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Culture Needs More Jerks | Defector
Culture Needs More Jerks | Defector
The function of criticism is and has always been to complicate our sense of beauty. Good criticism of music we love—or, occasionally, really hate—increases the dimensions and therefore the volume of feeling. It exercises that part of ourselves which responds to art, making it stronger.
The correction to critics’ failure to take pop music seriously is known as poptimism: the belief that pop music is just as worthy of critical consideration as genres like rock, rap or, god forbid, jazz. In my opinion, this correction was basically good. It’s fun and interesting to think seriously about music that is meant to be heard on the radio or danced to in clubs, the same way it is fun and interesting to think about crime novels or graphic design. For the critic, maybe more than for anyone else, it is important to remember that while a lot of great stuff is not popular, popular stuff can be great, too.
every good idea has a dumber version of itself on the internet. The dumb version of poptimism is the belief that anything sufficiently popular must be good. This idea is supported by certain structural forces, particularly the ability, through digitization, to count streams, pageviews, clicks, and other metrics so exactly that every artist and the music they release can be assigned a numerical value representing their popularity relative to everything else. The answer to the question “What do people like?” is right there on a chart, down to the ones digit, conclusively proving that, for example, Drake (74,706,786,894 lead streams) is more popular than The Weeknd (56,220,309,818 lead streams) on Spotify.
The question “What is good?” remains a matter of disagreement, but in the face of such precise numbers, how could you argue that the Weeknd was better? You would have to appeal to subjective aesthetic assessments (e.g. Drake’s combination of brand-checking and self-pity recreates neurasthenic consumer culture without transcending it) or socioeconomic context (e.g. Drake is a former child actor who raps about street life for listeners who want to romanticize black poverty without hearing from anyone actually affected by it, plus he’s Canadian) in a way that would ultimately just be your opinion. And who needs one jerk’s opinion when democracy is right there in the numbers?
This attitude is how you get criticism like “Why Normal Music Reviews No Longer Make Sense for Taylor Swift,” which cites streaming data (The Tortured Poets Department’s 314.5 million release-day streams versus Cowboy Carter’s 76.6 million) to argue that Swift is better understood not as a singer-songwriter but as an area of brand activity, along the lines of the Marvel Cinematic Universe or Star Wars. “The tepid music reviews often miss the fact that ‘music’ is something that Swift stopped selling long ago,” New Yorker contributor Sinéad O’Sullivan writes. “Instead, she has spent two decades building the foundation of a fan universe, filled with complex, in-sequence narratives that have been contextualized through multiple perspectives across eleven blockbuster installments. She is not creating standalone albums but, rather, a musical franchise.”
The fact that most cognitively normal adults regard these bands as children’s music is what makes their fan bases not just ticket-buyers but subcultures.
The power of the antagonist-subculture dynamic was realized by major record labels in the early 1990s, when the most popular music in America was called “alternative.”
For the person who is not into music—the person who just happens to be rapturously committed to the artists whose music you hear everywhere whether you want to or not, whose new albums are like iPhone releases and whose shows are like Disneyland—the critic is a foil.
·defector.com·
Culture Needs More Jerks | Defector
Vision Pro is an over-engineered “devkit” // Hardware bleeds genius & audacity but software story is disheartening // What we got wrong at Oculus that Apple got right // Why Meta could finally have its Android moment
Vision Pro is an over-engineered “devkit” // Hardware bleeds genius & audacity but software story is disheartening // What we got wrong at Oculus that Apple got right // Why Meta could finally have its Android moment
Some of the topics I touch on: Why I believe Vision Pro may be an over-engineered “devkit” The genius & audacity behind some of Apple’s hardware decisions Gaze & pinch is an incredible UI superpower and major industry ah-ha moment Why the Vision Pro software/content story is so dull and unimaginative Why most people won’t use Vision Pro for watching TV/movies Apple’s bet in immersive video is a total game-changer for live sports Why I returned my Vision Pro… and my Top 10 wishlist to reconsider Apple’s VR debut is the best thing that ever happened to Oculus/Meta My unsolicited product advice to Meta for Quest Pro 2 and beyond
Apple really played it safe in the design of this first VR product by over-engineering it. For starters, Vision Pro ships with more sensors than what’s likely necessary to deliver Apple’s intended experience. This is typical in a first-generation product that’s been under development for so many years. It makes Vision Pro start to feel like a devkit.
A sensor party: 6 tracking cameras, 2 passthrough cameras, 2 depth sensors(plus 4 eye-tracking cameras not shown)
it’s easy to understand two particularly important decisions Apple made for the Vision Pro launch: Designing an incredible in-store Vision Pro demo experience, with the primary goal of getting as many people as possible to experience the magic of VR through Apple’s lenses — most of whom have no intention to even consider a $4,000 purchase. The demo is only secondarily focused on actually selling Vision Pro headsets. Launching an iconic woven strap that photographs beautifully even though this strap simply isn’t comfortable enough for the vast majority of head shapes. It’s easy to conclude that this decision paid off because nearly every bit of media coverage (including and especially third-party reviews on YouTube) uses the woven strap despite the fact that it’s less comfortable than the dual loop strap that’s “hidden in the box”.
Apple’s relentless and uncompromising hardware insanity is largely what made it possible for such a high-res display to exist in a VR headset, and it’s clear that this product couldn’t possibly have launched much sooner than 2024 for one simple limiting factor — the maturity of micro-OLED displays plus the existence of power-efficient chipsets that can deliver the heavy compute required to drive this kind of display (i.e. the M2).
·hugo.blog·
Vision Pro is an over-engineered “devkit” // Hardware bleeds genius & audacity but software story is disheartening // What we got wrong at Oculus that Apple got right // Why Meta could finally have its Android moment
Uncharted Review: Tom Holland Stars in a Bland Video Game Movie | IndieWire
Uncharted Review: Tom Holland Stars in a Bland Video Game Movie | IndieWire
All an “Uncharted” movie had to accomplish — all that it possibly could accomplish — was to capture the glint and derring-do that helped the series port the spirit of Indiana Jones into the modern world. And while it’s true that the best moments of Ruben Fleischer’s thoroughly mediocre (if not unpleasant) adaptation manage to achieve that goal for three or four entire seconds at a time, this generic multiplex adventure falls so far short of its source material because it fails in the areas where history says it should have been able to exceed it. The areas where movies have traditionally had the upper hand over video games: Characters. Personality. Humor. Humanity! You know, the things that films get for free, and video games have to create through witchcraft. The same things that someone up the ladder decided to leave behind when they took a solid-gold brand like “Uncharted” and turned it into an IMAX-sized chunk of cubic zirconia, resulting in a movie that isn’t just less playable than the game on which it’s based, but less watchable too.
·indiewire.com·
Uncharted Review: Tom Holland Stars in a Bland Video Game Movie | IndieWire
Opinion | Martin Scorsese: I Said Marvel Movies Aren’t Cinema. Let Me Explain. - The New York Times
Opinion | Martin Scorsese: I Said Marvel Movies Aren’t Cinema. Let Me Explain. - The New York Times
cinema was about revelation — aesthetic, emotional and spiritual revelation. It was about characters — the complexity of people and their contradictory and sometimes paradoxical natures, the way they can hurt one another and love one another and suddenly come face to face with themselves. It was about confronting the unexpected on the screen and in the life it dramatized and interpreted, and enlarging the sense of what was possible in the art form.
Many of the elements that define cinema as I know it are there in Marvel pictures. What’s not there is revelation, mystery or genuine emotional danger. Nothing is at risk. The pictures are made to satisfy a specific set of demands, and they are designed as variations on a finite number of themes. They are sequels in name but they are remakes in spirit, and everything in them is officially sanctioned because it can’t really be any other way. That’s the nature of modern film franchises: market-researched, audience-tested, vetted, modified, revetted and remodified until they’re ready for consumption.
In many places around this country and around the world, franchise films are now your primary choice if you want to see something on the big screen.
And if you’re going to tell me that it’s simply a matter of supply and demand and giving the people what they want, I’m going to disagree. It’s a chicken-and-egg issue. If people are given only one kind of thing and endlessly sold only one kind of thing, of course they’re going to want more of that one kind of thing.
But the most ominous change has happened stealthily and under cover of night: the gradual but steady elimination of risk. Many films today are perfect products manufactured for immediate consumption. Many of them are well made by teams of talented individuals. All the same, they lack something essential to cinema: the unifying vision of an individual artist. Because, of course, the individual artist is the riskiest factor of all.
·nytimes.com·
Opinion | Martin Scorsese: I Said Marvel Movies Aren’t Cinema. Let Me Explain. - The New York Times