100%

Scanned image of the page. Keyboard directions: use + to zoom in, - to zoom out, arrow keys to pan inside the viewer.

Page Options

Download this Issue

Share

Something wrong?

Something wrong with this page? Report problem.

Rights / Permissions

This collection, digitized in collaboration with the Michigan Daily and the Board for Student Publications, contains materials that are protected by copyright law. Access to these materials is provided for non-profit educational and research purposes. If you use an item from this collection, it is your responsibility to consider the work's copyright status and obtain any required permission.

April 10, 2020 - Image 6

Resource type:
Text
Publication:
The Michigan Daily

Disclaimer: Computer generated plain text may have errors. Read more about this.

Friday, April 10, 2020 — 6
Arts
The Michigan Daily — michigandaily.com

There’s no better time to play “Animal Crossing:

New Horizons” than when you’re trapped at home

with little to do. The same can be said for most video

games, but especially so for “New Horizons”; no

better game could have been released on March 20,

2020.

Animal Crossing is often called a “life-simulation”

game,
but
calling
it
a
“personalization”
or

“customization” game would be just as accurate. The

game revolves around your character transforming

a deserted island into a thriving village from the

ground up, and customizing everything to your

liking: your character, your home and as you

progress, the island itself.

The distinguishing detail is that the game is

played in real-time. A hallmark trait of the Animal

Crossing series, gameplay is dictated by the clock:

You can only catch a guppy during the day, while

tarantulas only appear at night. The main item

shop is only available from 8:00 a.m. to 10:00 p.m.

in the time zone you live in. Special characters

visit only once per week; one character can only be

found Sunday mornings from 5:00 a.m. to 12:00 p.m.

Variety is the spice of life in Animal Crossing, and

that variety is derived from when you choose to play.

For many, quarantine amid coronavirus has opened

the opportunity to play Animal Crossing at any time

on any day, eliciting maximum variety.

“New Horizons” expands on its predecessors with

more new villagers to befriend and invite to your

island, more new bugs and fish to catch and more

new items, styles, fashions and customizations.

The biggest new addition is the ability to modify

the island terrain, raising mountains and creating

rivers to your heart’s content. That’s the core of

Animal Crossing: creating a world to escape to. It’s

a platform for more creativity and self-expression

than ever before in the series’ history.

Beauty doesn’t come easy — building your dream

island takes time. “New Horizons” makes it a

winding journey. The game forces players to take

everything slowly, even down to the most basic

functions. Accessing a shop, store or service requires

going through the same dialog over and over. Picking

up items from the ground or depositing items into

storage must be done one at a time. Advancements

like recruiting a new villager, upgrading your home,

building a bridge or ordering new items all take at

least one day to be fulfilled. There’s very little in

the way of immediate gratification. For some, it’s a

way to slow down, unwind and relax. For others, it’s

unbearable tedium.

Animal Crossing isn’t for everyone. There’s a sense

of progression to the game, but one that’s stretched

out over a long time. The island terrain editor, maybe

the game’s biggest selling point, will take at least two

weeks to unlock, even for the most optimized Animal

Crossing aficionado. For the average player, maybe

much longer. New crafting recipes are tantalizingly

drip-fed, just a few each day. Commitment to daily

play is rewarded with various bonuses and perks,

while your villagers will make sad remarks about

missing you when you spend long periods away.

Many customizations are exorbitantly expensive,

requiring lots of in-game time spent earning money

for sometimes minor changes; if you’re no longer

happy with where you put your house on day one,

expect to shell out 30 thousand bells to move it.

All of this can infuriate some, but for others, it’s

tranquility. The long-winded path to a flourishing

Animal Crossing village creates an organic and

natural feel to the game, encouraging your island

to grow over time and build around early decisions

you made much like a real-world town. There’s no

getting straight to the point — that’s the point of

Animal Crossing.

When I first walked into GameStop to preorder

“New Horizons” the night before it came out, I was

ecstatic to walk out with a copy of the game a day

early. Ten days later I sold it to my brother at a $20

loss. It was too easy to sink hours into the game that

I would never see back. But if you’re looking to make

quarantine feel a little faster, Animal Crossing is an

addiction that could make it go by in a blur.

‘Animal Crossing’ makes life cozy

DYLAN YONO
Daily Arts Writer

VIDEO GAME REVIEW

FILM REVIEW
Your vote in ‘Slay the Dragon’

EMMA CHANG
Daily Arts Writer

At its best, politics is stressful. At its worst, it’s a mind-

boggling maze of rules and red tape. And, as we get older, the

messiness of our current bureaucracy becomes increasingly

obvious, revealing a system that is much more complicated than

Schoolhouse Rock! makes it out to be. The power we hold as

voters is daunting to most, but to a select few, it’s a threat to their

livelihood. Politicians are meant to be held accountable by the

public; any AP US History student could tell you that.

Enter the convenient practice of gerrymandering — a district

drawing technique that takes away the threat of public opinion.

Both political parties are guilty of dividing voting districts in a

way that ensures them seats in state legislatures and, though

a little bit of innocent gerrymandering might be considered

part of the rat race of the government, such is not the way of

politics. If your hands aren’t dirty and your inbox is clear of

incriminating emails, you’re not doing it right. But what happens

when citizens are fed up with the system? Is there capacity for

change? The newest documentary from Magnolia Pictures,

“Slay the Dragon,” answers these questions with a captivating

story about those working to fight the corruption rampant in

our governing bodies.

Before considering the political connotations of “Slay the

Dragon,” however, it’s important to note the actual storytelling

ability of a documentary like this one. Often, these films toe the

line between informative and boring, intriguing and emotional.

Most run the risk of losing their audience’s attention, especially

in these streaming-heavy days of quarantine. But “Slay the

Dragon” weaves a fantastical tale about gerrymandering

beginning with impressive visuals and graphics that highlight

the strange nature of strategic redistricting.

As the opening credits roll, “Slay the Dragon” forces its

audiences to consider what it actually means to “re-district”

with an animated line carving its way through a city. The

image establishes the concept of gerrymandering as something

concrete, setting up the intimate relationship between an

audience and a major character of the film. As the story

progresses, the visuals become ever more important in showing

the increasingly questionable practice of gerrymandering. At

one point, watching “Slay the Dragon” was similar to trying to

find the constellations — the audience stares at indiscernible,

odd shapes that take on no meaning until a detailed drawing is

put over it. But the effect remained. “Slay the Dragon” was able

to emphasize the absurdity of gerrymandering with a few well-

placed examples of specific districts.

Beyond the graphics, “Slay the Dragon” also provided an

excellent story. There were many beginnings to this story — 2016,

when Katie Fahey started her quest against gerrymandering;

2010, when Project REDMAP began flipping state legislatures;

even 2020, the first census year since many of these anti-

gerrymandering laws were put into place. However you decide

to define the start, it’s obvious what “Slay the Dragon” is about:

the rise and hopefully coming fall of gerrymandering in the

United States.

But is it really that simple? In an age of political unrest, “Slay

the Dragon” provides a hopeful message for those of us just about

to come of age in this important election year. In a speech after

the anti-gerrymandering proposal was passed in Michigan,

Katie Fahey is seen telling her campaign team how important

every one of their actions is. The underlying message that every

action, every vote is essential to the success of democracy is one

that we could all stand to remember, regardless of what year it is.

The eye-opening moments of a documentary should be

few and far between — a good documentary should make its

audience reflect and question what’s presented to them. The

immediate nature of an “eye-opening” moment is the opposite

of conversation-sparking. “Slay the Dragon” understands

this and, though it is very left-leaning, it still manages to

present its audiences with a strong and informative message

about gerrymandering. It highlights the importance of every

citizen’s participation in democracy, making it one of the better

documentaries to watch.

LITERATURE COLUMN

EMILY YANG

Daily Literature Columnist

Witches, spinsters

and lesbians

Sylvia Townsend Warner, “Lolly

Willowes”

The cover of my copy of Sylvia

Townsend
Warner’s
first
novel

is decorated with a drawing of a

witch by August Neter. Neter was

an outsider artist, one of Hans

Prinzhorn’s “schizophrenic masters,”

whose art was an attempt to capture

his hallucinations. The image depicts

the profile of a short-haired woman

covered in plants, roads and animals,

an effect that suggests a map. It’s an

apt choice on the part of the publisher:

Warner’s style resembles Neter’s

double image in its porous curiosity

and naturalistic oddness. It’s also apt

because the novel is about a witch. The

witchiness here is less Shakespearean

and more ordinary, spinster-ish;

Warner suggests that the closest

relative to the witch is the unmarried

tradeswoman or the country wife who

prepares her own dandelion wine.

Written in the 1920s, the novel seems

to suggest that someone can become a

witch simply by refusing the trappings

of polite society, by “politely declining

to make the expected connection with

the opposite sex,” as John Updike (of

all people) puts it on the back cover of

my copy.

We first see the titular Laura

Willowes (called Lolly by her niece,

a nickname that sticks) moving in

with her brother Henry and his wife

Caroline after the death of their father.

It’s a move from the countryside to

London. Caroline describes Laura

in passing as “a gentle creature” and

then turns to logistics: a writing desk

has to be moved, a bureau that another

relative wanted is allocated to “small

spare room” in which “aunt Lolly”

will live. The rest of the novel is, in

part, an elaboration on what Caroline

missed. Laura won’t become a witch

until the last third of the novel, but

even before then she has a strangely

textured inner life and a tendency

to feel out strange essences from

ordinary surfaces. We next see a very

young Laura stealing into the room

where her great-aunt’s disused harp

collects dust and plucking the strings,

which “answered with a melancholy

and distracted voice.” She then dwells

on the lock of her great-aunt’s hair

that was embroidered into a picture

of a willow tree as something of a

memento mori.

Hints of morbidity and the occult

are common in Warner’s evocation

of English country life. Laura’s

childhood with her father is quiet

and practical, to be sure, but there’s

suggestion of rural magic everywhere.

She helps her father out in his

brewery, gathers medicinal herbs

from the forests, climbs trees, absorbs

traditional remedies and age-old

practices from the “country servants

of long tenure.” While her brothers

Henry and James get shuttled off into

professional life, Laura stays with

her father and notes how one servant

makes traditional beeswax polish

and fills the house with “a resinous

smell” and how another recommends

infusions of nettles and mugwort for

longevity. She’s content to continue

living like this, and has an antipathy

toward marriage that she never loses.

Her father doesn’t push the point. She

becomes instead the mistress of the

house with “an easy diligence.”

When her father dies and Laura

moves to Henry’s house in London,

she brings her preternatural intuition

to bear on the rhythms of life in the

city. Henry and Caroline are people

with customs and routines in place

of personalities, but Warner still has

a flair for catching the shadow that

follows each gesture. At one point

she describes Henry winding the

grandfather clock in the hall — “first

one and then the other the quivering

chains were wound up, till only the

snouts of the leaden weights were

visible, drooping sullenly over the

abyss of time wherein they were

to make their descent during the

seven days following.” This image,

at once bleak and Carroll-esque,

captures well the feeling of dullness

that starts to weigh on Laura as she

settles into her new life. Even so, the

satire is even-handed and just. Laura’s

relatives aren’t caricatures, they’re

just ordinary middle-class English

people, and that’s the problem. We get

a sense of Laura’s strangeness, not the

uniqueness of her quiet subjugation.

Laura is twenty-nine at this point

and it’s 1902, meaning her prospects

for marriage are increasingly unlikely.

Caroline and Henry occasionally

host Eligible Bachelors, but Laura

determinedly ignores them or says

eccentric things to them and after a

while everyone involved stops trying.

Laura
then
becomes
something

like an unpaid housekeeper to her

brother’s family. There are long

passages that list her duties, which

range from the arrangement of

flowers to embroidery to looking after

her nieces. After nearly twenty years

of this Laura starts to long for more,

starts to feel tempted to leave. She is

finally persuaded to do so after seeing

canned fruit and homemade preserves

in a “countrified” shop while running

errands: she has a sudden vision of

herself staring up at an apple tree

late in the season, reaching up for

the fruit outlined against the fading

grey sky. That night, she announces

to her relations that she’s moving

to Great Mop, a small town in the

Chilterns. She ignores their indignant

protests (“now Lolly, what you want is

absurd!”) and sets off the next day.

Just as Warner avoids generalizing

about her characters, she also avoids

panoramas and self-conscious theses.

It would have been easy to write this

book in a manner that presented

opposites — the stiflingly domestic

world of Caroline and Henry’s house

and the totally free world of country

life. When Laura arrives in Great Mop

her newfound independence is rather

vexing. She spends her days exploring

the area on foot for hours and ends up

exhausting herself. “She knew in her

heart that she was not really enjoying

this sort of thing, but the habit of

useless activity was too strong to be

snapped by a change of scene.”

Read more online at

michigandaily.com

Back to Top

© 2025 Regents of the University of Michigan