The Michigan Daily - michigandaily.com Wednesday, February 6, 2008 - SA Everyday art:from the ground up The windows of Espresso Royale on State St. - a glass wall, really - are familiar to most students here. They reveal the cafe's- interior to pedestrians and provide constant dis- traction for those meet- ing for a seri- ABIGAIL B. ous chat or COLODNER a morning scan of the paper. They allow those inside to entertain a feeling of electing into (or out of) solitude in a pub- lic space. From the inside, one gets an unnervingly acute look at pedes- trians. Those on the street seem remarkably vulnerable - to the physical chaos and to scrutiny. This opportunity to settle into the spectator position that's out of reach when we are, ourselves, on display is undoubtedly part of cafes' enduring appeal. This fishbowl situation makes appar- ent how much of a performance people's public presence is. With the degree of mental distance allowed by a glass wall and a paid-for seat, the outside public can seem like a set of perform- ers. It's easy to lose awareness of the spectacle we all make of our- selves. Our awareness of it can be teased out pretty easily: we feel self-conscious about some- thing we're wearing or someone on the streets comments on how we look, as though we're not sure we're up to playing that charac- ter today. Although they can feel trendy or oddly academic, artworks that reflect on life with the scrutiny of a social scientist are, if noth- ing else, neat mind games. They remind us of how charged with meaning seemingly incidental aspects of social life can be - and our bias in picking and choosing what we do and don't pay atten- tion to. New York is rightfully famous for its street life. In a city that's bordering on theatrics most of the time, art that comments on the theatricality of public spaces seems natural. The New York Times reported on three par- ticularly attractive pieces which were presented over the past year. Both called their audiences out on the voyeurism we so eas- ily participate in as caf-goers or bus-riders or, simply, pedes- trians. Through exaggeration, they make evident the unnerv- ing extent to which our brains labor to take in information and make sense of it - fabricating, as I wrote in my last column (Oh, the humanity!, 1/23/08), a cast of characters with articulated rea- sons for their actions. An empty storefront seated the audience of Yehuda Due- nyas's "One Million Forgotten Moments," in which several acts were performed on the sidewalk itself. The performers navigated the still-active street while the audience members sat in relative safety - except for, you might say, their newfound exposure to the unreserved scrutiny of window-shoppers. The reporter called the performance a liter- alization of the "theater of the streets." I don't doubt it took passersby several moments to realize that something out of the ordinary was going on, and that many of them felt uncomfort- able stopping to watch what was unambiguously a performance, since the format brought it close to home. What were the pedes- trians? Scenery? Photographer Thomas Struth photographs people looking at paintings in museums, often taking his shots from as close to the painting as possible, creating an uneasy sense of edging oddly close to an individual's attention, at once rapt and totally unaware of us. Photographer Kevin Con- nelly, creator of "The Rolling Exhibition," photographs pedes- trians all over the world from ground level. Connelly was born without legs and takes these photographs from, apparently, a skateboard that he uses to get around. In his artist's statement on his website, he says that he tries to photograph the moment "before any of us can ponder or speculate - we react. We stare." His subjects are caught in the candid moment of noticing him. "Everyone tries to create a story in their heads to explain the things that baffle them," he says. When a couple dozen people started simultaneously hula- hooping on roofs in a Manhattan neighborhood, even those not in on the joke must have suspected foul play. It was, indeed, orga- nized, as part of a performance Watching pedestrians from coffee shops as voyeuristic art art biennial. At the same time, you can't make this stuff up - that is, there's no need to. The inspiration for this artful version of what we expect to be sponta- neous and playful came from an actual event - the organizer saw a woman hula-hooping on her roof. And a statement was born. That piece doesn't say any- thing obviously political, but it does tango with our wander- ing attention as we glance away from the face of the person we're talking to, towards the individ- ual looking like such a hipster or such a businessman walking past, towards the woman hula- hooping on her roof for all to see. What will we think, then, when we look back at our friend, reach- ingto us through their voice, ges- tures, maybe even their clothes, for effective communication? Colodner is watching you through the windows at Espresso Royale. Tell her to stop at abigabor@umich.edu "Burnout: Paradise" aka "When Paris Hilton Gets Behind the Wheel." B3LOWINA\G SMK Latest installment in racing franchise is a wreck of poor gameplay and lackluster design By PAUL TASSI Daily Arts Writer Without a doubt, "Burnout Paradise" is one of the most frustrating games you will ever play. This is not just because of its dif- ficulty, though a simple race will surely have you watch- ing your car get torn apart BurnOlt| for at least 20 minutes of Paradise slow-motion crash footage.X It is so frustrating mainly Xbox 360 because of a series of poor EA gameplay decisions by the developers, some of which are so idiotic and head-scratchingyou'll wonder if anyone even played the game before its release. Burnout has always been about crashes - the most brutal, painful crashes you can imagine. The "Burnout" series has always done this well and still delivers the goods in "Paradise." The series has evolved, however, bringing the destructive action to a fully functional city environment called "Para- dise City," which looks suspiciously like Los Angeles. Taking cues from "Need for Speed" and "Midnight Club," in "Paradise" you find races around the city and unlock new cars as you go. It's actually fairly addicting. But unlike "Need for Speed" and "Midnight Club," "Burnout Paradise" executes this con- cept so poorly it's almost unbelievable. First time's the charm: If you start a race, drive 30 miles to the finish line and lose, there is no "restart race" option. Yes, that's correct; you cannot restart the race. This means that you have to drive 30 miles back to where you came from and start over, doing this as many times as needed until you win. It's a flaw that single- handedly brings down the game as players will find themselves wan- dering aimlessly through the middle of nowhere and wondering where the hell they started from in the first place. If cars were made of tin foil: Burnout is a terrifying game to play, mainly because you find yourself in horrific crashes every three seconds or so. This is largely due to game physics which has somehow interpreted that 95% of the cars in the game are made out of glass. You can hit anything and die. Graze another car, nick a guard rail or splatter a butterfly on your windshield, and you'll be treated toa five second animation of your car spiraling through the air. And there's no way to skip this, you literally have to sit through the crash sequence every single time, and you'll be doing it a lot. The only cars worth driving in the game are the van and the truck, because they can actually withstand the onslaught of traffic for more than two seconds. "Lost" is not just a show...: It's also how you'll spend most of the races in "Paradise." In some bizarre "realism," the game never actually tells you how you're supposed to get to the finish line during races. You literally have to pause the game mid-race, check the map, plan out your route and then resume, but by that time you'll usually be so disori- ented you'll face plant into a wall. The only hints they give you are a confusing display of flashing road signs and the blinker on your car. Yes, with all the crazy shit happening on the screen you have to look at the blinker on your car. More often than not, miss your turn, drive off a cliff or plow into a bus while trying to do it. Ghost Rider: Perhaps the most bizarre element the game is that no one is driving your car. When you scrape along a guard rail and tear the doors offyour car, you can clear- ly see that your driver's seat is empty. This may have something to do with the "E" for everyone rating, as every single crash in this game would tear the driver limb from limb. Still, it's just strange to see, and seems to be a detail that was just forgotten in production. Battle Royale: All the horrendous flaws in the game aside, "Burnout" is still fun to play in one mode: Takedown. Nothing is more gratifying than slamming other cars against the wall or plowing them into oncoming traf- fic. The slow-motion crash sequence here is readily accepted because, well, it's not hap- pening to you, for once. This event makes "Burnout" stand out from other racing games and is more fun than the entire rest of the game combined. Nice Lamborghini Diablo, I mean Jen- sen P12: "Burnout" will never be able to get licensed cars because of the digital destruc- tion it puts them through. So the game has to resortto making up their own vehicles that look suspiciously like their real-life coun- terparts. There's nothing inherently wrong with this, but the game promises 75 cars and there's really only about 33, as each vehicle has an unlockable alter ego which is the exact same car, but with more stickers. And you can't customize anything about any of the cars, setting the game leagues behind "Need for Speed" and "Midnight Club." In fact, "Burnout" will make you want to play one of those two games, where you don't wreck every two seconds, can modify your licensed cars and restart a goddamn race when you fail. A multitude of small, obvious flaws destroy this game. Hopefully a sequel can reveal some of the fun that is somewhere deep inside this series. STYLES FROM NEW YORK The Michigan Daily on one of r . fashion's biggest weeks Obedient Sons and Daughters: Fall 2008 Ready to Wear. Swaim and Christina Hutson, the husband and wife design group of Obedient Sons and Daughters, are anything but obedient. For a labelthat made its name in menswear, Obedient Sons and Daughters takes their previously perfected blend of rebel and prep - with a bit of meticulous tailoring and lots of satin bow ties - and turns an impressive men's line into an even bolder women's one. Using traditional elements of menswear, Obedient Sons and Daugh- ters morph wool jackets and pinstripe shirts into a line of high-waisted shorts and blazers for women. Each look comes across just slightly more feminine than androgynous. With fitted curves and a conscious layer- ing of coherent patterns, muted colors and complimentary textures, the line hits a high point with its strikingly glamorous, though completely wearable women's collection. While other designers at Fashion Week have attempted to pull off the rebel-prep look, their attempts have left them with a look that is no more than a baggy bohemian poncho over a schoolgirl uniform. Their attempts simply fall flat next to the spirit of rock, messy hair and untied boots, not-trying-too-hard-but-still-looking-great confidence that Sons and Daughters embody in their fall line. By translating the seemingly careless demeanor of their menswear tradition into a uniquely individual palate of women's clothing, Sons and Daughters pushes their fresh idea of fashioninto arefined yet rebel- lious debut. KATIE CAREY tOURT-TY OF StuYLI COM ARTS IN BRIEF Television Laughing at celebrities is only funny for so long "Celebrity Rehab with Doctor Drew" Thursdays at 10 p.m. VH1 Enough is enough. Why are Ameri- cans so intrigued by celebrity down- fallsIt's trulysaddeningtosee Britney and Jamie-Lynn Spears dominate the news each day when the world has so many other pressing issues' to be concerned with. Instead of helping to reverse this process, VHt's "Celebrity Rehab with Doctor Drew" only drags this unfortunate obsession into the ground. If that's not enough, "Celebrity Rehab" contains no real celebrities. The group of nine "patients" is head- lined by formerWWE wrestler Chyna, a guy from Crazy Town and Judy Winslow of "Family Matters." Making it even worse, it seems like these low- class celebrities don't even want help and enjoy acting like spoiled brats. Throughout the pilot, they constantly disobeyed the suggestions of Dr. Drew and his staff, making a mockery of the rehabilitation process. VHl needs to wake up. There's a limit to America's interest in rehab- bing stars, and "Celebrity Rehab" is far outside this boundary. It shames shows like A&E's "Intervention," which takes its topic seriously and caters to people who really need and want the help. DAVE REAP FOR AN INSIDE LOOK AT THE UPCOMING LECTURE "WHY WHITE KIDS LOVE HIP HOP," VISIT WWW.MICHIGANDAILY.COM 4