but it all amounted to very little. Clean html is the first priority to go whenever problems arise within a project. For those of you still fighting with much conviction and spirit, the next two articles will help you conquer those who oppose you.

What puzzles me most is how differently html is approached when it comes to quality. Compare it to programming languages or human languages and you'll see a frightening gap in quality perception. Of course there are some understandable reasons for this, but after 10 years of hmtl-awareness you would assume that people would start to grasp the need for improvement.

about languages

We all know that html is a descriptive language, with its own spelling and grammar rules. Much like the human languages in fact. We write it to describe elements within a page, giving meaning to components and making it possible for automated features to recognize these components and process the data for whatever reason possible.

The html language is a very simple language with few words. To cover for the unknown elements we have the div element, equivalent of the English word "thing". Further specification is done through classes giving our "thing" extra semantic meaning. For elements that do have an equivalent in html, we use the assigned tags. This all sounds very logical, but the reality is quite different.

draconian error handling

The difference? In case of human languages it's our brain doing the error handling. We are interfacing directly with the language. In case of html, we interface with the product of the language (the actual web page), not the language generating the page. That's why it's not immediately apparent when the html of a page is full of grammar and spelling mistakes, as the browser effectively hides (almost) all the ugliness from us.

Ai coud rait laik dis and with a little bit of effort you would be able to read it perfectly well. Still, people would be quite annoyed if I wrote entire articles likes that, no matter how interesting the content. But when talking about html, people don't seem to care, even when it's bordering on complete nonsense. Since there's an automated service trying its best to cope with these errors, it appears to be free for all.

history

To be fair, this way of handling html did help to launch the internet. It eclipses some of its finer points and helped in getting things online for people to see. In many cases, badly marked up content is better than no content at all. But for professional websites, it is time we stop ignoring the potential of html, as its current state is actively hindering the progress of the internet today. Semantics in combination with automated processing is an area still very much underdeveloped, partly due to bad html structure and grammar.

conclusion

While there are little arguments against well-written html, it's a sad fact that all I've written above will usually get you nowhere. For now, html is still considered a low priority, and when CMS or other automated html-generating tools remain spewing grammatically incorrect code.

When you compare it to human languages you will make people understand, but at the same time the argument is too theoretical to have much weight when a crisis is looming. Next article will delve a little deeper into more practical weapons to battle the rapers of html. Stay tuned.

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Mon, 14 Dec 2009 12:40:54 +0100
<![CDATA[accident/pou-soi cheang]]>http://www.onderhond.com/blog/personal/accident-review-pou-soi-cheang

If you've been keeping track of the film reviews on this blog, you might remember Pou-Soi Cheang from his previous film Shamo. He's slowly establishing himself as one of my favorite directors, so with much anticipation I was looking forward to Accident, his latest. Cheang was nice enough not to disappoint.

screen caps of Accident

Accident was made under the caring wings of Johnny To. Not only did he produce, but the film was also co-released by his very own Milkyway. Lately To's doing a really good job of turning his production company's logo into a true seal of quality. With his own recent output and a quality selection of films like Eye In The Sky I'm more and more drawn to films coming from the Milkyway stables.

With Accident Cheang leaves his more cult-oriented background and takes on a sub genre that's been gaining popularity in recent years. The Brain is the leader of a small gang of sophisticated crooks. They are calculated, immaculate, precise and most importantly, extremely good at what they do. In essence they are a team of killers for hire, but they specialize in cases that need to look like accidents, erasing all suspicion of a real murder.

Half of the fun is seeing the murders planned and executed. Rather than aim for action and grit, Cheang tries for a more stylish approach. The build-ups are slow and well-planned, the characters silent and pensive. And even when the story twists halfway through the film and it appears they are being set up themselves, the style does not change much, though a sense of urgency is added to the film.

screen caps of Accident

Cheang loves darkness. Throughout the whole film (and also apparent in his earlier films) he tries to fill each frame with dark corners, hidden alleyways or blind spots. Accident is not as colorful as his previous films though, reducing the contrast and creating an ever darker cinematic world. There are little shots or scenes that jump out, but as a whole the cinematography and styling is very strong and extremely consistent.

The soundtrack too is nice, supporting the events on screen in a rather subdued yet still leading manner. After the end credits have faded it's hard to remember particular songs, but the overall quality of the soundtrack will stick nonetheless. The acting is overall strong too, with a splendid performance of Louis Koo as lead actor. He was probably chosen because Simon Yam was busy or on holidays, but Koo manages remarkably well. The supporting cast is superb too, with the ever-present Suet Lam taking on another good role. I like that man.

screen caps of Accident

While the first and second act of the film are pretty straight-forward and predictable, the ending takes a rather surprising turn. It's the expected twist, but with a twist. I actually loved those final minutes, as they left me quite stunned like few other films have managed. I'm sure it's a hit and miss affair and most people will be quite unaffected by these final events, yet it's remarkable how simple an ending can be without losing its strength, even gaining from its simplicity.

Accident is a very good film. Not really excelling in anything particular, but strong and stylish in every department, forming a very solid and tight whole. Visually consistent, great characters and acting, a strong soundtrack and an excellent plot. It's all you've come to expect from a modern To film, but directed with the flair and personality of Pou-Soi Cheang. Highly recommended. 4.0*/5.0*

For a quick peek, try the trailer.

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Wed, 09 Dec 2009 12:36:00 +0100
<![CDATA[goemon/kazuaki kiriya]]>http://www.onderhond.com/blog/personal/goemon-review-kazuaki-kiriya

When Kiriya unleashed Casshern onto the masses he divided the audience like a real pro. Those of you hoping he learned from his first film will do good to lower their expectations before sitting down to watch Goemon. On the other hand, if you loved Casshern, brace yourself for another two hours of Kiriya goodness.

screen caps of Goemon

With Goemon Kiriya confirms his style. He makes it clear that Casshern wasn't just an accident coming from an unskilled freshman. As many "faults" his first film might have had, many of them were intentional and based on mere taste, rather than bad film making. Now I know many of you won't agree with this, but it is the simple truth.

Kiriya is not one to tell a story straight. Of course his films need a storyline, as they are over-the-top epic and he's in dire need of dramatic moments to play around with, but as a director he has other priorities. His films are extremely visual, but even visual storytelling is not really on his list of things to worry about. Just forget about the story. It's there, it's used for its hooks, but that's about it. Goemon is about the direct link between visuals and emotion. It's visual film making, not storytelling.

The Goemon character is a Japanese Robin Hood. A thief that steels from the rich and gives to the poor. A popular figure that even featured in some videogames (remember Ganbare Goemon on the SNES?) and who's name is often misspelled as Goeman or even Geoman. The film borrows a couple of other historical figures and throws them into a mix of betrayal, struggle for power and superhuman mysticism. Nothing you haven't seen a hundred times before, so I was happy enough to settle for the somewhat underdeveloped story.

screen caps of Goemon

Kiriya is a man of visuals. It's true that he regularly aims way to high and completely misses the mark, but those moments hardly compare to the times he does hit the spot. The first big fight scene was a pretty big let-down, so were the scenes that involved horses and ninjas running around. Whenever the scenery was supposed to flash by the CG faltered, revealing its cheap texture. The second action scene (on the boats at night) easily made up for this, so did the grand ending. But the most beautiful moments are those when the camera remains static and the exuberant details of the costumes and backgrounds can be enjoyed to their fullest. This is where Kiriya truly excels.

The soundtrack is little more than wallpaper decoration for the dramatic and epic moments. It's not really bothersome and never too present, but could've been a tad better as a whole. Acting is decent enough too, though it takes a little time to get used to the comedic interludes of Eguchi. Supporting cast is nice, with good work from Hirosue, Osawa and Okuda. But in the end, I enjoyed the role of Terajima the most. Even though it's another submissive role, he must've been quite happy to play a guy like Hanzo Hattori.

screen caps of Goemon

Goemon is a film where the great parts easily outshine the lesser. But only if you appreciate it for what it is. Kiriya is aiming for sensory overload and tries to connect his epic chaos directly to the nerve ends of the audience. This is a film that doesn't need brainpower, but thrives on good old-fashioned primordial thrills. If you expect the story to pull you in, either narratively or visually, you'll have little to be excited about. Seen from that angle, Goemon plays like a 2 hour recap of the whole LOTR saga with twice as much epic moments and half the emotional involvement (at least, if you're capable of that while watching films like LOTR).

Kiriya serves a roller-coaster ride, but one that makes sure that the better moments can be relived late at night while lying in bed with your eyes closed. Not everything works, it's pretty chaotic at times and it feels quite out of control. It's up to you to decide whether these are good or bad characteristics of a film. I enjoyed it a lot. With ever-improving techniques and cheaper budgets I'm sure Kiriya still has a masterpiece hidden inside of him. Until that time comes, he can keep making films like this, I'll be there to support him. 4.0*/5.0*

Check the trailer for a good taste of Kiriya's style.

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Mon, 07 Dec 2009 11:34:18 +0100
<![CDATA[ink/jamin winans]]>http://www.onderhond.com/blog/personal/ink-review-jamin-winans

I like urban fantasy, a lot. But it appears to be a difficult genre to translate to the silver screen. It seems that creating an elaborate modern fantasy world is just too much trouble for a mere 90 minutes adventure. Ink is one of the rare few that dares to tackle the genre full on, and does a marvelous job at that. All hail to director Winans for taking the leap.

screen caps of Ink

If you haven't heard of the film before, it's because Winans has had quite some trouble getting it distributed. A little strange considering its strength and merits, especially when you know this is one of those no-budget affairs. I would've loved to see this on the big screen, but as it is I'll just settle for the DVD. I just hope Winans has better luck with his next film.

Winans created his world from scratch, avoiding the easy way of adapting just another comic book series. He sculpts his tale in modern-day society somewhere between the worlds of the living and the dead. Several fractions exist within his universe, all of them well-developed but not explained in full. They live within the reality of the film, but the film itself never sees it as an obligation to explain their motives and being in complete detail. Not to everyone's liking I presume, but I enjoyed this patch of mystery a lot.

The story centers around the kidnapping of a little girl. She is kidnapped by an Ink, a dark creatures that lives in the shadow of our world and comes at night. He works for the Incubi, a group that brings nightmares. Up against the Incubi are the Storytellers, bringers of dreams and happiness. Their mission is to protect the people from the Ink, if they happen to have malicious intentions. This might sound like I've explained half of the movie already, but rest assured, this is just the setting. The story itself might not be too innovativy (battle of good against evil and all), but the setting sure is wildly original.

screen caps of Ink

Winans has little budget but decided to make the most of it. He applies a very bold style that is somewhat reminiscent of Toy Reanimator. Bright and screaming colors in overexposed settings, sharp and energetic editing and pretty wild camera angles. The lack of funds for expensive CG is hidden by the bold style and allows Winans to do some very cool things with the styling of the inhabitants of his world. The Incubi in particular are pure genius, with their weird face masks distorting their facial expressions.

The soundtrack too is captivating. Maybe a tad too in your face, but it features some genuinely likable music enhancing the atmosphere a great deal. Sound effects too are strong and flow very well with the editing, creating a very solid audiovisual experience. Acting on the other hand is a little below par, especially the role of the father could've used a better actor. Only a minor issue as the acting felt hardly as a priority in this film, but it does manage to leave a nagging feeling through some of the scenes.

screen caps of Ink

The film follows a rather predictable path, twist included. Mind you, it's one of those semi-twists where the audience is quite aware of the facts without being explicitly told. Predictability aside, the film's reality is so elaborate and vast that every scene still has plenty of creativity to enjoy. The visual bombardment alone is enough to warrant a viewing, though in the end that's just part of the fun.

Winans lack of budget does show a little. The styling of Ink could've been a bit better, some of the characters might've deserved an extra-grade actor and the visual trickery is sometimes a little too bold in order to conceal its shortcomings. Only little points of critique that Winans can easily get rid of with a bigger budget and a little more financial security. Ink shows enormous potential, executed well beyond what anyone could expect considering the limitations. A little gem that will one day find its audience and is destined to become a cult hit, much like Dark City and Delicatessen. 4.0*/5.0*

The trailer is rather spoilerific, but gives a good indication of what is to come.

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Wed, 02 Dec 2009 12:36:16 +0100
<![CDATA[raging phoenix/rashane limtrakul]]>http://www.onderhond.com/blog/personal/raging-phoenix-review-rashane-limtrakul

Thai action cinema has been pretty successful ever since Ong-bak arrived on the scene. And even though they've enjoyed considerable international commercial success so far they've avoided swamping their audience with a bucket-load of inferior films. Raging Phoenix is the latest in the steady rise of the Thai martial arts film, and one that is sure to please the fans.

screen caps of Raging Phoenix

Raging Phoenix sees the return of Vismitananda who debuted rather well in Pinkaew's Chocolate. Though this time around she gets help from a few back-up fighters who help to broaden the range of moves seen in the film. While it's always a little tricky to put lots of fighting styles in one film (see Ong-bak 2), Limtrakul makes sure that the different fighters flow well together and don't just perform separate from each other.

The angle that needs to sell this film is the mix of Muay Thai, drunken style and breakdance. It might sound like a rather crazy blend of styles, but the result is very impressive alright. It's always cool to see the drunken fighting style, but coupled with the agile legwork and fluidity of Muay Thai it creates a very special flow within the fights.

The story, as usual, is not too interesting and simply functions to draw the main cast from battle field to battle field. Deu is a lost and lonely soul that almost finds herself kidnapped by a band of notorious criminals. She is saved by a group of victims that are after the criminal organization. Of course they know martial arts and around halfway she's found capable enough to join them. Nothing new there.

screen caps of Raging Phoenix

Raging Phoenix is a film that belongs to the colourful Thai film school, meaning lots of pretty and bright colours tampered for a little extra effect. I love the vibe coming from these films as each frame and scene seems to jump from the screen. Not really sure why it is so dominant in Thai cinema, but it's always an extra reason to look forward to these films. Direction is slick but good, the editing very fitting and the locations beautiful. Especially the hideout of the gang looks otherworldly. The only point of critique is the dark setting in the final part of the film. Could've used some better strategic lighting as some of the moves are too much obscured by darkness.

The music is pretty nice too, though I'm sure the Thai hip-hop tracks will be met with some weariness. Not that I would play the stuff myself, but it flows well with the fight scenes and gives some context to the strange dance moves the fighters are doing in between. It's not the first (and definitely not the last) time martial arts choreography is coupled to dance choreography, but it's nice to see a modern version for a change. Acting is pretty nice too, giving some extra flair to the already strange team of characters, just don't go expecting any award-winning performances.

screen caps of Raging Phoenix

Even though all the filler is nicely shot, it's the fight scenes that will draw all the attention. I was particularly taken with the early fights, demonstrating the best mix of drunken style and Muay Thai. Fun fights with a slight dash of comedy, yet very controlled and awesomely choreographed. Some people have complained about the staged character of the fights, which is a given whenever drunken style is used, so be warned. The latter fights are not as fluid and focus more on elaborate killer moves. They are still fun but do lack the agility of the first few fights. The actual finale kicks ass though, so the film is sure to close on a positive note.

Raging Phoenix is another very solid entry in the Thai martial arts selection. Not only are the fights well-choreographed, the fighting style is original, the film is beautifully shot and the characters are a varied and fun bunch. But when all is said and done, it's still very much a martial arts film, so if you're not a fan of unrealistic show fighting this film is probably not for you. For all the others, enjoy the ride. 4.5*/5.0*

Check the trailer for a little warm-up.

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Tue, 01 Dec 2009 11:21:49 +0100
<![CDATA[mary and max/adam elliot]]>http://www.onderhond.com/blog/personal/mary-and-max-review-adam-elliot

Financially well-developed stop-motion films are hard to find. 2009 has been a good year though, with Selick's Coraline getting the most attention and Anderson's Mr Fox getting raving reviews all over. In the shadows of these films another one was made. One that's had a hard time getting commercial recognition but is every bit as good. And so I present to you, Mary and Max.

screen caps of Mary And Max

Mary and Max is a little Australian film that popped up on the radar rather unexpectedly. It's a rather dull title and doesn't really invite immediate investigation, but behind that somewhat boring literary façade hides a very rich and accomplished film. Mary and Max is obviously a work of love, but with the proper financial backup to turn it into a true marvel.

The film is a celebration of old-fashioned artistry. All the little characters were made from polymers, clay, plastic and metal and are hand-animated. Some of the settings took people more than two months to construct. I'm not going to spoil all the neat little stats, you can check the official Mary and Max website for that, but it's telling for the amount of work that went into this film.

Best of all though, the film is more mature than most of its peers. Coraline is a lovely fairytale and films like Wallace and Gromit are nice enough, but they are all a bit childish by nature. Mary and Max tells the tale of two lonely souls who find each other by accident. The 7-year old Mary writes to the 50-something year old Max for advice and they become pen palls. Mary's lack of confidence and Max' suffering from Asperger syndrome puts a big strain on their relationship and it doesn't take too long before they find out that having friends can be a painful experience.

screen caps of Mary And Max

Visually Mary and Max is probably the best thing ever conceived using claymation. Mary's world (a little village in Australia) is seen through a sepia filter, Max' (New York) is modeled in contrast-heavy black and white. The settings are superbly detailed and look grand. Character animation is smooth, the character style is adoring and the camera work earns a special mention. Though completely different in style I think it easily defeats Coraline.

The soundtrack is fun, quirky and with sudden dashes even emotionally touching. The film makes use of some commonly known musical pieces but knows how to put them in a new context. Voice acting is surprisingly strong too, with an almost unrecognisable Philip C Hoffman playing a big part in laying out the atmosphere of the film. Plenty of use of voice overs though, which might deter some people, though I didn't find it an issue at all.

screen caps of Mary And Max

The true beauty of Mary and Max lies in its smart balance of comedy and drama. The film has a rather dark edge and while many little facts and details are portrayed as funny, as the film progresses you find out there is more to the jolly façade of the film. In a few scenes Elliot tears away the comedic layer and I found it surprising how fast he could go from dark comedy to uneasy dramatic moments, even delivering some straight punches. One scene in particular near the end of the film is not what you'd expect to see in a "mere" claymation animation film.

There is not a dull moment to be found. The film is littered with funny anecdotes, cute visual jokes and some very telling scenes. It's funny, endearing and dark at the same time, hitting a very rare balance. Add to that the mastery coming from every frame and you have a true gem that should appeal to a pretty large crowd, if they are willing to put themselves past their initial fear of (clay) animation. Easily one of the best films of 2009, deserving of a large and loving audience. Availability is still very limited, but don't miss the chance to see this one. 5.0*/5.0*

Still not convinced, check the trailer.

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Mon, 30 Nov 2009 12:28:31 +0100
<![CDATA[suikoden tierkreis/rpg konami-style]]>http://www.onderhond.com/blog/personal/suikoden-tierkreis-review

Buried underneath a mountain of farm and animal sims the DS has a strong line of RPGs granting the hand-held plenty of flair. Suikoden is one of the latest to arrive in Europe and even though it can't compete with the best, it's a solid purchase if you're aching for turn-based stats fun and can stand the Japanese hairdos.

artwork of Suikoden Tierkreis

Suikoden is a long-running series that started its life on the first PlayStation. I never played any of the previous installments, but I heard a lot of good about these first games. For fans it's important to note that Tierkreis is not a direct continuation but a spin-off, as it not as closely connected to the core of the 5-part storyline. I can't really judge how well it compares to the other games, but as a stand alone effort it manages pretty well.

The start of the game is like many other J-RPG. You're a young kid in a somewhat peaceful village, but trouble is brewing. The peace lasts through the short introduction, after which the earth needs saving and you start your journey. The villains are evil, you are good and off you go for 50 hours of numbers, swords and magic.

I found it a little hard to get into the game as the start is somewhat bland and the mechanics of the game need some getting used to. You can't simply walk through villages but have to pick destinations in the village which you can then visit. There's a somewhat strange trade system that gets you the necessary money to buy stuff and the fights appear quite random at the start of the game. But most irritating of all is a small quirk which prohibits you from selecting the standard option during conversations. This is probably done to counter unwanted selections, but it's hardly a graceful solution.

screen caps of Suikoden Tierkreis

Visually Tierkreis is almost impeccable. The 3D battle sequences can look a little muddy and edgy at times (a few camera issues with bigger enemies that obscure hit counters and such) but towns, areas and maps look truly gorgeous. The animated videos in between are of high quality too, which is not too surprising if you know that they were done by the people of Production I.G. Add to that the varied and detailed character designs for 100+ characters and you have a game that will go easy on the eyes.

The music too is pretty nice, though nothing out of the ordinary. Battle and victory music is nice enough and most towns and areas have their own recognizable background tunes. Sadly the voice overs are a completely different story. Grating English dubs that go way too fast and manage to be more than merely annoying. Not just a little issue, as there is a lot of conversation during the game, most of which is dubbed.

artwork of Suikoden Tierkreis

The battle system is rather advanced with several types of weapons belonging to one of three categories. All enemies have varying resistance to each category of weapon. There are magic spells for each character (of which you can select 4 for each character) and there are group attacks for specific combinations of characters. If you know that there's a total of 108 characters there enough fun to be had. On the other hand, the difficulty level of the game is pretty low, so most of the time standard attacks will suffice (and will be quicker than watching the elaborate animations of fancier moves).

The problem with Tierkreis for me was that the format of the game could've been tailored better to the needs of the DS. For a hand held console the game is pretty strict and demanding. It's not an easy game to pick up as there is lots of conversation and a serious lack of save points. This either means starting over or leaving the DS on if you have to leave before you reach a save point. On the other hand, if you have the time Tierkreis is a very engaging game that outshines its flaws with ease.

If you plan to buy this game for some quick dashes of RPG fun you will be disappointed. But if you have the time to spare and are willing to spend the time needed to engage yourself to the Suikoden world, it's a cool game with a vast team of playable characters, lots of secret missions and items and an interesting storyline that adds shades of grey with every hour you'll play. The choice is up to you. I was lucky enough to play this during my vacation, so I enjoyed it immensely. It's telling though that I spent 2 weeks on the first 40 hours, then two months to finish the last 15. 4.0*/5.0*

Check the trailer to get warmed up.

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Fri, 27 Nov 2009 10:44:48 +0100
<![CDATA[gamer/neveldine and taylor]]>http://www.onderhond.com/blog/personal/gamer-review-neveldine-taylor

Neveldine and Taylor stormed the scene in 2006 when they unleashed Crank onto the masses. Crank 2 established their style and Gamer is the film that takes it even a few steps further. How many fans they're going to lose along the way is hard to predict, but if you're looking for hyperactive craziness, there really is no alternative.

screen cap of Gamer

Crank was a fun little action film that abused its simple storyline to put as much adrenaline in its short running time as possible. It was a low budget affair that showcased the duo's talent and would redoubtably lead to more expensive films. As usual I was a little weary of their next projects as more money often results in more studio involvement, ultimately putting a handbrake on their hyperactive and action-infused style. Gamer proves there was never any reason to worry.

The concept of Gamer is quite fun. It takes the Second Lives of this time and adds some little twists. Not only can you choose an avatar to play with, you can also become the avatar and be played with. A somewhat perverse idea that gets exploited pretty well by the directors. Of course, not long after the initial launch of this technology the concept is applied to gaming software and before you know it there's a bunch of death row convicts killing each other in FPS-like battlefields. Hooray!

Neveldine and Taylor create a pretty fun vision of the future, though not one I'd like to live through. They've taken the trends of the web (nerds, messaging, porn, spam) and enlarged them in their typical uninhabited way. Almost bordering on parody of the current state of the web, their vision is a mix of extremely colorful bubblegum consumerism within a darker and grittier reality. Not that Gamer has much value beyond its fun factor, it's hardly trying to convey a serious message, nonetheless the vision of the director's duo is a welcome addition to the scifi genre and much more in tune with our everyday reality than usually the case.

screen cap of Gamer

The directors learned a lot from the Crank franchise and went a serious step forwards visually. They cranked up the pace a notch or two, bombarding the viewer with flashy images, hand-held action shots, strobes, tumbling cameras, extreme colors and rather outrageous color corrections. The result is something that is hard to describe and needs to be seen to be believed. Many people will be put off by the flashy appearance, crazy camera work and swift editing, but it is executed with such precision that it is hard not to love.

The soundtrack is quite funny and applied with some big nudges (Bloodhound Gang, really?) but ultimately could've been a little better. Not that it's bad or irritating, but a more mechanical and electronic soundtrack would've served the film a lot better. Acting is decent with Butler leading the film in a pretty good direction. He is cut out for a job like this, though he can't really surpass Statham. The supporting cast is a little uneven though, with Hall and Sedgwick putting in subpar performances.

screen cap of Gamer

Gamer is one upping Crank in every department. From the reactions it's obvious that many people consider it simply "too much". But for those of us that can only snigger when they hear comments like "too much" it's an extremely fun and densely detailed film that knows no equal. Neveldine and Taylor are a very playful duo and put on a show that not many could or would dare to mimic.

If you're looking for a short, fun and action-filled film than Gamer is prime choice. Don't go in expecting anything serious or realistic and you might even be surprised with the satire running below the entire film. Gamer is a film perfectly tailored to my needs. It's extremely visual, fast and without compromise. And above all, it's executed remarkably well. I wonder what the duo could do with a budget in Bay's league.4.5*/5.0*

Check the explosive trailer if you're interested.

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Thu, 26 Nov 2009 12:21:59 +0100
<![CDATA[floated multi-row blocks/a quick css trick]]>http://www.onderhond.com/blog/work/floated-multi-row-blocks

The float is a popular css property. Not often used for its intended purpose but still extremely useful in many circumstances. For one, it helped push liquid designs by allowing elements to fill in any available space. Floated blocks would line up next to each other and shift to a next row when all horizontal space was used up. Today I'll show you a little css trick facilitating the css for this particular setup.

issues

While such strings of blocks are popular elements featured on many web pages, there's not really one clean way to css them. The main problem lies with the outline of the blocks related to elements above and below. You need to set a margin to push the individual blocks away from each other, but since the blocks are floated none of the margins will collapse. This will create an extra space to the left or right which is unwanted in most designs.

There are a few typical solutions to fix this. You could mess around with the left or right spacing of its parent (leaving a space equal to the margin between the floated blocks) or you can work with a .first or .last class, using it to nullify the margin on the first or last block within a row. The first fix is messy and upsets the logical flow of the css. The second option only works if you know how many items will be in a row (in other words, it fails in liquid designs) and is quite ugly to implement.

issues

<ul> <li>...</li> <li>...</li> </ul>

We're going to use the above html as a base structure for our floated blocks. I usually add a structural div around it to allow for headings and such, but this is not really important for the issue at hand. The html is composed of a simple unordered list. The li elements will be floated, the ul will act as the container for the floated blocks. The unordered list is a typical way of marking up such elements, but you could just as well use nested divs if you'd like.

ul {overflow:hidden; margin-left:-1em;} ul li {margin-left:1em; width:Xem;}

The trick is very simple. Rather than mess around with the spacing between its parent we'll use the ul to create the needed space. We'll pull it to the left using a negative margin equal to the margin defined on the li element. This way the first block will receive the same position as if no styles were applied and the last item will be able to align with the right edge of the element (as we've used a left margin). All that is left is to determine a good with for the alignment to work. Note that the same method can be applied for vertical alignment.

This little trick requires us to keep two separate values equal to create the effect, which is something I don't like doing. In this case though, it's better than the alternatives I listed above. As we're using negative margins we'll have to add a position:relative and zoom:1 for IE6 (what else is new) and we have to be a little careful with overflow:hidden statements on surrounding element. If for some reason the negative margin is bigger than the margin on the floated blocks than you'll have to use a different clearing method as some elements will hide behind the overflow.

Check the test page to see it working.

conclusion

A very simple trick, but one that many people seem unaware of. Nothing earth shattering, but a good trick to have in your inventory, resulting in cleaner and leaner css. As often the case, the good stuff doesn't have to be hard. Enjoy!

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Wed, 25 Nov 2009 12:13:12 +0100
<![CDATA[turtles are surprisingly fast swimmers/satoshi miki]]>http://www.onderhond.com/blog/personal/turtles-are-surprisingly-fast-swimmers-r

After watching Adrift In Tokyo not too long ago I was excited to dig a little deeper into Satoshi Miki's oeuvre. This title immediately drew my attention as it looked pretty quirky and a little less dramatic than former film. It turned out to be exactly that, which can only be a good thing if the film is coming from the hands of Miki.

screen cap of Turtles Are Surprisingly Fast Swimmers

Even though Turtles cuts down on the drama, the atmosphere and feel of the film is still pretty much the same. After watching three Miki films it's obvious the man has a very unique style which he likes to explore in different gradations and settings. All of his usual traits are present, just a little wackier, bolder and more colorful than I'm used from him.

It's hard to explain the story without giving away too much, but central to the story stands Suzume, a rather plain and boring housewife living her life in general mediocrity. Her everyday rituals are numbing her down and when she rather unexpectedly gets the chance to liven things up a bit she accepts reluctantly. From there on, things get stranger by the minute.

screen cap of Turtles Are Surprisingly Fast Swimmers

Visually Turtles is a bit more colorful than the other Miki films I've seen so far. In some ways it even reminded me of Sasanatieng's earlier films, with brightly colored wallpapers, interior decorations and costumes blasting out of the screen, though Miki is hardly as visually capable as his Thai peer. Still, framing of the shots is strong, the editing is cute enough and the flashy colors do lend the film a brighter façade.

The soundtrack can be called pretty typical for a Japanese film. Some soothing piano tunes and light-hearted melodies carry the viewer through the whole film. Nothing too out of the ordinary but suitable and pleasant nonetheless. Acting is pretty decent too with a somewhat plain main character (which you could say is part of the setup) and some very good supporting roles. The Ramen Chef in particular has some pretty funny moments, but the other actors also deserve their share of the praise.

screen cap of Turtles Are Surprisingly Fast Swimmers

The film knows a rather vast cast of secondary characters, some returning, others merely there to lighten up the atmosphere or to add some freakiness to the film. The humor is never laugh out loud funny, but it is ever present and often coming from places you wouldn't have expected. Turtles is a strange little film following a weird story outline, but without ever feeling disjointed or out of place. Miki possesses the rare comedic gift to make this work, which is quite unique even outside the borders of cinema.

Turtles is a film that will go down well with people who have a certain affinity for Japanese comedy and have a good idea of what to expect. It's a fun, quirky and silly film that slowly grows on you and leaves you behind with a warm smile. It's probably a little too odd to fearlessly recommend it to everyone, but if you know what you're in for it's a damn fine experience. 4.0*/5.0*

Here's the trailer, no subtitles though.

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Tue, 24 Nov 2009 11:17:33 +0100
<![CDATA[coweb/xin xin xiong]]>http://www.onderhond.com/blog/personal/coweb-review-xin-xin-xiong

While recent Chinese and HK action films are going through an early 90s revival, some film like to travel back even a little further. Coweb is not unlike HK action films coming from the late 80s, updated to match modern standards. Whether you believe this is a welcome genre reconnaissance or a boring retelling of times past is entirely up to you.

screen cap of Coweb

Coweb might be Xiong's first directorial effort, he's not exactly new to the film scene. For years he dabbled in acting and stunt coordination in some of HK's most prolific action films and built quite a name for himself. For Coweb he called on Jiang Lui Xia, a fresh martial arts talent discovered by a Jacky Chan hosted reality show and on her way to revive the female ass-kicking in action films. This makes Coweb a good companion piece to Pinkaew's Chocolate.

If you want a good storyline Coweb is not your film. The setup is cheap and doesn't even try to engage the audience. All it does it build up an excuse for several bouts of martial arts battles to be fought. The "big twist" can be guessed after a good 10 minutes into the film and the filler in between the bouts is a complete bore. Add some shabby acting performances in supporting roles and you might wonder why I even bothered reviewing this one.

Coweb is a film which caters to a pretty specific audience. It doesn't bother with many a thing people look for in a good film. The core of Coweb is the sequence of fighting bouts and luckily that's where it excels. The fights are spread evenly throughout the film (a point where the film differs from those late 80s HK films, which often kept the interesting bits strictly for the finale) making the filler less of an issue as it never takes very long before arms and legs start flying again.

screen cap of Coweb

It's obvious that Coweb wasn't a very expensive film to make, that said it does try to liven things up a bit from time to time. Visually it's not exactly bad but during the filler parts it does get a little boring. The fight scenes are excellent though, with smart editing and some great angles showing some unexpected limbs flying by in many of the fights.

The music in the film is pretty dull, the sound effects on the other hand make for a pretty cool experience. Similarly to Dog Bite Dog they are a little distorted, bolder and almost symbolic (featuring some funky animal noises) to spice up the fights. I understand people not liking this but I appreciate the effect, ultimately making the fights more fun to watch. And it's not as if these kind of films are any serious to begin with.

screen cap of Coweb

Jiang impresses as leading fighter, with some cool moves, great speed and a pretty mean look. The action choreography isn't too original but thrilling nonetheless. A nice variety of styles and fighters, great locations and very good use of the surroundings to liven up the fights. Together with the poignant cinematography it creates more than enough pleasure for actions fans to rejoice.

Coweb is little more than an excuse to show some nicely choreographed fights and that's what it delivers. All the rest is filler and is handled accordingly. If you're not a true genre fan there is enough irritation material around, but if you're looking for some great and fun fight sequences, here's your chance. 4.0*/5.0*

Try the trailer for a preview of the action.

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Mon, 23 Nov 2009 09:55:57 +0100
<![CDATA[chandmani sum/rowan lee hartsuiker]]>http://www.onderhond.com/blog/personal/chandmani-sum-review-hartsuiker

Mongolia is faraway, barren and mostly unknown territory for us Westerners. Most of us know very little about it, except maybe a little trivia about Genghis Kahn. Rowan Lee Hartsuiker took the time to visit the place and document his findings, granting us a quick peek into a culture most of us didn't even know existed. The 30-minute documentary Chandiman Sum is the result.

screen cap of Chandmani Sum

I'm not much of a documentary fanatic myself. Not that I lack interest in the varied range of subjects (name it and there is probably of documentary on it), but I find the format very limiting. As part of the film medium it does very little with images and sound, making the audiovisual experience neglectable. On top of that most documentaries prove very manipulative and subjective, not exactly when I have in mind when watching badly shot images with little to no artistic direction. I know this is not the case for all documentaries, but unless proven wrong I consider them the exceptions to the rule.

Chandmani Sum is clearly one of those exceptions. Hartsuiker traveled to Mongolia and stayed there for 6 months in a tiny village, spending time on getting to know the people and their customs. His camera observes them in their everyday lives, but rather than simply capturing life in Mongolia, his documentary tries to convey his experience over there. For that, he is not shy to experiment with all means necessary.

screen cap of Chandmani Sum

Visually Chandmani Sum is a true beauty. Completely presented in a light blue monochrome color, only rarely allowing other colors to come through, the documentary gives a very unique look at the desolate countryside of Mongolia. Hartsuiker has a great eye and knows to capture some magnificent scenes, giving them a rather daunting and otherworldly feeling. In some scenes the editing reminded me of Aronofski's Pi, with very quick and sharp cuts, creating a streak of chaos within the quiet and barren landscapes.

The soundtrack is almost completely composed of Mongolian) vocal music, but plays mostly like illbient. It calls a dark and moody atmosphere, creating a perfect flow with the images. In several short sequences the performers are visible themselves, demonstrating their vocal skills which is actually quite impressive to see. On top of that layer of sound Hartsuiker provided a couple short monologues. Their muffled appearance, trying to become part of the soundtrack but ultimately failing as the brain is too conditioned to make out the words, is probably my only real issue with this film. Of course this is only an issue for those who understand the Dutch language.

screen cap of Chandmani Sum

Hartsuiker explained that his main goal was to give people an image of Mongolia they would remember. I can only speak for myself, but with his documentary he surely achieved his goal. In a rather ironic twist all extra stylistic additions help in creating a more believable view on the Mongolian people and their lives. On top of that, the film's a blast to watch and to listen to.

Chandmani Sum is not your everyday documentary. It presents reality in a stylized way but doesn't lose any of its incredibility. Hartsuiker succeeds in his mission, delivers a visually accomplished document with a superb soundtrack and transports you to a world not quite like ours. And the best part? It's entirely free (in a legal way), a quick look around the web will guide you to the source. 4.5*/5.0*

Check the trailer to get an idea of what to expect.

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Thu, 19 Nov 2009 12:35:29 +0100
<![CDATA[alone/pisanthanakun and wongpoom]]>http://www.onderhond.com/blog/personal/alone-review-pisanthanakun-wongpoom

When directors duo Pisanthanakun and Wongpoom made Shutter in 2004 they stormed the Asian suspense scene and convinced tons of people of their talent. But like many before them, they were soon forgotten and returned back to relative anonymity. Completely unjustified as their later output easily outshines Shutter. I already reviewed 4bia before, up next is Alone.

screen cap of Alone

I was never a big fan of Shutter as it did very little for the genre. It was a pretty basic genre piece that went through the motions rather blandly. Take some long-haired ghosts, some jumpy noises and a good little twist at the end and you have a film that's very much like all these other Asian horror flicks. Ironically, the same could be said about Alone, and yet I found it to be way better than Shutter.

The premise of Alone is pretty standard. When Pim's mom falls ill Pim and her husband return to Thailand to visit her in the hospital. There, Pim is confronted again with the death of her twin sister who died during an operation to separate them from each other. Old wounds are reopened and it doesn't take long before visions appear and loud noises are added to create some big scares. Ah yes, the perks of Asian suspense flicks.

Like many other in the genre, Korean suspense films in particular, there's a very strong dramatic line running below the entire film, creating a mixture that goes beyond simple horror and easing the audience in a somewhat subdued state. Only to scare them awake at given points in the film. An old trick, but one that works if executed well.

screen cap of Alone

Visually Alone is a definite step up from Shutter, with meticulous shots, good sharp editing and impressive sets. There's something about those Thai houses with their green/blue walls that is very attractive to the eye. The cinematography gives the film that extra notch of class that is largely absent in most of its peers.

The soundtrack too is pretty solid, only at the end becoming a tad over-dramatic. Apart from that, the timing is excellent and the noisy scares actually transcendent cheapness. Acting is also strong, with good performances from both leads and their younger versions. Nothing too fancy, but more than sufficient for a film like this.

screen cap of Alone

All things considered, Alone is just another Asian suspense film following in the footsteps of a gazillion others, but executed so well, with so much precision, that it rises far above mediocrity. The difference with Shutter is that it's simply better in each and every aspect, gluing things together in a more cohesive way and creating a far more enjoyable overall experience.

Fans of Shutter should really try and find this film as there is little that can disappoint them. If you were a little disappointed by the directors' first film you should still give this a go, unless you're looking for something original and creatively sparkling. Alone is Asian suspense done right, remaining firmly within the limitations of the genre yet getting as much out of it as possible. 4.0*/5.0*

Check out the somewhat lengthy trailer.

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Wed, 18 Nov 2009 11:08:58 +0100
<![CDATA[ie6 css fixer v0.7/transparent background png fix]]>http://www.onderhond.com/blog/work/ie6-css-fixer-0.7

Less than a month ago we released version 0.6 of the IE6 CSS Fixer, now it's time to expand our little tool yet again. There's only one major addition this time, but from where we stand it's a pretty interesting one, definitely justifying a number upgrade. Enter version 0.7.

new and improved

As promised in our previous article we looked into incorporating a fix for transparent background pngs. This quest led us to a pretty interesting method conceived by the good people behind TJK Design. This fix is not exactly perfect, but it's as good a fix as I've come across. It messes around with scripting and IE css expressions to achieve the wanted result, but can be a little hard to memorize.

First of all a little word of warning. This fix will only work for clients who have scripting enabled. The fix makes use of javascript and Alpha Filters (Direct-X), so if your visitors won't or can't support these techniques it will fail. Probably worse is the fact that the fix breaks the css background-position property. In other words, the fix is only useful for images positioned top left (which is the standard background position value). And finally, the fix can become a burden on the performance, so be careful not to overuse it.

What our tool does is look for all pngs in a given css file and apply the fix to all the selectors it finds. Depending on what image formats you prefer to use, the selector list could become quite long and the fix will be applied to a series of selectors that don't need fixing. After applying the fix it's key to make sure that only the needed selectors are making use of it.

So why include this if there's such a high chance of breaking stuff? Well, simply because the code is a bit too complex to memorize, and removing some unneeded selectors is often faster than remembering where it was you last used this fix. Remember, it's purely optional, so if you consider it not worth all the trouble, simply leave it unchecked.

that's all folks

So that's all for the 0.7 release of the IE6 CSS Fixer. For thoughts, comments or suggestions you can always contact us. More updates sooner or later!

Check out v0.7 of the IE6 CSS Fixer.

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Tue, 17 Nov 2009 13:20:37 +0100
<![CDATA[pop skull/adam wingard]]>http://www.onderhond.com/blog/personal/pop-skull-review-adam-wingard

Wingard is pretty new to the scene, but with Pop Skull he makes sure people will have a hard time forgetting his name. Not that his film will become a big commercial success or cult favorite, but even those that hate it will carry the experience for some time to come. Pop Skull is not an easy film to shed off.

screen cap of Pop Skull

The ironic thing about Pop Skull is that its very core lies one of the most conventional and over-used themes in cinema. Daniel is a rather normal guy that one day finds himself dumped by his girlfriend. Unable to forget her he retreats from social life and even estranges himself. Sounds like a good start for a solid romantic drama featuring moody autumn-like settings and wailing guitar music, but Wingard decides otherwise.

I do believe that Pop Skull can still best be described as a rather straight-forward drama, only occasionally drawing from other genres to enhance Daniel's feelings. There are equal parts mystery and horror mixed in for added effect, but even by saying that you won't have a good impression of what this film is actually like.

Pop Skull plays like a mixture of Vincent Gallo and Tsukamoto with some dashes of Noé. The setting, characters and general mood seem to be lifted from Gallo's films. Daniel is a rather scruffy-looking character, numbed down and floating through life as if he isn't even there. The dark, sharp and brooding drama feels like Noé's territory, and as for Tsukamoto's part, that's where the hyperactive editing, crazy strobe effects and tampered soundtrack come in.

screen cap of Pop Skull

Wingard starts his film with a short epilepsy warning. I managed to suppress a little snigger, but only 10 minutes later it was obvious he wasn't just kidding or playing safe. Daniel's first crazy scene involves some scary use of partial, full and multi-colored strobe effects (the red and blue ones were killer). Later on Wingard goes even beyond by cross-editing certain scenes in a strobe-like manner. Scenes with similar setups are entwined together in one aggressive visual trip, alternating each other every frame.

Crazy editing tricks aside, the film features some strong camera work, an elaborate range of filters and Wingard has a strong sense of color. Most scenes are rather dark but things never become vague or unclear. All of this was done with virtually no budget and in a certain sense it shows in the uncompromising and unrelenting way the film was put together.

The soundtrack is pretty cool too, featuring a various range of electronic and guitar-based ambient tracks, underlining Daniel's moods and granting the film plenty of extra atmosphere. All of this adds up to a very emotive, tangible film that is more interested in making you feel than making you follow a simple narrative.

screen cap of Pop Skull

The film is not overly long but since it is quite demanding that's not really a big problem. You'll have your hands full with all the crazy visuals, mad editing tricks and trippy cuts. The horror aspect is used sparsely but adequately and only helps to further immerse the viewer into the barren world of Daniel. The drama, as simple as it might be, is very strong and effective. Just don't be expecting a straight genre film, Wingard is aiming higher than that.

Films like these don't come around too often, so they should be treasured. It's a difficult film to recommend as it's not really your average drama which can be enjoyed with a bucket of popcorn and a couple of handkerchiefs ready. Pop Skull is an experience that will take you to rather unpleasant places in a pretty straightforward and bold manner. It's the kind of cinema I like and love, so here's to hoping Wingard's next film will be just as impressive. 5.0*/5.0*

The trailer might be a little subdued, but you'll get the basic idea.

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Mon, 16 Nov 2009 11:23:00 +0100
<![CDATA[zombieland/ruben fleischer]]>http://www.onderhond.com/blog/personal/zombieland-review-ruben-fleischer

Horror and comedy are two genres that mix surprisingly well, although the mixture is often not to the taste of everyone. Some classic cult and pulp films came forth out of this unlikely marriage, Zombieland could just as well be considered next in line. That is, if you can stand Woody Harrelson popping zombies with a smile.

screen cap of Zombieland

I wasn't expecting a whole lot from this film. The zombie rage is already subsiding again and previous attempts at mocking the brain-munching corpses didn't amount to much (not a Shawn of the Dead fan myself). The trailer and poster didn't look too promising either, so it was lack of better options that drove me to watch this one. Sometimes this leads to unexpected surprises.

I doesn't take the film too long to get up to speed. The first five minutes have some gooey deaths and a list of aptly visualized rules on how to survive zombies. Eisenberg's ever-present and self-introduced voice-over might not be to everyone's liking, but it sets the mood for a somewhat silly and dry-humored trip through the land formerly known as America.

Story-wise there is not much to talk about. Zombies have overrun the country, only a few survivors are left and four of them meet up to tour around together. Not as willingly as you might expect, but clich&éacute;s dictate that in the end they get along just fine.

screen cap of Zombieland

Visually Zombieland is quite fun and playful, although not actually pretty. Fleischer loves playing around with onscreen text, resulting is some rather humorous scenes and effects. It's a cool addition that found it's way into many films these last couple of years, but Fleischer manages to give it his very own twist. The rest of the film doesn't look too bad, but apart from the cool, deserted setting it's not exactly visually striking.

As for the acting, the film has solid performances all around. Most of the humor comes from Eisenberg's character. It took me a while to get over the fact that he looks and sounds a whole lot like Michael Cera (even plays a similar role), but his dry voice-overs and somewhat dorky presence work very well within the boundaries of this film. Harrelson is visibly having fun and the both of them make a good zombie-killing duo.

screen cap of Zombieland

The film starts slacking just a little halfway through, but only for a couple of minutes. It's not a long film and the first and final part are plenty of fun, so there's not much time to actually get bored. The film has a surprisingly balanced focus on both comedy and horror and features some memorable scenes and interludes to increase the fun factor.

If you're up for an entertaining, funny and fast zombie flick than Zombieland should be first pick. Even though it's not wildly original it hits all the right notes. The presentation is fun and quirky, the humor somewhat silly and dry. Add to that some genuinely gory bits (though nothing too insane) and you're up for a fun and undemanding ride. 4.0*/5.0*

Don't forget to check the trailer, though I liked the film a lot better.

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Fri, 13 Nov 2009 11:09:50 +0100
<![CDATA[making your site html5 ready pt2/the gentlemen way]]>http://www.onderhond.com/blog/work/making-your-site-html5-ready-pt2

Last week's article explained the main pitfalls of using new structural html5 elements. This second part will explain how to be a true gentleman to those people you've left in the cold by deciding to switch to html5. The method described below isn't perfect and could possibly use some tweaking, but as far as graceful degradation goes, I believe it's pretty solid.

The following solution was developed for people visiting with IE and javascript disabled. They fail to benefit from the html5 shiv trick and end up with a whole lot of non-styleable elements, completely ruining the design you've so carefully constructed. Depending on your visitor's demographic the following measures might be a bit over the top, but they were conceived to be as thorough as possible. Just a little warning.

detecting there is no javascript

document.body.className = document.body.className.replace("noJS", "");

Our first problem is finding out if a user has javascript enabled, which brings us to a rather interesting technique that could be used independent of the whole html5 deal. The trick is to add a .noJS class to the body element of every page. Then, first thing after opening the body tag we insert a little javascript removing this class. If the .noJS class is still present after that, you can be sure the user has javascript disabled. You can now use the .noJS class as a selector prefix for restyling elements when javascript is disabled.

Note that the javascript above "does the trick" and isn't the cleanest or leanest way possible to do this. Also note that this action should be done as quickly as possible, that's why I chose to do it right after opening the body tag. Unobtrusive ways require a longer waiting time and waiting for document loads or other events will most likely cause some graphical glitches as the base css might already be applied while loading the page. Modern browsers are getting quicker, but remember we're also doing this for IE6 users.

<!--[if lte IE 8]> <link rel="stylesheet" type="text/css" media="all" href="/style/html5-ie.css" /> <![endif]-->

The .noJS class can be used for all situations were no-javascript degradation is required, but in this case we only need it to handle IE browsers. That's why we'll create a separate css file for our downgraded design and serve the css through conditional comments. We can use the same conditional comment we created for the html5 shiv javascript file, which is quite nice. You now have all the means to serve javascript-less IE users a downgraded design.

how to be a gentleman

Serving a seriously degraded design is still a pretty drastic decision, and most people will probably fail to understand what has happened to your site. Just put yourself in their place. One day you are visiting a nice looking site, next you know the design went from nice to completely crap (but still usable). It's only fair to inform them why this is happening to them. Sadly, actually doing this in a clean way is not as easy as you might think.

Remember that we are doing this for IE users without javascript enabled. That means you can't use any normal overlays or spotlight effects to draw their attention. Also, I wanted the message to appear only once, namely the first time they visited my site after I switched to html5. Only on their specific demand should they be able to see the message again. It took us a while, but we worked out a solution. Here goes.

being a gentleman

First thing to do is to create an overlay which will be inserted the first time they visit your site after the switch. The .noJS class is extremely useful as you can style the overlay to show by default, effectively hiding the rest of your site. Simply add a specific class to the overlay you'd like to show and apply all styles to .noJS .your-preferred-classname. So now they know.

Of course, once they've read the message in the overlay you shouldn't bother them anymore. Setting a cookie is a good place to start. As long as the cookie is set (from the back-end, no javascript remember), you can make sure the overlay isn't inserted in the html code. So what about people without cookies? A bridge too far you say? Well, maybe, but with the current solution these people will keep getting the overlay for each page, and since they don't have javascript either the only way to reach a new page for them is through an actual page refresh, triggering the overlay again and effectively making your site completely inaccessible.

So we looked a bit further and came to the url referrer. This parameter (accessible in the back-end) will tell you where your user came from before he hit the current page. If your domain isn't in the referrer you can show the overlay, since you know it is the first page on your site he hits. If your domain is in the referrer, you keep the overlay out of the html code. This means that a visitor with javascript and cookies disabled will see the message with each visit, but that's his punishment for being so stubborn I guess. Some quick testing revealed that the referrer was also entered for new tab and new browser hits, which only works to our advantage.

Finally, you can add an additional check on the user client string, filtering out IE users. Another security measure it to delete the overlay with javascript on body load. This way, there's no way it will ever surface in the wrong circumstances. Furthermore, it's a good idea to add a little warning box which can trigger the overlay again at any time, overriding any of the previous conditions. There's always people who might want to read it again. This warning box can be easily hidden for javascript-enabled and non-IE users, using the noJS class.

conclusion

A whole lot of trouble for just a couple of visitors? Maybe, but you can take from this method whatever part you like. There's no shame in dropping the url referrer option, or to simply insert a contextual box for IE/non-javascript users which directs them to a separate page containing the message. This method is merely an exercise in graceful degradation, and trying to be as graceful as possible.

If you want to see it in action, visit my blog with IE and javascript turned off. You can even disable your cookies (and make sure to clear them first) to see the referrer option in action. Again, this method is a bit far-fetched, but it should give you all the means to be as polite about it as possible. If any other measures or workarounds exist, do let me know.

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Thu, 12 Nov 2009 11:48:38 +0100
<![CDATA[the spirit/frank miller]]>http://www.onderhond.com/blog/personal/the-spirit-review-frank-miller

Frank Miller entered the Hollywood spotlights when people started turning his graphic novels into films. Sin City and 300 were great successes, but now Miller himself is taking place behind the camera. To remake one of his own comics? Nah, too obvious. Miller is taking one of Eisner's and tries to make it his own. Whether to say he succeeded is not an easy task.

screen cap of The Spirit

People will tell you The Spirit is exactly like Sin City. Chances are they will then tell you how Sin City is better, effectively explaining why this film isn't really like Sin City at all. Visual style withstanding, there really isn't all that much common ground between both films. If you will, The Spirit relates to Sin City in the same way Batman & Robin relates to The Dark Knight.

The Spirit has a very typical superhero setup. There's the main hero, protecting the city with his cape and face mask. He has a love/hate affair with the local police and ties with some secondary villains. All of this acts as filler, juicing up the time not spent on battling his arch enemy Octopus. There's some fighting, some gun-slinging, lots of fancy talk and in between some very serious drama.

American comics usually handle this stuff in a rather grave, serious tone. Miller's adaptation of The Spirit does not. It's light-hearted, fun and even a little tipsy. Oh sure, everything might look dark and moody, but the tone of the film is almost humorous. There are even some manga-esque influences, best seen in the over-the-top character of Johansson, making dry comments from the sidelines at the weirdest of times.

screen cap of The Spirit

Visually the parallels with Sin City are plenty, as The Spirit more or less adapts the same visual style. Not too surprising of course, Sin City based its visual style on Miller's original comic, but as this is filmland we have to give some credit to Rodriguez. That said, I liked The Spirit a whole lot better. Technically not perfect, but artistically way more impressive than Sin City. There are tons of landmark shots, smart play of shadows, nifty contour shots and Miller shows us a superb use of colour. The Spirit is a visual feast and screencap heaven.

The soundtrack is not as interesting, sadly, as it is composed of a rather typical superhero comic book score, featuring crappy tunes and lifeless melodies. Acting is equally horrible, with only Samuel L. Jackson making the best of his character. He goes completely over-the-top, clearly having the time of his life. The other characters are plenty of fun too, but most of the cast just doesn't cut it. Prime example is Johansson, who completely fails as Silken Floss, a role that should'nt have been too hard to play. Luckily, her character manages to survive nonetheless.

screen cap of The Spirit

Even though the acting is quite bad and the humour doesn't work all that well, the tone of the film is just right for a story like this. It's nonsensical garbage and the film is quite aware of this fact. Miller blows everything out of proportion and has a lot of fun along the way, often felt in his over-the-top approach of the simplest of moments. All of this is carried to a big and explosive finale, giving me everything I would ever hope to expect from a film like this.

Fans of more serious adaptations will probably feel betrayed by Miller's film. Fans of Batman felt the same way with Schumacher's second Batman masterpiece. I say blah to that. I prefer my comic book adaptations like this. Silly, quirky and fun, drowning all seriousness in a puddle of over-the-top goofiness. The Spirit is just that, so beware before you venture any further. 4.0*/5.0*

Watch the trailer if you want a taste before trying out the real thing.

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Wed, 11 Nov 2009 12:40:52 +0100
<![CDATA[nuit noire/olivier smolders]]>http://www.onderhond.com/blog/personal/nuit-noire-review-olivier-smolders

Belgians have a hard time recognizing their own talent. That's a fact of life. We're simply not good at promoting our own stuff, even when it's obviously quite awesome. We don't expect to make things that matter in the global view of things and somehow we can't seem to grasp the idea that someone outside our tiny borders would be interested in our products. Want proof? Check out Nuit Noire.

screen cap of Nuit Noire

Smolders' film played some festivals and got some good reviews (check out the ones on Twitch), but locally this film did nothing. Until a couple of weeks ago I never even heard of the film. Which is strange considering it doesn't look like your everyday low-budget experimental flick. While watching I had to keep reminding myself that this was a film coming from within the confines of our little country.

Nuit Noire exists very much in a reality of its own, but some parallels to other directors and films can be made. The film is best summarized as a mixture of early Lynch (think Eraserhead and The Grandmother) and Cronenberg's Naked Lunch, while still retaining its very own unique style. And Smolders makes sure to do proud to his influences, as Nuit Noire manages to surpass his influences on several points.

The story is hardly coherent and mostly symbolic. As an audience, you simply have to go with the flow of the film, hanging on to whatever strands it throws your way. Multiple viewings are advised, but it probably works best with an audio commentary to get all there is to get. Oscar is a rather peculiar guy working in a museum. He loves insects and spends his whole day among them. In his spare time, he wrestles with his past and tries to paste back his memories of his lost sister. Those are the basics.

screen cap of Nuit Noire

Visually Nuit Noire is almost impeccable, with superbly designed sets, smart color design and some very strange and inventive imagery. There is much symbolism hidden in the imagery, some very direct (plenty of bug shots), some a little harder to spot. Sadly there is also a downside. The dreams of Oscar are depicted in a very stage-like manner, almost resembling a theater play registration. A visually accomplished one, but the feeling of stage performances is carried over to the other scenes, creating a definite awareness that everything is played on set. This is a bit of a shame, as the film isn't trying to break through the 4th wall. A little disappointing.

The soundtrack on the other hand doesn't disappoint at all, with dark drones and eerie waves throughout the whole film. It brings the film tons of atmosphere which helps to build a rather unsettling feeling. Acting is stark and emotionally distant, but without a doubt intended to create a darker and edgier reality.

screen cap of Nuit Noire

Around halfway through you'll be wondering what this film is all about, though the main themes come through rather well. Oscar's struggle with his lost past is at the core of the film, but those trying to find a coherent narrative will have a hard time following the film. Luckily the atmosphere remains consistently strong and some of the imagery is simply stunning to behold.

It's a real shame that the dream sequences weren't handled in a different way. It would've been the final touch to an already strong film. Now they distract a little and even hurt some of the other scenes, which could never have been Smolders' intention. It's definitely not a film for everyone as it's strange as hell and is rather impenetrable on the first viewing, but it's a very accomplished piece of cinema that should find its way to an enthusiastic fanbase. Check it out if you have the chance. 4.0*/5.0*

Check out the trailer to warm you up.

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Tue, 10 Nov 2009 12:32:11 +0100
<![CDATA[layton and the curious village/fancy puzzle game]]>http://www.onderhond.com/blog/personal/layton-and-the-curious-village-review

Since the early Brain Training releases on the DS the handheld has welcomed many puzzle games, making the quest to filter simple cash-ins from truly well-developed games a little tricky. But with Layton, it will take you less than a minute to realize that the game is far beyond the reach of all those other puzzle games. It's rather unique really.

artwork of Layton and the Curious Village

While most of these puzzle games on the DS aren't bad perse, they often lack presentation and/or uniqueness. Some of them are straight ports from existing platforms, others are juiced up versions of free online puzzle games. Only a few actually try to go beyond and manage the look and feel of a uniquely developed game.

Layton and the Curious Village is exactly that. The very core of the game is made up of 135 puzzles. Simple riddles, action puzzles or deceptive brain teasers. A pretty varied bunch of challenges that will keep you occupied for quite a while. Once your mindset is adapted to the puzzles (for me it was around 30 puzzles in the game) it does get a little easier as you'll have learned what details to look for and what pitfalls to avoid.

The developers (Level 5) could've just slapped on some nice artwork and title boards for each puzzle and left it at that, luckily they didn't. They extended the gameplay by introducing an actual, well-developed storyline and some point and click action to actually get to the puzzles. So rather than go from puzzle to puzzle, you have to stroll around the village, gather information about mysterious events and try to uncover the location of all these puzzles. And all of that while looking for the main treasure of the game.

screen caps of Layton and the Curious Village

The storyline is quite fun and engaging, with quite a few mysteries popping up early on in the game, hiding the true secret of the village. The puzzles are challenging and fun, while the harder ones can be made a little easier through the use of hint coins. Each puzzle holds tree hints, making it a little harder to get actually stuck. These hint coins are scattered throughout the village, so random clicking can help from time to time, as to uncover some extra coins.

Puzzles can be repeated if not answered correctly, though this will reduce the amount of points you'll receive for finishing them. Some extra bonus games were also included with the game, so you'll find yourself reconstructing a painting, building a strange machine and rearranging both hotel rooms of the main characters along the way. All these extra missions will lead to bonus puzzles later on.

artwork of Layton and the Curious Village

Not only the added storyline, but also the presentation of the game makes Layton into something special. The game features a rather bold but attractive visual style and some very impressive animated sequences illustrating the adventures of our duo. Rather than showing a few static screens and basic artwork it really makes the story come to life. The music is nice too, although it can be a bit repetitive further on in the game.

Layton is a very accomplished game, mixing engaging storytelling with impeccable presentation and good puzzle fun. It might be a bit short (even though there's a weekly free-downloadable puzzle) but apart from that it's a pretty immersive and addictive little game. If only more puzzle games were like this one, can't wait to lay my hand on the sequels. 4.0*/5.0*

The trailer gives you a pretty good idea of what to expect.

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Fri, 06 Nov 2009 12:52:49 +0100
micmacs a tire-larigot/jean-pierre jeunethttp://www.onderhond.com/blog/personal/micmacs-a-tire-larigot-review<div class="textblock"> <p> <span class="intro">With 5 critically acclaimed films in almost 20 years time (and only one failure) Jeunet has settled himself between the greats of contemporary cinema. Amélie was the film that granted him access to a larger international audience, but like many before him he found it quite hard to confirm his status after that. A Long Dimanche de Fiançailles wasn't exactly bad, but Micmacs is the one that will get him back on track. </span> </p> <div class="img"> <img src="/style/site/micmacs-1.jpg" alt="screen cap of Micmacs" /> </div> <p> That said, Micmacs shouldn't be compared to Amélie directly, as Jeunet travels farther back in time and lands his newest as a perfect companion piece to Delicatessen. Rather than give the film a romantic twist he inserts a darker edge, balancing witty satire with almost childlike playfulness and pure slapstick comedy. All in true Jeunet style. </p> <p> The first five minutes are a bit chaotic with lots of character flashbacks, yet once the film settles down the true Jeunet magic quickly works its way to the surface. Bazil is a rather dull guy living a simple and ordinary life. One day he finds himself caught between two rivaling weapon manufacturers. One company's land mine killed his father, the other company's bullet nested itself deeply into his brain (an accident which he miraculously survived). Now, thrust on the streets with only a gang of castaways as friends, Bazil is out for revenge. </p> <p> Jeunet introduces quite a few of his regular actors, forming a rather strange clan of outcasts and oddballs, each bearing their own specific talent. The rest of the film is spent on meticulous plans trying to set up both weapon manufacturers and having a few laughs along the way. It's a simple concept, but in the hands of Jeunet it works like a charm. </p> <div class="img"> <img src="/style/site/micmacs-2.jpg" alt="screen cap of Micmacs" /> </div> <p> Visually Jeunet is stunning as always. No chance goes by unexplored to pull some cool camera tricks, his play with colors is as splendid as ever and the film features some absolutely stunning scenery. Especially the hideout of the gang is a joy to behold. A fortress of junk and scrap metal sculpted into a tiny little house. On top of that Jeunet has some very cool low-tech inventions which appear useless but are genius in their own right. These non-narrative interludes are without a doubt the best part of the film. </p> <p> Micmacs might not look as slick as his previous films but makes more than up with its grittier style and visual splendor. The soundtrack is not quite up to par and quite frankly rather forgettable. On the other hand, it didn't irritate either, so it's not really a big issue. And in all fairness, I've never been too happy with Jeunet's taste in music. </p> <div class="img"> <img src="/style/site/micmacs-3.jpg" alt="screen cap of Micmacs" /> </div> <p> Even though I've always been a fan of Jeunet's films, it's been hard to get a firm grasp of his actual qualities. His first few films were made together with Marc Caro who received much of the credits (even credited as co-director for some films). When Caro left, Jeunet delivered Fiançailles which felt lacking compared to his other work, but with Micmacs he simply erases all doubt. Jeunet has what it takes to make a good film. </p> <p> Micmacs turned out to be quite lovely, containing all of Jeunet's usual traits. It's laugh out loud funny, contains several creative interludes and some dreamy and fluffy sequences. On the other hand, there's also a more cynical undertone present in the film. On top of that it's visually striking and features a truckload of A-class actors. What more could you want, really? </p> <p> As long as you don't expect a new Amélie chances are you'll love this film. If you've seen Delicatessen you should have a good idea what the expect, if not you should think Amélie but with a darker, more adventurous and boyish edge. Most of all, it's a good 100 minutes of fun in a recognizable but still outlandish version of Paris, hosted by a gang of endearing weirdos. Highly recommended. <em>4.5*/5.0*</em> </p> <p>Check the <a href="http://www.youtube.com/watch?v=OpD5yE2t1lA">trailer</a> for some nice teaser moments.</p> </div>Fri, 06 Nov 2009 12:25:05 +0100 <![CDATA[making your site html5 ready pt1/the time is now]]>http://www.onderhond.com/blog/work/making-your-site-html5-ready-pt1

If you have anything to do with html and/or css you should already know about the recently heightened interest in html5. Of course it's all very cool and exciting, but where do we stand (being the eager web developers we are) if we want to start implementing these new tags? Can we simply start using them and assume that all browsers will handle them seamlessly? Are we really web developers if we dare to ask such silly questions? Here's the breakdown.

clearing the skies

Before I start let it be clear that this article is not about any of the new functional html5 elements. Elements like video and audio are unsupported in older browsers and should be approached with graceful degradation in mind. This are elements which require added browser functionality for them to work. This article will focus on the use of new semantic and structural elements (like nav, aside, header and footer, ...), which require no additional browser functionality to be of any value and, at least in theory, should be ready for practical use.

starting with the good

You would assume that making use of these new elements is quite straight-forward. And for most modern browsers this is actually the case. Even though the new elements lack any standard css styling (fe you still have to explicitly define display:block for header and footer elements in css) they are accessible for use in css and javascript and they automatically carry their semantic weight in them.

Of course, when I say most modern browsers you already know what's coming. None of the IE browsers available today allow you to use these elements in css or javascript. On top of that, FireFox 2 has a DOM issue were the engine will immediately self-close each tag he doesn't recognize as html, completely ruining the html structure. The new html5 elements won't wrap the inner elements any longer but will be placed above them, containing nothing.

/* basic html5 */ <nav class="mainNav">...</nav> /* fixed html5 */ <nav> <div clas="mainNav">...</div> </nav>

One possible solution is to add the new elements, but strip them from all classes and ids, also making sure there are no direct references to them in the css and javascript. Then, transport the classes and ids to an inner wrapper (preferably using a div element). This is shown in the code example above. This solution will bloat your html like hell and sounds rather pathetic, but in reality it isn't (... quite as bad as you might think). After all, you're still adding richer semantic and structural information to your html document, which is exactly the purpose of these elements.

Currently this is the only know method to incorporate html5 elements without sacrificing any support from most everyday common browsers. Even FireFox 2 should handle this well, as this setup will only result in some unstyled and empty elements scattered through the DOM. Then again, I believe this has very little real world value, so let's see what else we can accomplish if we try a little harder.

sacrifice

If you plan on taking a different route, you should be prepared to make some sacrifices. Currently there is no flexible solution for FF2 users. That doesn't mean people are not working on a solution, but for now there's not much in the way of FF2 support. You can either write a custom js function, fixing the DOM after it has loaded completely (which doesn't sound too maintainable and might cause design jumps) or you could serve your pages as xhtml. Know that this will kill of any page on your site that doesn't validate according to the xml specs (resulting in a yellow screen of death), so it's best to do this for FF2 users only. A risk I'm willing to take with my blog, but for commercial sites or sites that gather user content I would strongly advise against. A detailed explanation of both methods can be found on the html5 Doctor site.

<!--[if lte IE 8]> <script src="http://html5shiv.googlecode.com/svn/trunk/html5.js" type="text/javascript"></script> <![endif]-->

Then of course there is still the IE problem. Luckily here we have a better change of fixing things (which in all fairness is also an IE constant). Quite early on a little javascript was made available to fix html5 support in all IE versions. The html5 shiv principle is quite simple and works like a charm. The code is hosted on Google Code so you won't even have to download the actual file. The rule above will serve the javascript to all IE browsers, leaving the other browser families alone and providing (near) full support for the new semantic and structural html5 elements. Ain't that sweet!

This just leaves us with a group of IE users that's cruising the net without javascript support (for whatever reason). There's not much we can do for them, but there is something. What we're going to do is serve them an extra css file based on the non-html5 elements. This means serving them a seriously degraded design (as you won't have as many structural elements to work with), but it does give you an opportunity to even out any graphical nonsense resulting from styles that could not be applied. How much you'll have to degrade your design will depend on how many html5 elements you used and where you added your classes and ids, but it will never be as bad as leaving the site as is. The result will still be a fully functional site, only with a bare bones design.

conclusion

Actually providing this extra css file is a little harder than you might expect, especially if you want to be a gentleman about it, so I'll leave that for the next article. Still, this article should have given you a good enough idea of the current issues with implementing new semantic and structural html5 elements. Reading all this might discourage you, which isn't all that strange as there are still plenty of ifs and buts here, but for personal and non-commercial projects I would say that things are looking bright enough to start experimenting with these new elements. Alternatively, be sure to check FF and IE stats before you consider sacrificing browser support. You might be surprised how many people out there are still using outdated browsers.

The next article will delve a little deeper and will provide a method to serve IE users without javascript support with an alternate layout and a nice warning message. So stay tuned.

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Wed, 04 Nov 2009 11:21:16 +0100
<![CDATA[adrift in tokyo/satoshi miki]]>http://www.onderhond.com/blog/personal/adrift-in-tokyo-review-satoshi-miki

Satoshi Miki is a rising star in the Japanese film scene. His first film established him as a somewhat strange and atypical director, Adrift in Tokyo only seems to underline this classification. His films succeed in blending drama and comedy in a pretty interesting way, creating something larger than the sum of its individual parts. Adrift In Tokyo is no different.

screen cap of Adrift In Tokyo

On the surface Adrift In Tokyo looks pretty simple and basic. Even that is an accomplishment, as the premise of the film is pretty outrageous. Odagiri plays a student down to his last cent and carrying a whopping 800.000 yen debt. When the debt collector makes his final visit he makes Odagiri an offer. Walk with him through Tokyo for as long as he demands, offering Odagiri 1 million yen in return. When was the last time that ever happened to you?

The first hour of the film is spent travelling through the streets of Tokyo, slowly revealing the background of both protagonists. Some pretty strange revelations are made in subtle, down-played conversations, but somehow they never feel out of place. Miki also knows the traits of the Japanese drama by heart and applies them graciously throughout the film. Plenty of quiet moments, silent characters and observant shots. Action fans be warned.

screen cap of Adrift In Tokyo

Miki's uniqueness lies in these quiet moments, which he not only applies for subtle drama but also for some pretty dry and oddball comedy moments. They pop up rather unexpectedly and are often gone as quickly as they came, but they manage to give the film a rather dreamlike and warm atmosphere. There aren't too many laugh-out-loud moments, but chances are you'll be wearing a rather big grin the entire running time, maybe even some time after.

Visually Adrift In Tokyo is a little uneven. From time to time Miki wakes up and throws in some visual candy, on other times he seems to forget about this rather important aspect of cinema. The film never looks cheap or dull, but some scenes can be a bit boring, making you wonder if he shouldn't have tried just a little harder.

screen cap of Adrift In Tokyo

The final half hour sees Odagiri and Miura settle down to wrap things up. Two new characters are introduced and with them a whole lot of extra warmth creeps into the film. The drama setup starts to pay up while the comedy level remains constant. The film works up to a pretty simple but engaging finale which left me somewhat in trance. Not because big and important things had happened, but simply because reality started to seep back into the room.

Adrift In Tokyo is a rather lovely film. It knows how to blend comedy and drama into a perfect mix of blanket-like warmth, covering the viewer with a world he'd somehow like to inhabit. Visually the film has its faults and there is not much in the way of a soundtrack, but the acting is superb and the comedy works magic, acting as fuel for a simple and light-hearted dramatic finale. 4.0*/5.0*

Try out the trailer if you're interested.

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Mon, 02 Nov 2009 16:50:40 +0100
<![CDATA[halloween II/rob zombie]]>http://www.onderhond.com/blog/personal/halloween-2-review-rob-zombie

With the resurrection of the horror genre a shortage of clever concepts was imminent, and so the American remake machine geared up for another run. Most of the true 70s and 80s classics are already blessed a make-over, but now it seems these remakes are actually spawning sequels of their own. It makes you wonder where all of this is leading to, on the other hand it doesn't necessarily make for bad films. Enter Zombie's Halloween II.

screen cap of Halloween 2

Halloween II is already the 10th installment in the famous Myers series. The first remake (also by Zombie) was not so much a simple remake as a prequel and remake in one. The first half of the film was new, the second half a pretty strict retelling of Carpenter's original film. Now Zombie made a sequel, referring slightly to the original Halloween II but ultimately traveling a different path. Pretty messy for those trying to keep track of the saga, but not a bad choice as the second Halloween film from the original series wasn't all that good to begin with.

The first remake changed a few things about the Myers legend, mostly related to Myers' own character. No longer was he the silent outline behind the bushes transporting from point A to B with supernatural swiftness, but he became a person with a background who was able to produce noises of his own. This didn't work too well in the first film, but somehow it's less of an issue in Zombie's sequel. It seems that Zombie needed his first film to recreate the setting, waiting for this sequel to recreate the icon. And he does so with plenty of flair.

screen cap of Halloween 2

The story picks up where Zombie's first film stopped. Laurie survives, Myers is left for dead, everything seems wrapped up. The first fifteen minutes roughly follow the original Halloween II outline, then Zombie shift to a different gear and follows his own path. Zombie's sequel puts a bigger focus on Myers' relationship with his mother and makes Myers into a killer out to reunite his family in death.

Visually Zombie takes several steps forward. He makes splendid use of lighting to craft Myers into a massive lump of human madness, often lighting the killer with spots from the back, accentuating his massive outlines. The camera work is still rock solid and heightens the adrenaline during the killings. Even though somewhat freehand and shaky, it's not difficult at all to make out what's happening.

The soundtrack is decent, but Zombie's background in music isn't always beneficial to the film. His choice of music certainly isn't mine, though for the most part the music flows rather well with the images. Acting is pretty good for a film like this, with Dourif in one of his best roles so far, and even the scream queens being semi decent. Add to that the dark 'n dirty setting and you can rest assured that the typical Zombie stamp is as present as ever.

screen cap of Halloween 2

Halloween II is very much a slasher movie with a focus on the killings. They might not be too original, but they are very brutal and graphic. There is a back story pushing the film forward but it's definitely not as present as in Zombie's first remake. The scenes with Myers' family do add a lot though, as they are chillingly mysterious and superbly shot.

Halloween II might not be the purest of films, driven by the purest of choices, but the result is a smashingly good slasher flick. It's raw and dirty, recreating a different Myers and succeeding with ease. Zombie really made the series his own, making it easier to forget the old Myers and accept the new one. He needed two films for that, but I'm actually a bit disappointed to hear he won't continue this Halloween series. Possibly the best Halloween film, including all the old ones. 4.0*/5.0*

Check out the trailer for a taste of Zombie's vision of Halloween.

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Tue, 27 Oct 2009 11:37:35 +0100
<![CDATA[ie6 css fixer v0.6/some updates]]>http://www.onderhond.com/blog/work/ie6-css-fixer-0.6

It's been a while since we last updated our IE6 CSS Fixer tool, of course that doesn't mean we're completely neglecting it. v0.6 brings us a couple of steps closer to a v1.0 release and adds a valuable css fix, while at the same time broadening the scope of the tool. More information follows below.

dead ends

These last couple of months we've been looking into minimizing unwanted effects resulting from the use of our tool. Sadly all our experiments have failed as we're lacking the html on which the css gets applied. This makes it impossible to find out what the range of css properties is for each element on a page. Our tool applies fixes based on each separate rule in a css file, but isn't aware of overriding or cascading. As for now this remains the biggest issue in our tool.

.error {background:url("");} .error.spec {display:inline;}

Currently we have one possible optimization, explained by the little code snippet above. Our tool will place a zoom:1 on the .error class if the background fix is applied. This poses a problem for elements set to display:inline, so for .error.spec we could set value of the zoom property back to 0. It's a very small fix which doesn't sound too effective as this is still not a 100% fail-proof solution. We're keeping this option open, but don't expect it to appear anytime soon.

new, new, new!

On to better news. The most notable addition to v0.6 is the option to fix transparency for ie6 (and 7 for that matter). The fix scans for the opacity rule in the css and replaces it with the IE filter statement. Mind that this doesn't work for transparent pngs, only for those rules where the opacity property is explicitly defined in the css. Also know that the IE filter fix doesn't work with scripting disabled in IE. These are the normal constraints of the fix, there's little our tool can change about that.

The second addition is an option to generate the fixes for IE7 (using the IE7 specific hack). Not all fixes might be necessary for IE7, but we noticed that by applying them to IE7 nothing breaks and stuff still gets fixed in the process. What we usually do is place the generated code in a css for IE7 and below (through conditional comments), only excluding the part about min-heights as this works in IE7 by default and the fix will actually break IE7 behavior. As the conditional comment solution is not always available (project constraints), we added the option to generate the fixes specifically for IE7 (without the min-height fix).

Finally some minor code changes were made, making the tool a tiny bit faster, though this is hardly noticeable. Still, faster is better.

future additions

We are still looking into adding an option that accepts a url to a live page which will filter all the css found in the html code (of that single page) and applies the fixes for the combined css. Sadly we encountered some issues, mostly related to password-protected sites (usually the case for development environments, which we assume will be a typical scenario for this particular option).

Besides that we'll be looking in the transparent png fix for ie6. This will probably be added in the near future, but will be marked as "dangerous" as it could destroy the layout in a fair number of cases. The fix breaks the background-positioning property (the image will always be positioned top left) and as it will be applied to all pngs found in the css this might very well have some negative effects on the layout. Still, we believe it will be useful, even if you have to remove some lines from the generated file, as the fix is quite messy and almost impossible to write from memory.

So that's it for now. If you want to test out v0.6 of the IE6 CSS Fixer tool, it's still at same location. Hope this helps!

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Mon, 26 Oct 2009 12:43:45 +0100
<![CDATA[crows zero II/takashi miike]]>http://www.onderhond.com/blog/personal/crows-zero-2-review-takashi-miike

Miike returns with a sequel to one of his slickest films ever. The original Crows Zero was a huge box office hit in Japan, making a sequel almost inevitable. For Crows Zero II Miike takes control again, delivering what must be his first straight-forward sequel. There is a first time for everything, and it seems when you're talking about Takashi Miike you should take that "everything" quite literally.

screen cap of Crows Zero II

I enjoyed the first film so didn't really mind this sequel, but there was another reason for looking forward to watching this. It's the 50th Miike film I've seen, which officially makes me a fan I guess. His recent output seems to lack a little flair and goofiness (though I still need to see Yatterman), but nonetheless his films remain interesting and entertaining, always something to look forward too. Crows Zero II is no exception.

Miike's first straight-forward sequel is as straight-forward as can be. There is no time, character or settings trickery to reminds us of Dead or Alive, only a simple continuation of the Crows story. Not a big surprise, as this sequel too is based on the Crows Zero manga, but still a welcome warning for Miike adepts. Don't be tempted to believe he trampled sequel conventions again. And people expecting a more surreal or humorous film based on the whole setting are advised to watch Cromartie High instead.

Oguri crawls back in the skin of Genji, but is faced with bigger enemies this time around. For starters he breaks a peace treaty with a neighboring gang, obliviously lighting fire to a dormant gang war. Besides that Genji is still at war with himself, trying to find peace with his father and looking for a goal in life. Worst of all, he does a pretty terrible job at combining the two and in result is struggling for support from his underlings.

screen cap of Crows Zero II

Visually Crows Zero II is still looking incredibly slick. Maybe not as many landmark shots, but the dense and graffiti-laden backgrounds make for a tasty looking film alright. The fighting scenes are still a blast to behold too, with strong, intense and action-driven camera work and some tight editing to keep the adrenaline flowing. In the end though, during these two hours you might start missing the more edgy style of former Miike films. I guess it depends on where your preferences lie.

The soundtrack is still a little disappointing, though luckily not quite as bad as the first film. Not as many R&B intermezzos (just one really), and some rather silly but functional J-Rock stuff. Acting on the other hand is rock solid, especially the key roles portray their characters with plenty of flair. Oguri is perfect in his role, but the supporting cast also deserves some credits. It's not high-profile drama acting, but what they do, they do extremely well.

screen cap of Crows Zero II

Crows Zero II is a rather strict sequel, following the exact same route as its predecessor. It's almost like a film split in half. Visually nearly identical, same characters and same side stories (the yakuza line is back again, so is Oguri's father). There's a comedic interlude about a blossoming romance and Oguri's girlfriend gets a little screen-time too. All things considered, the sequel is a bit more fight-oriented, which is probably the biggest difference between both films. Proof of this can be found in the massive 30-minute brawl finale, featuring little to no breathers.

Crows Zero II will probably appeal to the people who liked the first film and can bear a second, almost identical, serving. There's still plenty of posing, lots of fighting and some drama in between. It's a little weird seeing Miike do a sequel like this, but he pulls it off rather well. A bit more entertaining than the first film, but (of course) a whole lot less original. Though you can wonder how original a manga adaptation is in the first place. Recommended for fans of the original, others shouldn't bother at all. 4.0*/5.0*

Check out the trailer for some teaser poses.

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Fri, 23 Oct 2009 09:10:20 +0200
<![CDATA[header and footer/html5 structural goodness]]>http://www.onderhond.com/blog/work/header-and-footer-html5-structural-goodn

With html5 two interesting html elements were introduced to the specs. The header and footer element were added to the arsenal of the seasoned web developer, ready to make the world of websites a better place. But after the initial excitement it seemed that many didn't really understand the need to introduce these elements. This article will run down the most commonly asked question and will hopefully provide a decent answer.

what are they?

The header and footer are structural html elements. For the last couple of years the focus of html has been semantics, but html is more than semantics alone. The header and footer elements don't really tell you what kind of data is in them, they tell you how that data relates to the main content of a certain content type.

The header and footer elements are structural elements and will help you to build a more structurally meaningful document, giving queues as to how parts of contents relate to other parts. These two elements come to the aid of the div and span elements, relieving some of their functions. A good thing, as they aren't really the most popular tags to begin with.

what do they do?

Both header and footer elements don't do anything. They weren't conceived so they could do anything. Some people still seem to assume that html elements should do something in a browser. This doesn't have to be anything big. Take for example the p element, which typically comes with a standard margin defined. To some people, that seems to be the only function of the p element.

Standard browser styling is not a bad thing, but it has little to do with the html element itself. Just look at all the talk about reset css files, nullifying these exact browser css rules. The core of html is still semantics and structure, which, from the point of view of a visual browser, is something that doesn't really surface in the visualization of elements.

what's their semantic value?

Close to none. Surprised? Well, like I said before, there's more to html than pure semantics. Similarly to div and span elements, the header and footer elements don't really give you an indication of what can be found within.

Still, their function is a welcome one. Those of you remembering the whole "divitis" deal will probably see where the value of these two new elements lies. Curing "divitis" is not done by removing a whole bunch of divs, or by renaming them to p and ul/li structures. It is done by increasing the diversity of structural elements. Elements that give extra information about the structuring itself.

That's what the header and footer elements are for. The header element holds information that's important to know before the bulk of the content. Typically there's a heading telling you in short what to expect, but other data like publisher, publish data, rating, ... can be included too. The footer element has a similar function, but holds data that comes as an afterthought to the bulk content. A 'read more' link, link to comments, 'send to a friend' link. All these things are only useful after you've been through the bulk of the content.

And rather than using divs to group this content, we now have header and footer elements, reducing the amount of divs used and adding extra meaning to the structure of the document. Who benefits from this? Programs interpreting our html code, ranging from screen readers to search engines or even customized code.

so it's all good?

Some time ago most outstanding issues with the footer elements were solved. As of now, almost all restrictions are lifted, allowing you to throw in whatever element you seem fit. At first the footer element couldn't hold several other html tags, making it in some cases absolutely useless. Luckily we have some people looking out for us, so that's one thing less to worry about.

There is of course still the problem of when to include these extra elements. If there's only a single heading present, should it still be wrapped in a header element? A question that already exists today and which I usually answer based on the probability of extra elements being included at a later date. But as a default answer, I would say that header and footer elements should be included wherever they seem appropriate, even if there's only one nested element inside, especially now they provide extra meaning to the document structure.

Of course there's still IE, which doesn't recognize these elements without the use of some clever javascript, making it impossible to apply any css to these elements. A real pain, but as long as you include a little javascript file (and maybe even provide some simplified styling for people lacking jsavascript) you're fine.

Only remaining issue is related to cssing nested elements. Older versions of IE still don't support the '>' (child) selector, which might make it difficult to style nested content. You could of course overrule a whole lot of css for the deepest nesting, but this is hardly beneficial to the flexibility of your css. So for these cases, extra classes for differentiation still work best. In the end this doesn't reduce the amount of classes you use, but it still provides extra meaning to the structure of your document.

conclusion

Will these elements change the web forever? Probably not, but they do underline the structural function of html, which is definitely a good thing. Also something many people seem to have forgotten after joining the divitis mob.

The header and footer tag reinforce the structural value of html. That's what they are all about.

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Thu, 22 Oct 2009 12:54:53 +0200
<![CDATA[bronson/nicolas winding refn]]>http://www.onderhond.com/blog/personal/bronson-review-nicolas-winding-refn

Every once in a while a film arrives that speaks to you instantly, but still manages to slip by. All the right people like the film, all the promo material looks stellar, but still you can't find the time to actually site down and watch it. Bronson could've been such a film, and boy am I glad I made that ultimate attempt to catch it anyway.

screen cap of Bronson

I'm not too big on trailers, reading previews or digging into a film before I've actually seen it. I didn't even know Refn (you might remember him from the Pusher series) had directed Bronson. So I simply sat down and went in blank. After the first few words I paused and switched the subs on. Love that British accent, but without subs I don't get too far.

Bronson is the story of Michael Peterson. He's young, he's bored, he's married, and so he robs a bank. Sadly he gets caught and ends up in jail. Still, determined to become famous, he doesn't give up his battle with life. His short fuse and violent nature help him in his quest, and not much later he becomes Britain's most famous and violent prisoner. He even takes on a stage name, hence the title. And if all of this sounds a little crazy, know that it's based on real facts.

Refn, rather than turning the film into a simple biopic, decided to make something more special out of it. The entire film is presented by Michael's character himself, in true cabaret monologue style. These scenes glue the story together and provide a good insight in Michael's main goal in life: becoming famous, by whatever means necessary. It's a bold choice of presentation, but one that works like a charm.

screen cap of Bronson

Visually Refn has progressed a lot since the Pusher series. The films is visually fun, cool and quirky. A rather strange blend of Ritchie and Jeunet, with some other minor influences thrown in. Refn also does some smart tricks with the lighting to convey Michael's moods, which leads to a couple of very memorable scenes. Add to that some fast and snappy editing, and you have a visually impressive, fast-moving film.

The sound is equally solid, with suiting classical music and some messed up poppy tracks (Pet Shop Boys) thrown in for balance. But when all is said and done, it's Tom Hardy, the actor playing Bronson, who steals the show. The way he portrays Britain's most notorious prisoner is sublime, with his bald head, mean eyes, muscular body and goofy mustache. Bronson is a crazy character, switching from laughs to violence in mere split seconds, hiding a warped mind behind a fearsome front, but always radiating a weird sense of humor. No doubt one of the best performances of the year.

screen cap of Bronson

The most surprising element of Bronson is that it's really a rather pure and good-natured comedy. Not exactly what I was expecting, considering the nature of the subject, but Refn pulls it off brilliantly. Every aspect of the film is tailored to make it all a bit more amusing, though underneath the film remains a somewhat darker and viler stream of thought. As funny as it might be, there's still plenty of tragedy to be found too.

Bronson's form is not your typical choice for a biopic, or for a film in general. This might put people off, especially when they're expecting a more serious version of his story. The only films it really relates to is Chopper, which showcased a somewhat similar attitude towards its main character. So people who like their films just a little different, a bit more daring and served with a dash of freshness will do good to check this one out. Highly recommended. 4.5*/5.0*

Still no idea what to expect? Check the trailer.

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Tue, 20 Oct 2009 11:29:29 +0200
<![CDATA[do over/yu-chieh cheng]]>http://www.onderhond.com/blog/personal/do-over-review-yu-chieh-cheng

Slowly Taiwan is expanding its cinematic interests to other genres. A couple of years ago it was near impossible to find anything besides slow-paced, moody drama films, now other genres are emerging from Taiwanese shores. Do Over can still be considered a drama film, but its definitely putting a more modern, slick and edgy style on display. Gone are the days of dreamy bike rides against the slopes of a green mountain covered in mist. Enter drugs, discotheques and murder.

screen cap of Do Over

Yu-chieh Cheng is a director with a background in commercials, and while those kind of directors are often looked down upon, they usually fare quite well in film land. Their storytelling skills might not be up to par, but they have a way of conveying emotions through images and sound that many home-bred film directors seem to lack. I guess you could say that Cheng is a 100% match to the stereotype, which should be a good indication whether the film will appeal to you.

The story of Do Over centers around a director having trouble completing his film. Do Over spans a period of 24 hours, following 5 stories related to the director. It's a pretty typical Pulp Fiction-type setup, with some jumping back and forth in time but with each segment told in a straight line. The stories are quite varied, ranging from some gangster drama and brotherly love to bored youngsters and blossoming love. Cheng does a good job of combining all these storylines and delivers a somewhat surprise ending, though original it is not.

screen cap of Do Over

From the first frames on it's obvious that Cheng is aiming for something more than your average drama film. The framing of the shots is exquisite, the use of color, even though not too in your face, marvelous, and the lighting often harsh but playful. Cheng doesn't neglect to make a visual statement with his first feature film. There's not a dull shot to be found, mixing quite a few styles and applying a rather broad range of cinematic tricks, without ever hurting the uniformity of the film. Quite impressive indeed.

His taste in music is equally nice. The soundtrack is composed of electronic-oriented background music draping a crisp, modern and yet dreamy atmosphere over the film. Especially the scenes driving around at night are some of the best in the field. Acting is all around solid, with some good performances. And with a rather large main cast, the absence of weak performances is quite a feat in itself.

screen cap of Do Over

Thematically the film is rather broad and the whole "director doesn't know how to finish his film" concept does come off as a little self-centric. On the other hand, Cheng leads his audience to a rather fulfilling finale and avoids coming off as too pretentious (though I guess that fully depends on how much you feel the film).

One thing is certain though. Cheng has style and he has a clear vision he wishes to share through his films. His addition to Taiwanese cinema (and cinema in general) is a very welcome one. Do Over is stylish, modern and sheds some light on the somewhat overlooked age group of 20/30-year olds, without having to resort to marginality or poverty. An interesting film, on many levels, and one that stayed with me for some time after the end credits had faded. 4.5*/5.0*

The trailer gives a good impression of what to expect.

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Mon, 19 Oct 2009 10:25:28 +0200
<![CDATA[transparent corners/context-independent fun]]>http://www.onderhond.com/blog/work/irregular-corners

My previous article showed you how to implement a simple and minimal rounded corner effect. This week I'll show you a different trick, hardly as elegant or simple as the former, but still useful when all other options are failing. This article is about creating context-independent irregular corners. Quite a mouthful indeed.

Using solid images for irregular corners (think rounded corners) is fine, as long as you can predict the background color on the outside of the edge of the box. But mind that you cannot use transparency in your images as the background color of the box will spill through, destroying the intended effect. I know that css3 provides a solution for rounded corners, but not every irregular corner is a rounded corner. What if you need corners cut off at 45°? Even if future css could handle that, there's still an almost unlimited amount of irregular shapes you could create that wouldn't fit any spec out there.

In many cases the context of a box is known. Even when it crosses a diagonal gradient you can still cut the gradient into the corner images. It's a bitch to maintain (slight changes in widths/margins will influence the position of your box over a gradient), but ultimately it works. So what if you have a page overlay with irregular corners? You cannot possibly predict what will be underneath that, so it becomes impossible to cut the context into the images for the irregular corners.

finding a solution

As far as I know there is no elegant solution to this problem, but elegance is not always a key factor. There's a huge difference between "I cannot do it" and "it can be done, but it'll be dirty and time-consuming", especially when talking to project managers who demand results. And so I started looking for a solution that worked, not one that would revolutionize the world of css. If you start from there, it's actually quite easy to accomplish, you just need wrappers. Tons of wrappers.

One rule I set for myself was not to use any empty structural elements above, below or inside the box. Even though some people see wrappers divs as an equally dirty trick, at least they maintain structural integrity, while empty structural elements mess up the structural composition of your document.

the basics

/* the images */ .box {background:url("corner-1.gif") right bottom no-repeat;} .boxWrap1 {background:url("corner-2.gif") right top no-repeat;} .boxWrap2 {background:url("corner-3.gif") left bottom no-repeat;} .boxWrap3 {background:url("corner-4.gif") left top no-repeat;}

The key is to make sure there just isn't a background color behind any of the transparent images. We start by setting the four corners of the box. That leaves us a cross-shaped area in the middle to fill with the background color of the box.

As a little side note, I usually apply a strict order in placing background images. Bottom right corner first, then bottom left corner, top right corner and finally the top left corner. It doesn't matter much when you're restricting yourself to pure wrapper divs to apply said images, but if you're using structural elements part of the contents of the box (hX tags or footer tags) the bottom right corner is usually the hardest one to reach. That's why I apply it as quickly as possible.

Like I said, just a little side note. You don't even need to agree with the order I'm using here, but any strict order will increase predictability of code over time. Just make sure to set a standard, even if it's just for yourself.

Check out the first example on the test page.

the trick

/* the background color */ .boxWrap4 {margin:0px 8px; padding:8px 0px; background:#cc0;} .boxWrap5 {margin:0px -8px; background:#bb0; } /* ie fixes */ .boxWrap4 {zoom:1;} .boxWrap5 {zoom:1; position:relative;}

The difficult part is getting the background color in the remaining area of the box. First we apply a left and right margin the same width as the corner images, and a top and bottom padding the same height as the corner images. Giving a background color to this wrapper fills in the center area and the top and bottom strips between the corners. Next we apply the same background color and a negative left and right margin (same numbers as the margin defined on its parent), so we can fill in the remaining left and right strips between the corner.

If the width of the top and bottom corners differs, choose the widest of the two. Same goes for the height of left and right corners. And to make this work in IE, we need the typical fixes for negative margins. Nothing too complicated.

Check out the second example on the test page.

the finishing touch

/* the background color */ .boxWrap6 {float:left; width:100%; margin:-8px 0px;} .boxWrap7 {padding:5px;} /* ie6 fixes */ .boxWrap6 {position:relative; zoom:1; padding-right:16px;} .boxWrap7 {position:relative; zoom:1; margin-right:-16px;}

In most cases this should suffice. The only remaining problem is that the inner box doesn't span the complete surface of the outer box. If you have big corner images you could be losing a lot of valuable space. The design might even dictate that text should be appearing in the strips between the irregular corners. To fix that we need two extra wrappers. The first one is floated and given a negative top and bottom margin (same size as the padding defined by the heights of the corner images). We also need a width:100%; to make it span the whole box. The second wrapper adds the needed padding to push the most inner box (boxWrap7) away from the edge again. Because of the width:100% declaration on the floated wrapper, this needs to be placed on an extra wrapper, otherwise you'll mess up the widths.

ie6 doesn't like this though, and loses Xpx (X being the sum of the left and right margin) with the float. Adding Xpx padding on the float and crossing it again with a negative margin on the next wrapper fixes this. I'm sure there must be a more elegant way to do this, but nothing I tried worked so far. Please do share your thoughts and fixes.

Anyway, check out the final example on the test page. A border was added to illustrate the position of the most inner box.

conclusion

As you can see, elegant it is not. Many double declarations and computed values of paddings and margins. It's a pretty messy setup requiring 5 extra structural elements and a massive 7 if you want it perfectly controlled. On the other hand, if anyone knows better alternatives which are just as flexible (and using wrappers, not empty structural elements), do share!

In the end, the technique works, cross-browser and without too many hiccups. And even if you despise the use of so many extra wrappers, you can now tell your project manager you know of a way, you just don't like the implementation. Looks better on your CV, trust me.

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Wed, 14 Oct 2009 09:21:27 +0200
<![CDATA[ghost in the shell 2.0/mamoru oshii]]>http://www.onderhond.com/blog/personal/ghost-in-the-shell-2.0-review

It's been almost 15 years since Mamoru Oshii blessed the world with his adaptation of the Ghost in the Shell manga. A true anime milestone and a film that flared the hunger for anime in the West. For the 2.0 version Oshii revisited his masterpiece and granted it a little polish job. Question is, did he kill off his own masterpiece or was he actually able to improve on it?

screen cap of Ghost In The Shell 2.0

Touching a classic is always dangerous. Just ask Ridley Scott or George Lucas. You're bound to piss of some angry fanboys who consider the film more than a simple film but a relic of its time. On the other hand, you might reach a new audience which doesn't really feel the need to try out the films of yonder. Sound and color touch-ups are usually quite harmless, but Oshii also decided to redo some sequences to connect it closer to the second film.

Ghost in the Shell was my favorite film ever for a long, long time. When I first saw it, I was quite blown away with the structure and lack of narrative urgency. My favorite scene has always been the long trek through the city in the middle of the film. Five minutes of good solid atmosphere to lose yourself in. But over the years some cracks appeared. Innocence was every bit as good as its predecessor and some scenes became a little murky and gray. So if done right, I wouldn't really mind the new paint job.

screen cap of Ghost In The Shell 2.0

Visually some important changes were made. The most obvious one is the switch from green overtones (the wireframe views and intro) to sepia, diminishing its imposed relation to The Matrix and tying it closer to Innocence. Apart from that, some extra CG scene were included, mostly in the beginning of the film. While the CG is nice enough, it's not the same quality as in Innocence and it doesn't always blend it too well. The whole new intro isn't really an improvement, the helicopter flight (with the shark-copter) on the other hands looks a lot nicer.

Some extra cleaning was done, making the colors more vivid and the city views more crisp. There's more detail in the backgrounds, enhancing the overall visual impression of the film. As for the audio, some of the effects were obviously redone, capturing more of the surrounding noises and giving more audio feedback of what's happening on screen. They even redid some of the voices, most notably the Puppet Master himself who received a more fitting voice. It's these neat little things that give the film a more polished feel.

screen cap of Ghost In The Shell 2.0

Overall I would say that the polish job resulted in a draw. The CG is somewhat intrusive and doesn't always add anything new to the film, the smaller touch-ups hold more value but aren't really all that groundbreaking. For people new to the series, I believe 2.0 is probably the best place to start, as it gels better with Innocence and narrows the gap between both films just a little.

It was a while since I last watched Ghost in the Shell, but the film still feels like a dream. It's a collection of stellar scenes and passages, drenched in atmosphere and showcasing a level of maturity not often seen even in live action films. The 2.0 version is good and a worthy attempt to make it easier to appreciate for younger film fans. Older fans might be a little disappointed by the lack of groundbreaking changes, but shouldn't fear a demolished masterpiece. Oshii did quite good. 4.0*/5.0*

Check the trailer for a few glimpses of the improved material.

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Mon, 12 Oct 2009 12:06:41 +0200
<![CDATA[seventh moon/eduardo sanchez]]>http://www.onderhond.com/blog/personal/seventh-moon-review-eduardo-sanchez

Eduardo Sanchez, should his name not ring a bell, is 50% of the success behind The Blair Witch Project. Altered, his second full-length feature, proved to be a tremendous flop (and rightfully so), which left him stranded as a failed talent. At the same time it relieved some of the pressure Sanchez must have felt after the success of Blair Witch. Seventh Moon is his third film, and a reassuring poke in the right direction.

screen cap of Seventh Moon

Seventh Moon is based on the Chinese tradition of the Hungry Ghost Month, a familiar subject for those who dabble in the realms of Chinese and HK horror films from time to time. It looks like this tradition is catching on in the West, as They Wait (a Canadian film from 2007) based its story on that same tradition. A somewhat remarkable fact, as Western horror films aren't usually very prone to pick up on Asian influences.

Sanchez takes the concept one step further and transports his main characters to mainland China rather than Chinatown. Yul and Melissa are newlyweds celebrating their honeymoon in China, playing the happy tourist in search of Yul's family. When it turns out their guide isn't as friendly as initially assumed, things go from bad to worse very quickly. A rather simply setup for a simple horror film, but complexity is usually not high on the list of expectations for a film like this.

screen cap of Seventh Moon

Seventh Moon plays like a typical trip into madness. When the couple is confronted with the first body you know they're in for a pretty scary ride, with things getting a lot worse before they'll get any better again. The film's only perspective is that of the young couple, keeping the audience equally clueless throughout the film.

Sanchez tries to heighten this experience by mimicking handycam camera work, making the audience the third person there. And while the idea is good, the execution is simply too poor. Contrary to what many seem to believe, there's more to it than randomly swinging a camera up and down. While the tempo and editing are all quite nice, the actual camera work is a little disjointed and sometimes fails to capture the action. Sanchez is not able to convey the same level of urgency seen in films like Cloverfield and [REC], which is a serious issue.

Luckily Sanchez has another trick up his sleeve. The soundtrack and sound design of Seventh Moon is absolutely brilliant. Superbly atmospheric ambient music and eerie sounds paint a picture of the surroundings way more effectively than the images do. Where the images fail to capture the tension, the music jumps in and grabs the audience, spraying a very unnerving and grim atmosphere across the whole film.

screen cap of Seventh Moon

Even though the acting is nothing more than decent, it suffices to enjoy the journey of the couple. While they have little to work with, they're not as irritating as most horror fodder. As the film nears the ending the tension is increased and explodes in a terrific finale. I was a little dazed when watching the credits, somewhat fazed out due to the ambient score and slightly surprised by the solid atmosphere captured in the film.

It's a shame that Sanchez couldn't get the camera work right, otherwise Seventh Moon could've been a contender of films like [REC] and Blair Witch. As it is, Seventh Moon is still a strong film, sporting some good tension, cool creatures and a terrific soundtrack. 4.0*/5.0*

Check out the trailer trailer to get a glimpse of what to expect.

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Fri, 09 Oct 2009 13:01:39 +0200
<![CDATA[district 9/neill blomkamp]]>http://www.onderhond.com/blog/personal/district-9-review-neill-blomkamp

District 9 is without a doubt the media hype of 2009. Through clever internet marketing and by shrouding the film in a veil of mystery many have been eagerly anticipating the film for quite a while. It just opened in Belgian theaters and even though I didn't really expect all that much from it, it seems that marketing did its job well. Most obvious question is of course whether the hype was worth the wait.

screen cap of District 9

When I first watched the District 9 trailer I immediately turned it off after spotting the alien creature. I'm not a big fan of spoiler-heavy trailers, but this particular one made me wonder why they would reveal this much, this plainly, so early on. It could only mean there would be more to the film than simple alien appeal. Luckily there was.

The premise of the film is quite interesting, featuring a shipload of aliens stranded on Earth. Rather than taking the typical "alien flick" road, these particular aliens get a pretty rough deal as they are shipped away to a slum district on the edge of Johannesburg, controlled by military forces. The slum develops as most slums would, proving a perfect breeding ground for crime, violence and even interspecies prostitution. This is all presented in a news-like/documentary fashion with short interviews and typical news station fragments in between.

Cool stuff, but that's about all there is to the film. Beyond the interesting premise it's still very much a typical blockbuster film, as the developing story quickly illustrates. It doesn't take long before the main character becomes infected with alien genes, turns into the prime target of an international concern and goes into hiding trying to save himself. Standard stuff.

screen cap of District 9

Visually District 9 is something else though. The typical documentary visuals don't sound like too much of a graphical treat but seeing how tremendously believable the CG is integrated it becomes almost unsettling to watch. Alien movement is still a little shaky, but apart from that everything feels solid, real and actually "there". The action-filled ending is absolutely amazing, featuring lush mech designs and awesome firepower without ever only slightly resembling something coming from a gaming console.

CG is often applied in a manner where the camera follows a pretty slick and premeditated path to improve the blend of CG. It gives it a fake dimension which is difficult to ignore. District 9 takes the Cloverfield approach and cleverly builds on that. The only real downer is the alien design, which is quite uninspired and dull compared to the rest. The soundtrack is decent enough but is rather secondary. The only remarkable thing there is the alien language which comes off as quite developed and original. Nice little touch.

screen cap of District 9

As the film progresses the premise is mostly forgotten and all that matters is action, explosions and alien gear. People expecting a more intelligent approach might be disappointed, I on the other hand wasn't expecting anything at all and felt that there wasn't much more to be done with the premise anyway. Throw in some comedic interludes at regular times and you have a pretty basic blockbuster outline, but presented in such a way that the experience is completely different.

I liked District 9. A lot. It's a blockbuster, but as blockbusters should be. Near perfect use of CG, superb mech designs and great action scenes. Some funny moments and a premise interesting enough to kick-start the whole thing. Add some popcorn and you're gone for a good 100 minutes of alien fun. Hollywood should take notice, it's pretty amazing what Blomkamp achieved with the relatively low budget (compared to regular blockbuster budgets that is). 4.5*/5.0*

I would advise against it, but if you want a quick preview, check out the trailer.

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Tue, 06 Oct 2009 12:43:06 +0200
<![CDATA[tracing shadows/marco mak and francis ng]]>http://www.onderhond.com/blog/personal/tracing-shadows-review-mak-ng

The new millennium brought us a new kind of martial art flick. Gone were the years of manic camera work, blue overtones and quirky humor. Films like Hero and House of Flying Daggers dominated the Eastern martial arts market for a good 10 years. But just like about everything else, old becomes retro hip and Tracing Shadows is eager to demonstrate. Mak and Ng reach back to the 90s style of martial arts while doing their best to maintain modern standards.

screen cap of Tracing Shadows

Tracing Shadows is quite clear in its intentions. The first scene features some heavy and agile fighting fun, the second one relies more on comedic relief. The storyline? Something about martial arts masters in exile, lost treasures and roaring revenge. The golden days of Chow and Jet Li are never far away, yet Mak and Ng make sure it's more than a simple rehash of the old days.

Besides co-directing the film, Ng is also taking on the lead role. Ng's character has taken his leave from the martial arts world, but not before humiliating his second in line. Nonetheless he is granted the title of No1 martial arts master, but simply can't forget about his defeat to Ng. Meanwhile, Ng has retired to a little village where he lives with his thieving wife and adopted daughter, trying to locate a long lost Ming treasure. In between you get some funny scenes featuring a trio of Li/Lau/Chan impersonators and a rather greedy village chief. Prime stuff.

screen cap of Tracing Shadows

Visually Tracing Shadows is all you'd expect from a film like this. While it honors the traditional and agile style of filming, it also integrates some more modern techniques to give the fight scenes extra flair. Framing and use of color is particularly noteworthy, giving the film a more polished feel than its ancestors. Add to that detailed decors and the result becomes very pleasing to look at. The soundtrack too is quite interesting, bringing more modern rhythms and sounds while still using traditional instruments. It suits the film particularly well.

Acting is pretty decent though nothing out of the ordinary. Chinese comedy is prone to overacting so if you can't handle that you might have some troubles watching this film. Luckily Ng and Wu prove to be strong leads and the rest of the cast also play their roles with conviction.

screen cap of Tracing Shadows

The comedy is a bit more self-referential than usually the case, but hey, it's a post millennium film after all. The film remain amusing to follow, features some genuinely funny moments and definitely delivers on the action side of things. On the other hand, it won't win any new fans to the genre, and if you've had difficulties before trying to appreciate the martial arts vehicles of the 90s this film is probably not for you.

I assume that most fans will appreciate this film for what it is, unless you're expecting a 1-on-1 copy of the older work. Mak and Ng gave the film a unique style and flavor while royally quoting older films from the genre. Amusing, fun and quite lovely to look at. Great fun altogether. 4.0*/5.0*

Want to know what I'm talking about? Check out the trailer.

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Mon, 05 Oct 2009 12:47:40 +0200
<![CDATA[1px rounded corners/smart faking]]>http://www.onderhond.com/blog/work/1px-rounded-corners

Rounded corners are css hell, and even though they've been around for a while it's still quite hard to find a neat solution to implement them. You could use wrapper divs (excessive html) or the css3 border-radius property (hardly perfect either), but whatever you do, they always end up making your job harder than it should be. This article will focus on a little trick to make the implementation of one particular kind of rounded corner a tad easier.

When a rounded corner is implemented using html wrappers (and css images) people easily forget that the background color of the rounding (the color outside of the box) is actually crucial to the whole process. Since the background image used for the rounding needs to overlap the background color of the box itself, it cannot be transparent. Therefor you have to add the background color of the outer element into the image. This becomes quite messy when you're dealing with gradients or a whole range of possible background colors. Something to keep in mind for later.

1px rounded corners

The technique we'll be discussing today is suited for a specific kind of rounded corner. By cutting out the 1px corners a designer can give the impression of a rounding without actually designing some elaborate rounded corners. It's an easy technique with good visual effect.

To implement this we could stick to our regular patterns, creating four wrapper divs and applying a 1px background image (correct color) in each corner. This works fine, but means a lot of hassle for such a simple visual effect. And remembering the problem described earlier, cutting several 1px images in different colors and providing all the right classes could become a tedious job. There has to be a better way to do this.

css'ing outside the box

/* example 1 */ .example1 .outer {background:#0cc; margin:0px 1px; padding:1px 0px;} .example1 .inner {background:#0cc; margin:0 -1px;} /* example 2 */ .example2 .outer {margin:0px 1px; border:1px solid #0cc; border-left-width:0; border-right-width:0;} .example2 .inner {background:#cc0; margin:0 -1px; border:1px solid #0cc; border-top-width:0; border-bottom-width:0;} /* combination */ .example2 .outer {background:#0cc; margin:0px 1px; padding:1px 0px;} .example2 .inner {background:#cc0; margin:0 -1px; border:1px solid #0cc; border-top-width:0; border-bottom-width:0;}

The solution is simple and only involves two html (block) elements. The outer element will set a simple base color, the inner element will be pulled 1px outside the outer element on the left and right side. By making sure the inner element is 1px away from the top and bottom of the outer element the wanted effect will be created somewhat out of the blue. It's really as simple as that.

Example 1 shows this technique using a top and bottom padding on the outer element. The inner element contains the core of this technique, the 1px left and right negative margin. Example 2 is more or less the same but uses borders. This way the padding is not needed. A combination of both techniques (padding on outer and borders on inner) could also be used. The extra left and right margin placed the outer element is to keep the box within the correct vertical flow of the document.

I prefer the first example for situations where the background color is singular since it doesn't need as many color definitions. If the border color differs from the background color you could either pick example 2 or the combination of both methods. There's no real theoretical preference there, though I myself would probably pick the combination method (hate those border-x-width statements).

Whatever method you choose, since we are using the negative margins the color of the 1px corners will automatically take on the right background color as these pixels are not actually part of the box we are building. And there is more ... this technique works in all IE clients without extra hassle. Yay for that!

Want to see this in action? Check out the test page demonstrating example 1 and 2.

conclusions

You often see this type of rounded corners used with buttons layouts. Rather than start wrapping them like over-sized Christmas presents you now have a better way of handling these little design critters. This technique won't help you with other cases of rounded corners, but every little bit helps.

The technique works well cross-browser, requires only one extra wrapper and supports alternate border colors. And you don't have to worry about the visual context of your box. If only all css tricks were this easy.

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Thu, 01 Oct 2009 13:33:01 +0200
<![CDATA[sakigake!! cromartie high/yudai yamaguchi]]>http://www.onderhond.com/blog/personal/cromartie-high-review-yudai-yamaguchi

I admit, I'm somewhat of a Yudai Yamaguchi fan. He's not the most famous of directors, but you might remember his name from Tamami and Ten Nights Of Dream. Cult fans on the other hand will surely feel more at ease with films like Meatball Machine and Battlefield Baseball. If you are one of these people, Cromartie High comes highly recommended.

screen cap of Sakigake!! Cromartie High

It's a given that most kids don't like school too much, but Japanese kids in particular seem rather traumatized by their years of education. Proof of this can be seen in the somewhat strange sub-genre of films where high schools are ruled by violent gangs and loner punks. Films like Blue Spring, Volcano High or Crows Zero are all the result of this strange trend which started in mangas from the 70s. Cromartie High walks a similar path, but doesn't take its subject matter nearly as serious as its peers.

The Cromarty universe originated from a manga, was later turned into an anime by Production IG and finally found its way into theaters through this live action adaptation. Rather than underline the coolness of school gangs, it takes a more humorous approach, shamelessly making fun of the poser attitudes often seen in the genre. And Yamaguchi turned out to be the perfect man to transfer the less than subtle humor of Cromartie to the silver screen, seeing how closely related it is to his first film, Battlefield Baseball.

screen cap of Sakigake!! Cromartie High

Cromartie High is the story of Kamiyama, a bright young kid who makes one erroneous decision and ends up on Cromartie High. Determined as he is, he vows to change the attitude of his fellow students, but needless to say, this is easier said than done. The first half of the film is almost entirely dedicated to introductory scenes for the main characters. Much as in the anime series this is done through sketches rather than fluid storytelling. Around the halfway point the main story is introduced, or at least what passes as a storyline. Coherence is not high on Yamaguchi's list, fun and weirdness on the other hand are off the charts.

Visually there's plenty to enjoy here. It's obvious Yamaguchi was working on a tight budget but he surely made the most of it. The agile camera work and crisp editing help a lot, some well-placed filters do the rest. The scenes that demanded an excessive amount of money were tackled from a different perspective, using old-fashioned and crude special effects for comedic effect. A perfect solution that only adds to the fun. Only a few scenes lack the level of competence expected from a professional film, but those are few and far between.

screen cap of Sakigake!! Cromartie High

Cromartie High is rather hard to recommend to people. It all depends on how familiar you are with the source material or how many leaps of faiths you are willing to take if you aren't. From what I have read the film takes quite a few elements from its source material and thus runs the risk of alienating people not familiar with it. On the other hand, if you like this kind of humor it's not too hard to simply sit back and fill in the missing gaps yourself.

If you don't mind a bunch of 40-year old actors playing 16-year old high school student with greasy hair and no manners to speak of, you're probably fine. Unless of course you dislike monkey costumes and mecha students. Cromartie High is a prime example of crazy and weird Japanese humor, and Yamaguchi is the perfect man to lead it all to a fulfilling climax (though the actual climax of the film is completely eclipsed by a totally bizarre insert featuring Kenichi Endo). Bizarre and goofy, and incredibly funny to boot. 4.0*/5.0*

Want a taste of the highlights? Check the trailer, though I advise you just watch the whole film instead.

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Tue, 29 Sep 2009 12:00:22 +0200
<![CDATA[antichrist/lars von trier]]>http://www.onderhond.com/blog/personal/antichrist-review-lars-von-trier

A new Lars Vor Trier film means a guaranteed buzz. This time around he outdid himself though. He succeeded to shock Cannes and even managed to score some actual puke reactions at TIFF. Perfect marketing for your film as many people will automatically want to see it, even when they're not directly drawn to Von Trier's work. Question is of course, did Antichrist (and Von Trier) deliver?

screen cap of Antichrist

Von Trier has been straying from the Dogme path for some time now, but Antichrist is his first film in a long time where he returns to a more traditional styling. While films as Dogville, Manderlay and The Boss Of It All are clearly separated from the Dogme movement, they remain very minimalistic and still seem to pursue the original ideology behind the Dogme movement.

The opening of Antichrist leaves little to the imagination. Ultra-stylized, artificial and controlled. Playful use of slow-motion and Händel playing in the background. This is no Dogme alright. After letting the film sink in for a while I was surprised how much it made me think of some recent Belgian films. Both Linkeroever and Vinyan came to mind almost instantly when looking for films to compare Antichrist with.

At its very core Antichrist is a drama, but quite faithfully presented as a horror film. While revealing its actual premise would be quite the spoiler, it follows a very similar path to Linkeroever where a tragic (or at least dramatic) event is distorted into horror. When the son of Gainsbourg and Dafoe tumbles through the window three stories high while they are happily making love in the bedroom, all is in place for a nice little guilt trip. Gainsbourg suffers, Dafoe (being a psychologist) tries to pull his wife through these difficult times.

screen cap of Antichrist

Von Trier uses a range of horror tricks but divides them rather strictly between the first and second act of the film. The first part is mostly suggestive, depending on moody drones and ominous images of simple everyday objects to create an uneasy atmosphere. The second part is way more direct and involves the gruesome scenes that most people will have heard about. That said, Antichrist is not really shocking as the gore really is quite limited. The explicit sexual nature of the film is probably what made people so edgy in the first place, if you look past that there isn't all that much worth puking for. Not a bad thing really as the film works perfectly well as is, just a pleasant warning for people expecting to be revolted from start to finish.

Visually there's also a clear division within the film, between the hyper-stylized and superbly orchestrated scenes and the much rawer and grittier parts in between. While this grittier style might feel closer to Dogme it's still far away from the uncaring and "laisser faire" film attitude of Von Trier's former baby. Even during the rawer scenes the camera work feels more controlled and composed than in any other Dogme film. The soundtrack is equally important and resembles the ambient soundscapes found in Vinyan and Linkeroever, often somewhat crudely edited between regular scenes and eerily effective in creating a heavy atmosphere. One scene in particular stands out, when the sounds of rustling trees is suddenly added to create an almost noizy soundscape. Impressive stuff.

screen cap of Antichrist

From the moment Dafoe and Gainsbourg travel back to Eden the film takes a more symbolical approach and the actual story might be a bit more complex to follow. Not long after that Antichrist shows his gruesome side, creating a rather big shift for viewers to bridge in the middle of the film. It's also quite hard to take everything in with only one viewing and people not really familiar with the subject at hand will have a hard time completing the puzzle. Luckily the internet provides some very clear answers for those wanting to get a complete (and fitting) answer as to what it was all about.

Antichrist is atmospheric, moody, technically impressive and pretty mysterious. It's gory and contains a couple of harsh scenes, but never actually shocking (let alone added for simple shock value). The mix of drama and horror works very well and the actors give their all (or almost, as they used body doubles for two scenes) to make it work. It's certainly not a film for everyone, especially not if you're looking for simple and pure horror or drama fun, but if you like to be surprised, there's plenty to enjoy here. Hope Von Trier continues on this path, it would be a shame to see his talent further wasted on any more Dogme films. 4.5*/5.0*

Check out the trailer for a taste of what to expect.

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Thu, 24 Sep 2009 12:35:29 +0200
<![CDATA[implementing html/trust your htmler]]>http://www.onderhond.com/blog/work/implementing-html-trust-your-htmler

Specialization has made our trade a lot harder. Just 10 years ago it was still possible to make a quality site by yourself, today you need to take into account accessibility, strategy, content structures, browser compatibility, usability, flexibility and scalability. In all of these fields you will find people with specialized skills, but getting all of them on the same line isn't always easy. This article will dig a little deeper into the relationship between the html guy and the people implementing the html and how to improve it.

Key to a successful project is making sure the next node in line has a good understanding of what it is you just handed them. As a html and css guy I have to put my trust in the wireframers and designers. Whatever they give to me should be considered as their ultimate attempt at excellence. Of course, within whatever constraints the project is dictating (time, money, meddling clients, ...). My job is to honor their work as best as possible without hurting the goals and constraints I have to deal with.

After I finish my work the same process is repeated. I deliver static templates to the technical implementation team, which in their turn has to sculpt it into a working, living and breathing website. From experience I have learned this isn't always an easy process and based on the feedback I've been getting, similar questions keep popping up. Reason enough to take a good look at what the exact problems are we are facing.

back-end implementation

Before I was hired at my current job I worked for a firm where I had to do almost everything from start to finish (excluding design work). Database setup, html/css/javascript and back-end coding were done almost simultaneously. It's there I learned that doing all these things yourself will often compromise the quality of certain aspects. More than once I changed html code simply because it was easier to implement in the back-end.

This has a serious impact on the quality of the final product, though at the same time I realize that the decision between fixing an error in the price calculation or adding a seemingly useless class to the html is an easy one to make. What I suggest is rather than forcing such decisions it would be much better to eliminate the need for these kind of dilemmas.

the invisibility cloak

While it is quite easy to explain the importance of css, it's usually a lot harder to do the same for html. The reason is simple: html is hardly visible. There is no way you could say anything about the quality of the html by using a website or by looking at it. The cleanest and brightest html can come of as ugly when the css or back-end is badly implemented. Similarly, the crappiest html can look shiny and impressive when viewed in a browser.

Only a couple of fringe cases will ever get a glimpse of the quality of your html. People using assistive technology or people browsing with css disabled is one such case. Then there are automated scripts and programs interpreting your html page and finally the quality of the html might show itself as the level of flexibility when a website needs a visual tune-up. Especially this third issue is key to the consistent quality of your project over time.

These cases are often somewhat ignored in the pre-launch testing phase, of course that doesn't mean that the quality of the html should be a low-priority issue and should suffer from it.

we, the html guys

As an html guy I spend quite some time tuning my html to deliver structurally and semantically correct documents with high level of flexibility towards future changes. I might add classes where I think they'll come in handy or where they are needed for semantic differentiation, even if that means I don't need them right away. It's not because a class has no direct function in css or javascript that it is useless and should be left out.

It's for the same reason I don't like extra classes generated by automated back-end systems (often CMS systems) because they can clash with the current or future implementations and mess up the clarity of the html. I also don't like structural differences even when they don't impact the visual output. Simply because structural relevance in very important for flexibility. When elements on a page belong together there's a very real possibility that one point they will be visualized as such.

This is what htmlers worry about. This is where our expertise lies and this is where we hope to earn people's trust. It is a difficult task as it's not easy to come up with direct proof of how important the quality of our work really is, but nonetheless the html remains one of the most essential parts of a web page. Without html, almost nothing can exist in a browser window.

concluding

The implementation of html is often checked by looking at a template in a browser. When the implementation matches the design it is often considered ok. While this might give an indication of an approximation of the html structure, it's hardly proof that they indeed match each other. I believe that css and javascript are not at all needed for implementing the html, maybe even a little counterproductive. When implementing html it is important that the output matches the structure of the static deliverables. This can not be seen by loading a page in a browser, but by comparing the html source of both the static and implemented page.

I believe that it would be helpful to have someone in the implementation team responsible for the correct implementation of html templates. As far as I know this isn't a standard profile nowadays, with every person part of the implementation team writing both programming logic and implementing the html code. It is perfectly normal that this setup puts most of the weight on the programming logic rather than on the html implementation, which often nullifies a lot of the work put into our html.

More than wanting to dictate how others should do their job, I hope this article demonstrates the time and effort spent in coding html pages and the need for an implementation as close to the delivered templates as possible. People writing html often don't write it in function of styling (css) or functionalities (javascript) but have other/more priorities to take into account. So put a little trust in us, most of us know do what we are doing :)

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Wed, 23 Sep 2009 15:29:47 +0200
<![CDATA[meat grinder/tiwa moeithaisong]]>http://www.onderhond.com/blog/personal/meat-grinder-review-tiwa-moeithaisong

Food horror is a rather small sub genre in the big puddle of horror films, but one with good potential to shock. Meat Grinder is an aptly named entry in this sub genre, but there's a little more to it than watching a cook grid humans to meatballs. Meat Grinder travels outside the boundaries of its limited genre classification and delivers a more powerful punchline.

screen cap of Meat Grinder

The film plays as a mix of Dumplings and Art of the Devil with a little mindfuckery thrown in for good measure. The subject matter ties it closely to Dumplings as it doesn't take long before human meat finds its way into the noodle soup. On the other hand, Meat Grinder is way more direct in its delivery, containing a few scenes perfect for image building and drawing in audiences looking for more Art of the Devil-like Thai horror.

But there is more than meets the eye. Meat Grinder's story centers around Bus, a single mother running a small noodle restaurant. Life is hard and Bus has quite a handful bringing up her daughter, not really helped by her own troublesome childhood. When a dead guy ends up in her restaurant she decides to see it as an opportunity and word about her delicious soups starts spreading. At the same time she has to make sure that her love interest doesn't find out about her ominous occupation. Rather typical horror material so far.

screen cap of Meat Grinder

Visually Meat Grinder is quite the treat. The film looks absolutely lush from start to finish, royally showcasing Moeithaisong's talent. He applies quite a few styles throughout the film, all aptly tailored to the mood of the separate scenes. It does detract a little from the story, if that's what you're after, but the high-contrast black & color photography is just too good to pass up. In other scenes color filters, scratches, shaky camera work and anxious editing are added to the equation, but always neatly executed and sprawlingly pretty to look at.

The score too flows well with the film, although there's only one scene where it actually stands out. The track played during the police raid is some genuine electronic music, a rarity even in modern-day film. Acting efforts are also solid, with good performances of all characters central to the main story. Supporting actors can be a bit flakey (referring to the guy that looks like a Thai version of Suet Lam) but are little more than a small blip on the radar.

screen cap of Meat Grinder

As the film progresses it becomes more and more apparent how deep Bus' troubles run and how they can all be traced back to her childhood. The story contains quite a few twists and revelations but the film never really presents them as such. They appear as simple parts of the story, posing a possible danger to those who like to judge a film's quality on whatever twist they seem to find within a film's main storyline. While they are most obviously there, they simply aren't part of the main course.

Meat Grinder's strength lies with the excellent mix of ingredients put into the film. Even though the film twists and twirls through several themes, styles and atmospheres it remains centered around Bus' warped mind, grounding the stylistic experimentation into a solid focus. It takes some time to adapt to the film and I feel that many will be put off by its bold approach (the film is not exactly subtle), but I liked it a lot. The horror elements are pleasing, the dramatic angle works and all of it is packaged as a visual feast. More please! 4.5*/5.0*

The trailer gives you a good taste of what to expect.

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Tue, 22 Sep 2009 12:40:47 +0200
<![CDATA[lovedeath/ryuhei kitamura]]>http://www.onderhond.com/blog/personal/lovedeath-review-kitamura

Just before Kitamura traveled to America to direct Midnight Meat Train he made one last film in Japan. LoveDeath would mark Kitamura's return to his Versus form, but somewhere along the line something went wrong. The film didn't get picked up overseas and was left to rot in Japan leaving only a few English-language reviews, mostly burning the film to the ground. Boo to that.

screen cap of LoveDeath

Ever since Kitamura was given an actual budget to make his films, he saw his fanbase decrease. His urge to make more commercial films was not appreciated, turning him into a cultfan enfant terrible in record time. That said, I never had too much trouble enjoying his later films (safe for Azumi). They are far from perfect, but still fun and entertaining. And even though his latest films have earned him some renewed respect, LoveDeath was obviously the victim of this downwards spiral. A film that should have had no trouble at all finding its audience in the West was left for dead, leaving hardened Kitamura fans with empty hands.

The film is not really what you'd expect from a Kitamura film though. It's hip and flashy and reaches back to Versus a couple of times, but it might be better suited as a companion piece to Katsuhito Ishii's Shark Skin Man & Peach Hip Girl (or Party 7 for that matter) rather than being compared to his own body of work. The two films bear many resemblances, ranging for similar storylines and crazy character to equal amounts of seemingly random Japanese weirdness.

LoveDeath is the story of Sai, a rather cool assassin who one day run into Sheela, lethal girl material and a yakuza boss' girlfriend. The fact that Sai runs away with Sheela is bad enough, but to make things worse it turns out Sheela just robbed the yakuza gang for all they're worth. Needless to say, an army of yakuza henchmen and crooked investigators is released to recapture the couple. There's some extra fluff about Chrysalis Day (the turning point in your life) but that's just to get things rolling.

screen cap of LoveDeath

With its 150 minutes running time LoveDeath is a rather long film, but it needs that time to cycle through its enormous list of characters. Very few of those characters are interchangeable as they all have their own quirky characteristics. Aside from the huge list of main characters there seems to be an ever bigger number of cameos with quite a few scenes thrown in just for laughs and showing off Japanese (b-list) celebrities. Acting is decent and appropriate all around and I was especially pleased to see Susumu Terajima in a fleshed out role again. Hilarious performance.

Visually Kitamura is still strong, certainly when there's not too much CGi around to play with. LoveDeath is colorful and vibrant, showcasing all style and no substance camerawork and throwing in some extravagant costumes to liven up the visuals as well as the characters. For a 150 minute film it's good to see that Kitamura is able to keep the level of visual playfulness consistent throughout the whole film. The soundtrack is equally pleasing and features quite a few electronic-based tracks to keep the adrenaline pumping. Nothing mind-blowing but exactly what a film like this needs.

screen cap of LoveDeath

Some reviews brought up names like Tarantino and Rodriguez, or referenced films like Smokin' Aces. For those remembering the initial reception of Ishii's Shark Skin Man this should be considered ultimate proof of its likeness. Even though these comparisons hold a certain truth (empty dialogues and stretched out scenes) DeathLove is simply too Japanese to compare it to its American counterparts. LoveDeath exists in a world where manga-influences dictate the rules, so don't be surprised if you run into dildo guns and nurse costumes along the way.

If you liked Katsuhito's first film there is plenty to like here, though LoveDeath is not exactly the better of the two. It does equals Ishii's first film but being a good 10 years younger people might be expecting a bit more. On the other hand, LoveDeath brings a guaranteed 150 minutes of fun if you accept it for what it is. It's all fluff, all style, no substance and utterly weird, but that's what makes these films so much fun. It's probably Kitamura's best film since Versus and a treat for all that love manga turned real. 4.0*/5.0*

If you're interested you can skip through the overly long trailer to spot some of the freakier scenes.

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Mon, 21 Sep 2009 11:47:15 +0200
<![CDATA[the hgroup tag/born from restrictions]]>http://www.onderhond.com/blog/work/the-hgroup-tag

It almost sounds like a joke, but three weeks can be a long stretch of time in the world of web development. These last couple of days I've been catching up with the generated hassle around some obscurer parts of the html5 spec that found their way to the masses. Things moved quickly as some issues are already being addressed, others remain sketchy and unwanted. This article will focus on a new html5 element, the hgroup tag.

I've been following the whole html5 footer issue with great anguish as I caught up with it chronologically. Luckily people are working on it right now, but the prospect of not being able to nest header/footer tags inside a footer tag still doesn't please me (as far as I got the specs and comments right that is). Sadly, this is not all that's worrying me.

the hgroup tag

It was a new tag that immediately caught my attention. One of the new html5 additions is the hgroup tag. Rather than explain myself, I'll simply stick to the official definition of this new element. This is what the working group has to say about the hgroup tag:

The element is used to group a set of h1–h6 elements when the heading has multiple levels, such as subheadings, alternative titles, or taglines

whatwg.org

I've been using split titles ever since I started this blog and I've been struggling with them all along. But needless to say, I'm not in the least bit content with this proposal. I fail to see how this is going to work in practice and what impact this will have on the general heading structure of a page.

heading headaches

Headings are horrible, always have been. The fact that there is not one single tag for headings (with an attribute describing the level) but six is quite the bother, especially when you're aiming to create a logical heading structure within a webpage. Furthermore, even though all heading tags are block elements, other block elements can't be nested inside them. This is particularly annoying when you have split headings with subtitles or quotes.

It's these kind of restrictions that become problematic over time. I understand that they are added to help the starting htmler get a better grip on the language, but more often than not they turn out to be too restrictive for experienced htmlers (see the recent footer example). For the split titles on my blog I was forced to use span elements. Bleh.

why the hgroup is not such a good idea

<hgroup> <h1>...</h1> <h2>...</h2> </hgroup>

It's nice that they tried to tackle this issue but there are so many things wrong with the hgroup that it's difficult to understand how this came up as a recommendation. What bothers me the most is that we need to use an extra heading level to capture a subtitle or even tagline/quote. This creates an empty level in the heading structure of your page which is completely unneeded and unwanted. In my case, my article titles should become h3 tags simply because I'm using a little subtitle? The subtitle itself is not really a heading of a section or part of my site, but more like a small expansion or side-thought related to the main title. Creating an extra heading level for that is utterly nonsense.

Another issue I have is that taglines or quotes might be closely related to the main heading, but are not really headings themselves. Using a hgroup for grouping a heading and a quote is impossible since quotes are marked-up using blockquotes, which don't belong in the hgroup. What am I supposed to do now, put quotes in hX tags? That can't be right.

Finally, you're adding another heading tag separate from the existing hX structure and making the whole heading concept even more complex. And I don't even see what the hgroup tag adds semantically. It's not even grouping similar elements as subtitles, alternative titles, quotes or taglines don't even count as separate heading levels and should be marked-up using different tag anyway.

why I shouldn't complain

I know my comments should be directed at the mailing list but I'm simply not signing up to these things anymore. I hate them, they are worse than spam and are completely outdated. So I'm simply posting them here. If anyone agrees and feels like picking them up, please submit a link to this article to the whatwg mailing list (or simply recap the issues I raised here). If not, then so be it.

My conclusion is simple. The hgroup tag adds little to no semantic value and makes the whole heading structure even more complex than it already was. It solves a very contained problem that could've been avoided by lifting some restrictions that were unwanted in the first place, but instead a new tag was added that could lead to even more semantic nonsense and structural chaos. They must've had some good reasons to add this tag, but I fail to see how they could stand up against the issues it brings.

Alternative, why do we even need structural restrictions in the first place. I've seen very little examples where they helped me to build better html but I can name plenty of examples where they proved very bothersome indeed (no block elements within the a tag?). In theory it's a good idea, only it supposes that we are well at predicting the future. The past has learned us we are not.

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Wed, 16 Sep 2009 12:41:27 +0200
<![CDATA[lars and the real girl/craig gillespie]]>http://www.onderhond.com/blog/personal/lars-and-the-real-girl-review-craig-gill

Loneliness is a welcomed theme when making films about the big city. But even simple guys in little community-driven towns can be lonely. Lars is such a guy, and when he finally decided to reach out it's not how people expected it to be. Lars and the Real Girl turns out to be a surprising film coming from the man who blessed (*cough*) us with Mr. Woodcock earlier that year.

screen cap of Lars And The Real Girl

Comedy is a difficult genre. Not only because tastes in humor vary wildly, but also because defining sub genres is almost impossible. Lars and the Real Girl contains very high doses of dry humor with a dark rim, but "dry humor" is a term with many interpretations. I've seen it used for films ranging from Groundhog Day to The Big Lebowski and even the likes of Scary Movie. And yet, Lars and the Real Girl isn't like any of those films.

To me dry humor is humor with no real jokes. It's delivered in a deadpan manner, served as drama but ultimately so freaky or weird that it becomes fun. My favorite example is Dai-Nipponjin as it takes the concept one step further and goes documentary style. But Lars and the Real Girl is a refreshingly good attempt seldom seen coming from an American director. It's a lovely tragicomedy delivering drama and humor in impressively balanced amounts.

screen cap of Lars And The Real Girl

When Lars finally brings a woman home it turns out to be a doll. An anatomically correct doll, though that doesn't matter much since Lars is a dedicated Catholic. His brother and expecting wife don't really know how to handle it at first, but when the town community decides to play along with Lars he slowly builds up a social life. It's remarkable how quickly the audience adapts to the situation as well. The reaction of the community is highly unlikely and almost entirely dictated by the feel-good vibe of the film, but at the same time we as an audience are quick to accept Bianca (the doll) as just another character in the film.

Typically the beginning is more focused on comedy while the ending has more dramatic impulses. Or maybe it's because over the course of the film Lars' character grows on you and the funny parts becoming more tragic as we get to feel for him. Lars is played by Gosling who's putting in a tremendous effort. Strictly speaking his job isn't too difficult as Lars is a typical character with obvious characteristics and some obvious mannerisms, but around halfway through the film he adds a much-needed amount of flesh and blood to his character, something quite rare for a comedy. The supporting cast is equally strong, especially brother Gus is a important asset to the humorous side of the film.

screen cap of Lars And The Real Girl

Visually not much is happening in the film. It's not really Hollywood, it's not really arthouse. Extremely functional and quite grey and boring (though that is a huge part of the setting), not much is done to make it stylistically stand out. The music is similarly bland but functional. I would usually fault a film for this but since this blandness becomes part of the setting it's not really a big issue. Alternative, this is one of those rare films where drama and comedy are strong enough to carry the film on those merits alone.

Lars and the Real Girl is rare gem blending dry humor with well-dosed drama and a feel-good vibe. Many people seem to miss the humor but I've been smiling and laughing throughout the whole film. The acting is strong, making sure the somewhat bland presentation never becomes a real issue. Good stuff and refreshingly funny. 4.0*/5.0*

Don't forget to check out the cute little trailer if you're interested.

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Tue, 15 Sep 2009 12:25:40 +0200
<![CDATA[santorini 2009/volcano fun]]>http://www.onderhond.com/blog/personal/santorini-2009-vacation

This year's vacation took us to Santorini, one of Greece's most applauded islands. And honestly, it didn't disappoint at all. We spent a terrific week over there, but rather than talk my way through it I'll let the pictures do all the talking. Enjoy!

the hotel

We spent the week at the Volcano View hotel, without a doubt the best hotel we've stayed so far. Constructed in typical Santorini style, built against the flanks of the volcano crater and very close to the capital and airport. Three swimming pools, not too busy and superb food. We even had a jacuzzi bathtub!

morning view of the top part of our hotel
morning view of the top part of our hotel
sun setting behind the first of three pools
sun setting behind the first of three pools

more pics in the hotel gallery

santorini towns

Towns in Santorini are tiny but pittoresque. There are only 14.000 people living on the island, the capital houses around 4.000. All towns are built in the same style, using white or light pastel colors. Bricks don't seem to exist on Santorini. Churches are easily recognized by their blue tops and white crosses on top and since the island has more than 450 churches you can't help but to run into them everywhere you go.

white walls and little towers
white walls and little towers
typical view of a church
typical view of a church

more pics in the town gallery

nature

Santorini is a volcanic island with no natural water sources. The island is quite dry but the volcanic landscape (and particularly the flooded crater) make for some awesome sights.

view at the crater from our hotel
view at the crater from our hotel
lava rocks on the active part of the volcano
lava rocks on the active part of the volcano

more pics in the nature gallery

sunsets

From our hotel we could see the sunset every night. The restaurant was located right at the edge of the cliff so it wasn't always easy dividing your attention between the food and the magnificent sights. It sure made for some pretty pictures though.

mist over the island makes for lovely pics
mist over the island makes for lovely pics
we got 7 of those, pure magic
we got 7 of those, pure magic

more pics in the sunset gallery

various

Of course we did a little more than linger around our hotel watching sunsets. We went on some nice trips exploring various parts of the island. Santorini isn't too big so a week is more than enough to visit the most important places.

a passing ship after the sun had set
a passing ship after the sun had set
vin santo, local dessert wine and very welcome after a greek meal
vin santo, local dessert wine and very welcome after a Greek meal

more pics in the various gallery

Affordable luxury, great surroundings and superb food and drinks. It was all around hot (nearing 40 degrees at some point) and sunny. The last two days we got some mist in the morning and evening but even that was an impressive sight on Santorini. Definitely recommended.

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Mon, 14 Sep 2009 11:30:37 +0200