Showing posts with label popular culture. Show all posts
Showing posts with label popular culture. Show all posts

Tuesday, December 13, 2011

Your nuclear existence

A scant observation I'd like to borrow thirty seconds of your time to share, if I may: no, not to tell you the word about Jesus Christ, but to note that an increasing number of consumer technology advertising hooklines are deploying a very specific phrase as breezily as if it's the latest model battle tank.

Last year, you were buying gifts for “your family”, this Christmas season it's “the family”. I thought I was just getting a pair of socks for dad, but whatever. Oops, I guess I just indirectly invalidated my claims three sentences earlier. Bugger, I guess. You'll have to forgive me, my record for delivering on lofty assertions in which I have no stake whatsoever in upholding has been faltering as of late.

Now in this techno-savvy context, what does the use of “the family” as opposed to “your family”, or “my family”, connote?

First and foremost, the family appears as a kind of obligatory accessory, a mandatory ingredient in the life of the sophisticated, hip urban consumer. It's something that “everyone” has, whether they want it or not – regardless of and totally divorced from the reality that not everyone has a family, or even one they particularly want to associate with.

If you belong to the certain youthful socio-economic bracket that can afford hip-and-happening consumer technology like /Ipads/Galaxy S II's/miniature pocket keyring hydrogen bombs et al., then you have “the family” that has provided you with the lodgings, education, nourishment and home life throughout the course of your privileged upbringing presumably necessary to attain the stance in society whereby you have the disposable income to purchase such items.


“The family” is successful in its own right. It made you what you are, it got you to where you are today. You're successful, you've made it, and now you're going to build on that success by buying one of whatever Mr. Shitface is dangling like a droopy marshmallow on the end of his long pointy stick over your proverbial cage.

To be sure, I guess the element of depersonalisation in such a phrase is necessary for exactly the same reasons outlined above – the marketing boffins can't know for sure that whoever is reading their advert is going to fall into the aforementioned consumer demographic, so saying “buy a gift for your family” might ruffle some feathers and/or possibly be a bit un-PC.

But really, I guess the whole feel-good-about-yourself-because-you're-a-wealthy-urban-guerilla-connotation that comes with it is just an unexpected bonus – like finding that your laptop doubles as a place setter. Bon appetite, and don't you go handling those crackers irresponsibly, you hear?.

Thursday, December 1, 2011

Built to last

Christmas time always seems to bring out the techno-head in me, so it is with a healthy suspicion when I say that for no particular reason, I decided today I would write a blog entry about Toughbooks. I may as well have chosen to write one about Siberian snow leopards. But I've spent the past year working with the damned things and for all their interminable bloody quirks, the things have grown on me, when I'm not curtailing my urge to put the manufacturer claims to the test in the most spectacular way possible and hurl them into the nearest solid surface or Atlantic maelstrom at warp factor 5. I like their old-fashioned quality. They're solidly built and well made, which I guess is appropriate and a real breath of fresh air when every other notebook and/or/ prosumer product in general these days is crappy plastic or some substitute thereof, cooked up in a chemical vat somewhere next door to the WMD factory. And they incorporate all the best elements of the wave of trendy tablety-stylusey computing-type thingy consumer devices that have hit the shelves in recent years. I don't think I would be making too outlandish a statement to say that they basically channel the spirit of the mouse-bot from Star Wars in notebook form. I won't use the word cute. That would be committing political suicide. But anyway, hopefully you get what I'm on about. I'm really not sure I do, so some help might be appreciated in this department. 


This in conjunction with the venerable Lumix dynasty of compact cameras convinces me that Panasonic are quite capable of making some good stuff and quite possibly one of the key players that will cause DSLR's to become a thing of the past for the enthusiast or hobbyist in the conceivable future. I splashed out for a Canon 550D approx. 7 months ago (just before the 600D landed and caused the price to drop, grr) and now kind of wish I hadn't – the range of compact cameras that are on par with DSLRs in terms of image quality is steadily increasing every time I turn my head to look, like some kind of aggressive mutant algae on the colourfully exaggerated mural of my perceptions of the camera market.

Funny how neither of the invincible heavyweight duo (Cannikon)'s offerings in this area have caught my eye quite as readily. Powershot and Coolpix are names that are known to me, but they just don't have the same up-there or trendy connotations of something like a Lumix, Olympus EP-series or a Finepix X100 (drools) Which reminds me... Anyone want to trade? Kiss X4 plus two lenses, Tamron 17-50 & Canon 50mm 1.8, both with hoods & 52mm polarising filter for the latter. Chuck Fujifilm's second-to-latest offering, duly mentioned above in my direction and I'll consider. No, I'm not talking about the X10. None of that popcorn-snack-sized Roman rubbish. (Disclaimer: Above offer may not actually be propositioned in seriousness and may possibly be the result of the author talking glibly out of his ass, as usual)

I do digress, don't I? I may have to amend my initial statement about this blog post being about Toughbooks, because as it turns out, it's really not. I would have bored you all senseless if it were, anyway, because no-one's heard of the damn things who doesn't shoot terrorists or chase dinosaurs for a living. But I suppose there is a common thread here, and it goes something like this: Build quality is a drawcard for the lay consumer as well as the professional, and when you mix quality build with antique retro aesthetics, more often than not you get something really rather nice. My 550D is not really built for outdoor shooting. I know the 5D Mark II (now there's something I really would trade my entire camera kit and quite possibly a substantial number of other valuable things in my possession for as well) has that beautifully constructed magnesium-alloy body and all the other trappings of professional ruggedness much like the 1D Mark IV, the Nikon D700, D3s or whatever else have you. Whenever it starts raining, I run for the nearest solid object between me and the man upstairs taking a leak. I guess it's not all about the camera body, there's no way you can keep an expensive lens swaddled in cotton wool forever, and if you're going to be shooting in downpour or thunderstorms or lava flows or biblical apocalypses you would probably be best off throwing in your lot with the Canon camp and dropping multiple weeks' worth of pay checks on an L lens that is specifically weather-sealed. But I like things that are metal or alloy or wood or solid fibreglass, things that seem to be well-made, things that seem to come from the real world that you can picture some old guy sitting in a room spending hours polishing and buffing to the extent that he can look in the front panel and see his own reflection and remember that he forgot to put his monocle on that morning and shrivel up in embarrassment.


It's not just about the functional properties of the build. When you own an item that you perceive to be quality, you are inclined to look after it better, you anticipate the results it delivers with a more positive outlook. There is a definite market out there for lay-level consumers who like products that affect an air of quality construction, whether or not they actually are, or whether they have any idea of the technical intricacies that define it as well-made or otherwise. I definitely bloody don't. The Leica M9 could be stuffed with newspaper and old Cheezels inside and I wouldn't have a clue.

As a side note, I'm wondering if this has anything to do with an infusion of the steampunk aesthetic popularised in recent films like Sucker Punch or the Bioshock franchise? The technology in those textual worlds have a common, definite sense of the internal workings of devices being made transparent. You can see all their gears and knobs and levers going like the inventors were using the Incredible Machine as their prototype simulator. Mousetrap hits see-saw which strikes match which lights rocket fuse which blows hole in wall causing water to flood through and power turbine. You might not get exactly the same effect with a Cf-18 Toughbook or a Fujifilm X100, but you still get the undeniable impression that it was made using real materials not mined on the Moon, it has a real weight and substance to it. It's part of the built environment, it will last when your 50mm 1.8s or school-lunchbox notebooks are biting the carpet.

Oh and Digitalrev fixed their site! This is worth celebrating. I am impressed mucho.

Friday, September 16, 2011

Lie or no lie, it's still one for the metaphor hall of fame

Broadly speaking (the best kind of speaking. Or not actually. Probably comes in somewhere about seventh, on a good day) there are a couple of different ways of evoking atmosphere. Not to trot out the dead horse that is the second-most long suffering metaphor of all time currently in use in modern everyday conversation after automobile engines, but it’s vaguely analogous to baking a cake. You can drop that extra sprinkle of cocoa into the pan last of all as topping, or mix it into the batter from the word go so you get a garden variety (vanilla, even?) chocolate cake.

Really, it doesn’t matter if we’re talking cinema, games, literature, dance or what have you. Structurally, the narrative and the atmospheric elements of a text should be seamlessly integrated as to make the audience unaware of the process by which each supports the other. However, there are always creative decisions to made with regard to the specifics, which of course is where things get interesting.

Today I want to look at something a bit different: Sloth racing on Saturn. I couldn't find much on that topic, though, so instead I'm going to put Tom Waits’ spoken word piece from the 1985 album Rain Dogs, titled "9th and Hennepin" under the microscope. This is quite a compact and economical snippet of dark musical poetry that begins by painting broad strokes, quite literally rounding out the scenery on all sides to create an effectively realised picture in the listener’s mind’s eye:

Well it’s 9th and Hennepin
All the donuts have names that sound like prostitutes
And the moon’s teeth marks are on the sky
Like a tarp thrown all over all of this, and the broken umbrellas like dead birds
And steam comes out of the grill like the whole goddamn town’s ready to blow
And the bricks are all scarred with jailhouse tattoos
And everyone is behaving like dogs
And horses are coming down Violin Road, and Dutch is dead on his feet
And all the rooms, they smell like diesel, and you take on the dreams of the ones who slept there.
And I’m lost in the window, I hide in the stairway and I hang in the curtain and I sleep in your hat.
And no-one brings anything small into a bar around here, they all started out with bad directions
And the girl behind the counter has a tattooed tear. One for every year he’s away, she said.
Such a crumbling beauty, ah
There’s nothing wrong with her a hundred dollars won’t fix
She has that kind of razor sadness that only gets worse with the clang and the thunder
Of the Southern Pacific going by
And a clock ticks out like a dripping faucet, till you’re full of ragwater, bitters and blue ruin
And you spill out over the side to anyone who will listen
I’ve seen it all. I’ve seen it all, through the yellow windows of the evening train.

The streams-of-consciousness style flow and overall structure is maintained by the continual use of “And” at the beginning of each line, which gives the piece as a whole the air of a hazy vignette, one intended to be mainly texture and atmosphere without much basis in reality. There’s a sense of disconnectedness in which the speaker realizes all of his worst suspicions and fears about the place (a real street corner in Minneapolis), but he is imagining without seeing, as Waits himself has commented in his explanation of the piece.

What’s really interesting here I think is the way Waits begins. He starts out by describing the broader picture and then moves into the closer, more personal. If this were a scene from a film it would be a long continuous crane shot that starts out above the city skyscrapers, swooping down into the streets, past the streetlights and shadows of people and into the doorway of the hotel in the story, eventually meeting the “girl with the tattooed tear” at the bar. What we have here is a sense of progression from the disconnected abstract to the specific. We shift gradually from broad strokes of disjointed atmospherics to concrete realities of character and narrative. Waits fully fleshes out the world he has created before plunking us squarely in the middle of it as one of the spun-out drunks at the bar. 

This prominent foregrounding of atmospherics is a popular technique in modern cinema because it allows the filmmaker to fully immerse the viewer in the imaginary universe on the screen, before introducing the who-what-where-why of the story itself. It becomes immeasurably easier for the audience to accept and be emotionally involved in what they are seeing, if they perceive that which they are seeing to be reality, or are at least superficially unaware of its fictionality. I suppose it makes more sense to guarantee your audience will be totally under the spell and ready to listen to what you have say when you finally start to say it. Examples? I’m thinking along the lines of Wall-E. I’m well and truly sick of talking about that film though, so I’m going shut up and leave that one up to you to expand upon for the time being. Maybe after a decent interval I’ll be able to discuss it critically again without feeling like a malfunctioning gramophone. Seven posts or so should do it.

On the other side of the pancake, consider a futuristic science fiction film. Something like your Minority Report, or its similarly styled spiritual father, Blade Runner. Here we have injections of atmospheric detail at regular intervals throughout the movie. In this case, it’s largely made possible by the constant visual onslaught of what the filmmakers have imagined everyday life in the XXnd century (insert random post-noughties date of choice here) will look like. Indeed for the science fiction genre, this is precisely what makes the regular maintenance (I use that phrase completely ironically) of atmospheric detail so easy - technological change is one of those things that is all-encompassing, and will be evident in virtually every facet of the on-screen activity, from projecting quarterly reports to feeding the cat. Flying cars, or colossal urban billboards that advertise personalised consumer goods help keep the suspension of disbelief constant, allowing the viewer to fully accept the theatrical illusion. In places these immersive footnote details are even used directly as plot devices – I’m thinking, for example, of the tiny spider scout police robots in Minority Report that hunt Tom Cruise through a skid row tenant block.

But in both of the films used as examples above, there isn’t really a tutorial half-hour of atmospheric acclimatization before the plot proper starts. We’re launched head-first into the who-what-where specifics of the story and characters and expected to acclimatize to the reality of the onscreen world as we go. Those little atmospheric flourishes sprinkled throughout are the one-percenters that enable us to do this. It’s a somewhat different approach to the one outlined in the Waits example, and I would say, a less risky one to be sure. Putting all the texture and atmosphere up front and then launching into specifics risks audience disconnection once the spell wears off, but a seamless transition between the two is like a well-made gateaux: a culinary one-two-punch with delicious piped chocolate icing on the top and outer sides and something exponentially more awesome in the middle. I don’t know what. This maybe:


 

Sunday, March 13, 2011

No, not the Bruce Willis sci-fi movie of the same name.


I can’t help but wonder if there’s a reason for the increasing proliferation of audience surrogates popping up like enterprising gophers in recent well known and less-well known Hollywood films as of late. When I use this term I am talking about characters in movies for whom at least one of their roles in the narrative is to metaphorically represent “the audience”. Straight off the bat and flying out into the tropopause at supersonic velocity there’s a couple of examples I’d like to talk about in the subsequent blather: Ariadne in Inception, Neo in The Matrix, Upham in Saving Private Ryan (Hornaday 2010, Jameson 1998: 23). Mostly the former, but some of the latter.

There’s a common thread in all of these movies. Some of them are high-concept, others less easily summarised, but they all require viewers to accept worlds outside the boundaries of the everyday, where accepted norms of reality have been transgressed, rewritten or completely turned upside down and faceplanted into the sand.

There’s a practical need for audience surrogates, of course: particularly when the protagonists of a film are acclimatised to the rules of the onscreen universe, it would make no sense for them to explain those rules for the audience’s benefit without a trainee member to rationalise the brief (i.e. Inception, Saving Private Ryan). The rules of Inception’s shared dreamscapes are so complex and elegantly layered that the film demands at least some level of verbal exposition, much of which is directed at Ariadne. Likewise, the first forty minutes or so of The Matrix feature Neo’s discovery and orientation of the “world within a world” of the Matrix itself.

In Saving Private Ryan, by contrast, the in-film reality is the battlefield and the grossly distorted version of the everyday this engenders. The other members of Miller’s squad are soldiers whose experience of battle make Upham (Spielberg’s audience surrogate) seem naïve and out of his depth by comparison, symbolically pointing to the helplessness of the civilian audience when confronted with the horrific realities of war (Jameson 1998: 23) To some extent, they act as mentors to Upham (i.e. Private Caparzo’s ruffled advisory that “every time you salute the captain, you make him a target for the Germans”) but for the most part, the audience is forced to adjust to the in-film reality themselves (Jameson 1998: 23).

It’s worth pointing out at this stage there’s a purely superficial aspect to the presence of the audience surrogate, as well, one which is much more commonly associated with mmopugers (Yahtzee’s phrase) such as World of Warcraft or Everquest than popular narrative cinema. Given that we are being asked to symbolically inhabit a fictional universe, we want (and indeed have the unfettered freedom to) imagine ourselves as the perceived ideal. So we project ourselves into the popular culture multiverse as the visually idealised versions of ourselves, complete with good looks, nice clothes and an ever-present air of confident capability. The audience surrogate, to use a very 21st-century-specific term of endearment, is the “avatar” of collective desire. There is a great deal of literature on the real-world concept of “celebrity” status and its similar significance as the embodiment of a collective set of ideas which people hold dear, which I think is probably relevant checking out in lieu of me expanding on it and boring everyone to sobs. I could say a bit about Inception specifically here, though, and that bit goes something like this: if we’re inhabiting the Freudian dreamscape of repressed desires (or the collective dream space of the darkened cinema), it makes sense that, perhaps involuntarily, we would dream of ourselves in our idealised forms. This is comparable to what Morpheus in the Matrix called, “residual self-image”, and indeed, the same dynamic is at play in that movie with its leather trenchcoat-clad, noir-styled pastiche of high fashion.

But there’s another angle which I find far more interesting for the purposes of this discussion: why do we want, or need an extraneous character serving as a “projection” of ourselves? Particularly if they’re not the emotional/dramatic locus of the story, (i.e. the character onto which the audience is traditionally expected to project their identity, hopes, fears etc) would this not just displace and/or weaken emotional identification with the film’s protagonist?

Theoretically, yes, but not always. Giving the audience a voice in a peripheral character can actually be used to create some clever polemic situations. For example, observing the events of Inception metaphorically through the eyes of Ariadne distances the protagonist Cobb, making him something of a mystic. He becomes an aloof, unknowable mentor figure. This in turn preserves the element of suspense around the film’s climax as it hinges upon the interference of Mal, who is herself an enigma of whom Cobb alone has knowledge. At the same time, Cobb becomes dramatically significant to us as half father-figure, half seer; a conflicted anti-hero who we are forced to trust to help guide us through the labyrinth of the dream. We may not identify with him as a projection of ourselves, but rather, Nolan makes us closely dependent on him from the outset and this fosters a kind of emotional identification.

This looks like a good spot for me to shift the topic to end on a question mark and possibly trot out my favourite I-word into the bargain. Does having a character and a personality we can project ourselves onto specifically for that purpose (as opposed to the implied physical presence of the spectator-audience, mediated through the camera lens) wreck the sense of immersion at all?

In what we might call the “traditional” mode of viewing, the audience is the implied observer, which doesn’t give us any visible signs of existence in the onscreen world but instead naturally replicates the process of seeing to the point of being self-effacing. Before we’re introduced to Ariadne, we watch the opening scenes of Inception as easily and naturally as if we were just another person sitting silently at the dinner table listening to Cobb and Saito talk. With the “audience surrogate” model, we possibly lose that sense of situated, first-person immersion but gain a sense of empowered dramatic involvement. The sense that we are an actual in-universe identity with the ability to directly influence or change the course of the narrative adds poignancy and pathos to the action.

So I suppose it ultimately boils down to the question: which is more important in the cinemagoing experience? The simple act of seeing, or being emotionally involved in the narrative? Incidentally, being a longtime fan of the Thief game franchise (as I think I may have mentioned once or twice before), I’m reminded of all those debates surrounding “first person vs. third person” that cropped up after Thief: Deadly Shadows went postal with its third person mode back in 2004. But this is a whole different basket of beetles. Well, perhaps not so different. I contend tentatively and somewhat necessarily ambiguously that it depends what the requirements of the movie are and what you’re personally trying to achieve as a director. But that was predictable, so here’s something that’s not: BGloooghgooopooolsdgfsdgsreaaargh.

Sources referenced in this entry:

Hornaday, Ann (2010) “Inception's' dream team weaves a mesmerizing tale”, Washington Post. http://www.washingtonpost.com/gog/movies/inception,1158861/critic-review.html
(accessed 14 March 2011)

Jameson, Richard T (1998) “History’s Eyes: Saving Private Ryan” in Film Comment 34.5: 20-23.

The Matrix (1999) Director: Larry & Andy Wachowski, Warner Bros.

Saving Private Ryan (1998) Director: Steven Spielberg, Dreamworks. 

Sunday, February 6, 2011

I would have written "Myst-ified" here, but then I would have been summarily condemned to the ninth circle of portmanteau hell

On the subject of major game franchises that we haven’t heard so much as a blip on the sonar system from recently, the Myst franchise is a notably now-deceased example that managed to spawn four bratty offspring, a spin-off and a corresponding cult MMO before it flopped. Alright, point of clarification: the sequels weren’t bad. Actually, they were quite good, in fact, some going so far as to surpass the quality and timeless charm of the original. I’ve been trying to map out a point of analysis for the recurring formula of this game series for a short while now, and I think I’ve finally arrived at one.

What Myst, all its sequels and spin-offs (i.e. referring to Uru, Uru Live) have in common is that they rely on a primarily visual reward system. In return for exploring, completing puzzles and learning more about the story and characters, the player is allowed to advance further and thus behold the latest pretty techno-surrealistic vista the art department has managed to conjure out of its collective sleeve.

It’s by no means unique in this respect. Early 3D platform games such as Super Mario 64 or Banjo Kazooie spring to mind as other examples that have operated using a similar mechanic. The latter even directly parodies this fact by showing the player incomplete paintings of worlds that must be filled in using “jigsaw pieces”, the game’s chief currency in trade, to unlock the entryway to that world.

Travelling back even further down the poetic oak-tree lined boulevard of memory lane we encounter the classic retro side-scroller 2D platformers blocking our paths like a police cordon around a crime scene. Because of the limitations of the technology and 2D perspective you could only display a percentage of the game world limited to the size of your monitor at a time, and the camera moved as your character did, so moving your character forward was directly linked to revealing more of the game environment. Spatial progress and visual gratification were, in this genre, completely synonymous. Therefore, many in-game obstacles were geared toward actually literally impeding the player’s physical progress, as opposed to more abstract and complex challenges observable in later 3D platformer titles (i.e. collecting parts of a dismantled space ship in preparation for the end-game confrontation in Jet Force Gemini).

This is why games with essentially (sometimes necessarily) repetitive or bland aesthetic environments usually focus on an alternative reward system for exploration and advancement. Consider some examples of non-visual player reward systems:

  • Early FPS’s with low graphical capabilities: Wolfenstein, Doom etc: reward is the novelty of the introduction of new gameplay mechanics (i.e. use of new weapons, enemies etc) 
  • Action RPG’s: Diablo, World of Warcraft: the game is player character-centric; therefore “levelling up” of one’s character is the reward as it records effort and time spent through a numerical syntax. I.e. the player character itself becomes a work in progress and a motivating factor for continuing play.
  • First-person horror thrillers: F.E.A.R, Cryostasis, Amnesia: The Dark Descent, Doom 3: reward is emotional stimuli i.e. the momentary cinematic shock and awe of the paranormal encounter.
Myst and its progeny are notable, however, for taking the visual reward system to its logical extreme. More specifically, here it has become a self-consciously parodied trope that is an integral part of the game world and backstory. This occurs through the plot device of “linking books” that are the only means for players to travel to and from in-game levels (Ages). In the Myst lore, Ages must be “written” by authors (read: surrogate level designers). Learning to write Ages is a closely guarded art which takes years to master. Each Age has a distinct atmosphere bearing the mark of its creator, comprised by any number of things: from a uniform colour palette, use of recurring geometric shapes, methodological consistency of puzzles, polarisation toward technocracy or the pastoral, and more often than not corresponding textural identities in the soundtrack vis-à-vis unusual or unique instrumentation.

Myst is unique in that it represents the characterisation of environment. This is a game where levels are given veritable personalities in their own right. When players achieve the objective of unlocking an Age by locating or activating the Linking Book, they are motivated by the promise of a unique aesthetic reality at least as much as that of discovering new plot details or the simple sense of achievement generated by the completion of an intellectually challenging task.

Here the game posits entire worlds as singular acts of authorial self-indulgence. Myst’s “Ages” are self-contained works of art within a single product. The basis for this probably lies in the series’ origins; Myst was at the cutting edge of 3D rendering technology when the original game was released back in 1993, and so the pressure of expectation has weighed like a poorly designed diving helmet on each subsequent entry in the pantheon to push the envelope in terms of graphical sophistication. And even though the developers have concurrently fleshed out the Myst universe and given it a sense of identity beyond that of a glorified tech demo, there continues to be this lingering association that hangs around the series as being a river barge for a comfortable tourist ride up the Amazon of fantastically surreal extraterrestrial worlds. But in this regard, it’s an interesting example of a game franchise that taps an often marginalised or underplayed function of games in general – transporting us to simulations of places we could never actually visit IRL, rendered with astonishing depth and attention to detail.

Sunday, January 9, 2011

Quick thought...

When I say that the name Tim Burton has become a cliché, I’m aware that things are a mite more complicated than that. Sure, saying you were a Tim Burton fan used to mean something; you were a little bit oddball, you had a slightly skewed sense of humour, a fascination with the morbid, the gothic, the unexamined. Recently I attended the Tim Burton Exhibition at Federation Square, Melbourne. The queue awaiting admission in itself was enough to make me sit up and take notice as it was approximately the length of Quetzalcoatl tied to a nine-headed hydra using a printed transcript of the Internet as a rope. I think that was the point at which I really woke up to the reality of what I’m now trying to grapple with. Now we are at the stage where the phrase “It reminds me of Tim Burton”, is thrown around on DeviantArt like a diseased dead cow over a castle parapet and where any non-3D animation that doesn’t resemble a 1930’s Disney cartoon down to the letter is instantly branded with the term. Or so it seems.

To some extent Burton’s work has always simultaneously and somewhat uncomfortably straddled the line between mainstream and sideline pop culture, like an unfortunate rodeo stuntman balanced precariously on twin horses both of which are trying to ride off in opposite directions. What accounts for this, is that thematically much of the director's work parodies the sameness of everyday life in Western society. The exemplar of this, of course, is Edward Scissorhands with its pastel-colour pastiche of American suburbia, but so many of his own drawings and paintings provide a unique perspective on instantly identifiable scenes and figures from everyday life.

Which is of course what makes assigning the label “cliché” as ironic as it is problematic.
Art imitating life? Another overused phrase. Nonetheless, I think there’s a rich vein of humour to be mined in the fact that an artist whose work parodies the mainstream has drifted slowly in the direction of the mainstream after the fact. The same type of twisted irony, in fact, which might well appeal to the maestro himself.