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Δευτέρα 20 Μαΐου 2013

Cannes Classics: Tip of “Fedora” to You

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Cannes is all about the thrill of the new: What makes hundreds of scribes schlep every morning to yet another 8:30am screening is the knowledge that they are the first audience for a slew of the year’s key films. And yet, cinema’s past is very much present on la Croisette. Aside from the outdoor screenings held every night on the beach (“Jaws” was a particularly inspired choice), there’s an entire section designed to honoring the gems of the past: Cannes Classics.

Consisting entirely of new restorations of films widely known or deserving rediscovery, Cannes Classics is a cinephile’s delight. This year, the titles range from “The Apprenticeship of Duddy Kravitz” to Satyajit Ray’s “Charulata,” with a fiftieth anniversary screening of Joe Mankiewicz’s ill-fated “Cleopatra” (1963) still to come. Yesterday afternoon, marking 35 years that have passed since its Cannes premiere in 1978, a freshly restored version of Billy Wilder’s “Fedora” was shown for the first time. Long available only in faded prints, scratched so severely the image was on the verge of bleeding, the movie can finally get its due as an important late work of a great director (DVD and Blu-ray releases are rumored to follow soon).

The screening was preceded with an appearance by actors Marthe Keller and Mario Adorf, who fondly recalled working with Wilder on the movie that failed upon release, but has now a chance of starting a new life on the festival circuit. “It was old-fashioned then, but seems contemporary now,” said Keller, pointing out the film’s old-Hollywood style, complete with sweeping Miklos Rozsa score. An excerpt from “Swan Song,” an upcoming documentary on the film, was played and featured Michael York reflecting on the extremely hard time Wilder had making “Fedora,” with studios no longer backing him up and money being scarce for the no longer bankable master.

Made more than a decade before “Death Becomes Her,” “Fedora” is a bold allegory of the fear of aging that underlies movie stardom as such. William Holden plays a Hollywood producer down on his luck, who goes to Corfu in the hope of coaxing the eponymous recluse legend to star in an adaptation of “Anna Karenina.” Apparently as youthful as ever, guarded by a sinister Polish countess, Fedora acts as is she was a prisoner of her own villa, and begs Holden to take her away. From then on, the plot thickens, with many a flashback and a framing device that makes it clear Fedora committed suicide. Or did she…?

The movie is filled with objects designed to obstruct the view of the human body — shades, gloves, veils, bandages, wide-brimmed hats (the title, cough) and head scarfs. Fedora is never on full display: partly to facilitate an important plot-twist, partly because her life is an act and everything she wears is basically a costume. Wilder’s movies were often about functioning in disguise: Dressing up as someone else allowed his characters to violate the boundaries of gender (“Some Like It Hot”), class (“Kiss Me, Stupid”), nationality (“Five Graves to Cairo”) and — in the case of both “The Major and the Minor” and “Fedora” — age.

Gerry Fisher’s cinematography is purely functional and doesn’t draw attention to itself, but nevertheless includes some atmospheric touches, especially in the vaguely sepulchral interiors of Fedora’s villa. Most of the film is drenched in sunshine that makes the film look like Wilder’s earlier “Avanti!” It’s great to see the new print doing full justice both to the opulent flower arrangements of Fedora’s funeral and to the summer setting of Corfu, with Mario Adorf hamming it up as a penny-pinching local hotel owner that’s the most openly comedic of all the characters.

The comparison with Wilder’s own “Sunset Blvd.” is inevitable, given William Holden’s presence and the basic plot of a Hollywood hack invading former star’s secluded domicile. Unlike that masterpiece, however, “Fedora” lacks a central performance great enough to anchor its Gothic touches and turn it into a masterpiece. In other words, it lacks Gloria Swanson. Wilder’s original intention was to cast Faye Dunaway as Fedora, and one can only envision what levels of dedication and intensity she would have brought to the role — especially given her deranged antics as Joan Crawford in the 1981 “Mommie Dearest” debacle.

As it is, “Fedora” is a strange, often captivating movie in which Wilder reflects upon the end of the era of studio filmmaking. Some things won’t be helped by any restoration — the terrible dubbing of both Marthe Keller and Hildegard Knef by Inga Bunsch still damages the picture beyond repair. Still, there’s a hypnotic element to "Fedora", which makes it feel at times almost like a séance, complete with whirring tables and flickering lights. Wilder summons up the ghosts of old Hollywood and pays a tribute to, as one character has it, “cheap backdrops and glycerin tears.” He did that in "Sunset Blvd.", too, but here he includes himself as part of the past he summons. As veiled self-portraits go in cinema, this is one of the most moving ones.

Τρίτη 2 Απριλίου 2013

Chicago Makes It a Little Harder for You to Own a Gun--Unless You are a Cop


One more part of the general trend in attempts to make gun
ownership or purchasing just a little bit more expensive or
annoying on the margin, since, darn it, they can't seem to ban them
entirely, this time out of Chicago, as
reported by CBS Chicago
:


cover image



a new $25-per-gun tax in Cook County went into effect on
Monday.


WBBM Newsradio’s Nancy Harty reports the new gun tax is
estimated to generate $600,000 a year for Cook County. The gun tax
ordinance includes an exemption for law enforcement officers who
purchase guns in the county.....



Another bureaucratic measure making gun ownership a potentially
huge legal burden for the innocent:



The county also has targeted straw purchasers – people who buy
guns legally, then sell them to others who can’t – by imposing
fines of up to $2,000 for failing to report the transfer, loss, or
theft of a gun.



Unsuccessful lawsuits tried to block the tax, which proponents
admitted was partially aimed at limiting the number of guns in
circulation, admitting a Second Amendment-violating goal, not just
a revenue one.


I wrote for Reason back in 2010 the detailed
history of the Supreme Court case
McDonald
v. Chicago
,
in which it was established that indeed they
could not ban them entirely.

Σάββατο 30 Μαρτίου 2013

Go Inside The Factory That Makes 2 Billion Marshmallow Peeps A Year

Screen Shot 2013 03 26 at 3.43.04 PM

Peeps marshmallow candies are as much a part of Easter as egg hunts and ham.

The sugar-coated chicks and bunnies have been made by Bethlehem, Pa.-based Just Born for decades, and these days, the factory churns out 2 billion Peeps a year.

PBS recently took a tour of the factory as part of its series on seasonal manufacturing. Just Born's plant may look like a standard factory, but it smells a whole lot sweeter.

Peeps are made by the millions at the Just Born factory in Bethlehem, Pennsylvania.



This is where the marshmallow-making process begins, in giant vats.



The sugar that coats the peeps is dyed yellow, and air is used to create a "sugar tornado," explains Mark Wright, Just Born's director of operations.



See the rest of the story at Business Insider

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The Possibility Of Failure Makes Competition Worthwhile

Anyone born in the 70s to parents of an even slightly knit-your-own-muesli disposition must have encountered the horror of "non-competitive games". The intention was excellent – to show that vanquishing other people needn't be life's guiding value – but non-competitive games fall short in one crucial respect: they're no fun. (Sorry, Woodcraft Folk, but you know it's true.) Recently, by contrast, I played Gears Of War: Judgment on a friend's Xbox, performed atrociously and had a brilliant time.

This wouldn't surprise the Danish-born video games scholar Jesper Juul. As he points out in his fascinating new book The Art Of Failure, games embody a paradox: we prefer to experience success rather than failure; we enjoy games; yet games involve repeatedly exposing oneself to failure. Juul quotes an interview with the wife of one committed player: "It's easy to tell what games my husband enjoys the most. If he screams, 'I hate it, I hate it, I hate it' then I know he will finish it and buy version two."

This puzzle has echoes of the "tragedy paradox", with which thinkers have wrestled for centuries. Why are we drawn to fictional works that prompt us to feel unpleasant emotions? During a performance of Othello, philosopher Gregory Currie observes, you "want" Desdemona to live – but a director who tweaked the script to let that happen would be in for awful reviews. Is this because the sadness we feel isn't really sadness? Is it because the negative emotion leads to compensatory positive ones? (One recent study involved showing the film Atonement to hundreds of students; the researchers argued that it led them to reflect on their own relationships, and feel gratitude.) Or, most bafflingly, could it be that we're "ahedonic", seeking something other than happiness? What would that even mean, if "happiness" is just a label for whatever it is we're seeking?

Games, whether Gears Of War or Scrabble, give the paradox an extra twist: because they're interactive, you can't pretend you're simply learning from the experiences of others, or feeling grateful that you are better off than them. "When you fail in a game," Juul writes, "it really means that you were in some way inadequate." Of course, failing in a game is partly fake: in Gears Of War, I wasn't really being blasted to death by robot locusts intent on eradicating humanity. But it's also partly real: I really did fail to coordinate my brain, my hands and the controller sufficiently well to keep playing.

Why should this feel such fun? Juul gives no easy answer – though, actually, the most interesting thing about the "paradox of failure" isn't its cause, but its ramifications. It's a reminder (to phrase it paradoxically) that we don't really want what we want; that a perfectly successful life wouldn't in fact be perfect. Discover the optimal route through a game, and pleasure evaporates: try playing noughts and crosses against a four-year-old, making no allowances for age, and see how long that stays fun.

In some mysterious way, the continuing possibility of failure is what makes games worth playing. And life worth living? As the self-help writer Susan Jeffers liked to say, if you were magically offered the chance to know exactly how the rest of your life would unfold, you'd be a fool to accept, even if what you learned was 100% positive. Afterwards, living that life would feel like a kind of death: Game Over.

oliver.burkeman@guardian.co.uk

• Follow Oliver on Twitter.

This article originally appeared on guardian.co.uk

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