Reposted from December, 2008…cuz these tips still apply!

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We’ve got 50 copies left of Arthur No. 3 (cover date March 2003, pub’d February, 2003). This one’s from the original incarnation (read: best) of Arthur—the pages are gigantic (11×17) and the paper is reasonably high-quality newsprint. Some color, some b/w. We’re selling our remaining stock for $5 each over at the Arthur Store.
Notes on this issue…
Joe Strummer died on December 22, 2002. His death received some notice, of course, but since he’d left us in the period between Thanksgiving and the New Year—when glossy music and culture magazines are basically shut down—real coverage of his passing, and the life that he lived, didn’t happen in the pop culture magazines of record. Big-budget American publications like Rolling Stone, Spin and Blender had already finished their January 2003 issues, so major features couldn’t fit in there without major expense (pulled features, pulped magazines, etc.); and by the time their February 2003 issues rolled around, the news of Joe’s passing would be (to their market-minds) “stale,” and thus to be deserving of only an obligatory page or two. Which is absurd for someone of Joe’s stature, his body of work, and commitment to The Cause.
At Arthur, we decided to pull the cover feature that we had in progress. Working together, with no editorial budget, the budding Arthur gang was able to put together something of substance very quickly, and get it out to the people, for free, in mass quantities (50,000 copies), within weeks of Joe’s passing.
Our wake for Joe Strummer would not have happened without journalist/archivist Kristine McKenna. She had a recent, lengthy (3800 words), and yes, poignant conversation with Joe on tape—a really great conversation, of course (this IS Kristine McKenna, after all) that the LAWeekly had used just a bit from in a feature earlier in the year. Kristine had witnessed The Clash at the top of their game, so she could offer some real historical perspective. And, crucially, Kristine knew that her friend, the L.A. photographer Ann Summa, had a trove of gorgeous photographs of Joe, few of which had ever been published. And Kristine got us permission to reprint a Clash-related page from Slash, the crucial late-’70s underground L.A. magazine. Meanwhile, my old colleague Carter Van Pelt, a reggae enthusiast, offered a new interview about Joe that he conducted with Mikey Dread.
Soon we had reports from all over. People were picking up multiple copies of the magazine and redistributing it. The golden centerfold of Ann Summa photo of Joe (worked on with a great deal of care and attention by Arthur’s brilliant art director, W.T. Nelson) was being torn out of the magazine and posted on record store walls, in dorm rooms, in clubs. There are other strong pieces in this issue—the John Coltrane book excerpt, especially—but it’s Joe’s issue. As it should be.
Here’s how the contents page read:
JOE STRUMMER, 1952-2002
Arthur holds a wake in print for a man who mattered. In addition to stunning photographs by Ann Summa and excerpts of back-in-the-day Clash coverage from Slash magazine, we present reflections on Joe by Kristine McKenna; a lengthy, poignant interview with Joe from 2001 by McKenna; a consideration by Carter Van Pelt of the Clash’s embrace of reggae, featuring insights from Clash collaborator Mikey Dread; and a brief on Joe’s legacy: a forest in the Isle of Skye.
At the height of both his popularity and his artistic powers, JOHN COLTRANE went for something deeper. An exclusive, chapter-length excerpt from A Love Supreme: The Story of John Coltrane’s Signature Album by Ashley Kahn.
The intrepid Gabe Soria connects with every single member of THE POLYPHONIC SPREE, the cheeriest 24-person pop symphony on the planet, in addition to chatting at length with Spree leader Tim DeLaughter about the “c” word, the Spree’s next move, and the sadness that remains. Portrait by Paul Pope.
“ASK JOHN LURIE”: He may be in self-described “hermit mode” but this longtime Lounge Lizard is eager to lend a helping hand to his fellow man. And woman too.
In the work of artist SHIRLEY TSE, plastic aspires to more than Pop. Mimi Zeiger reports.
COMICS by Sammy Harkham, Jordan Crane, Johnny Ryan, Sam Henderson, Marc Bell and Ron Rege Jr.
Byron Coley & Thurston Moore review underground music, film and texts.
And more more more
Arthur No. 3 is available from the Arthur Store.
Originally published in Arthur No. 2 (Jan 2003)…
Our Dead Bodies are Like Honey to the Flies
Gabe Soria meets 21-year-old Devendra Banhart. Photography by Shawn Mortensen.
It’s a cold and gray afternoon in Brooklyn. I’m sitting in Devendra Banhart’s fourth floor walk-up apartment and we’re both slightly hungover. The furniture in the apartment is old and scrounged looking, full of ramshackle character. Devendra asks me if I want to hear a new song, something he wrote the evening before. Keep in mind that I’ve known the guy for a grand total of five minutes, and in those five minutes, we’ve already been witnesses to the aftermath of a car accident on a nearby street. It’s a good, we’re-unemployed-so-what-the-hell feeling, and there’s nothing to do but roll with it.
Of course, I say.
He begins to play me a lilting, sexy lullaby, something that sounds as if it could have been written in 1910. It’s gorgeous. Later I’ll learn it was partially inspired by a new girlfriend. But now, once he finishes playing, a little wobbly (there’s that hangover again) but unaffectedly so, Devendra announces that he “sucks” this morning. I assure him that that’s not the case, but he’s unconvinced.
A week later I will see him play for his record release party, and the song formerly known as “Sucks” will be polished to a rough sheen, so beautiful that the air at the show is almost palpable with the audience’s need to shed an appreciative tear. No one needs to be told that they’re witnessing something special. Everybody sips their drinks quietly and the room is hushed. Even the bartender looks sheepish when she has to go through a particularly noisy drink preparation. It’s not an affected pose though, this silence. It’s not the silence of pretentious jazz fans, or avant-garde indie kids who aren’t aware that their emperors of silent cool wear no clothes. This is the silence of a group of people in smiling awe of a genuinely talented and wonderfully strange kid, a young man whose charm is almost effortless, whose skill is obvious and whose soul is on his sleeve.
But that show is still a week in the future. Right now, we’re still slightly fuzzy from our respective previous evenings and are both in need of coffee. “Do you mind if I take a shower before we go? I stink real bad,” Devendra says.
Go right on ahead, I say.
He hops off to his bathroom, and I sit there in his apartment, staring at the walls. Everything I know about Devendra Banhart so far is from listening to his peculiar and beautiful debut record, Oh Me, Oh My The Way The Day Goes By The Sun is Setting Dogs Are Dreaming Lovesongs of the Christmas Spirit (on Michael Gira’s Young God Records). At first glance, he seems like a prime candidate to be dismissed as yet another in the long line of “weird white folkies” that cynical rock critics have been setting their watches by from Dylan to Oldham. He fits the racial profile: a kid with a patchy beard who’s studied his blues ‘n country licks. And there have been so many who reek of artifice and calculation. But when the real thing comes along…wow. It’s nutsy bananas. Devendra Banhart and Oh Me Oh My… are, without trying to sound like a super-happy hype machine, the real thing. His is the sound of a skeleton playing his blues on the front porch of a haunted house, banging out curiously hopeful cemetery songs with a celebratory, surreal zeal, singing out with a high, quavering voice that is at once bizarre, unearthly and old, yet completely inviting and totally ingratiating.
And he’s twenty-one, I think as I wait for him to finish getting ready. This kid’s got his entire creative career ahead of him. Jesus.
Continue readingCome On In My Kitchen (column)
This issue’s chef: WILL OLDHAM of Louisville, Kentucky
as told to Gabe Soria
Originally published in Arthur No. 10 (April 2004)
I’ve been making different kinds of chess pie for most of my life; it’s like pecan pie without the pecans in it. I think vinegar pie is similar, and transparent pie is similar. It’s just slightly different proportions of the different ingredients and consistencies, otherwise it’s the same thing: the magic of sugar mixed with butter mixed with eggs thrown in a piecrust.
Will Oldham’s Double Chocolate Chess Pie
1/2 c. Butter
2 oz. Chocolate, unsweetened
1 c. Sugar
3 Eggs, lightly beaten
1/4 c. Crème de Cacao liqueur
2 tbs. All-purpose flour
1 1/2 tsp. vanilla extract
1/8 tbsp. Salt
1 Pie shell
Vanilla ice cream or sweetened whipped cream (optional)
Preheat oven to 350 degrees. In a saucepan over low heat, melt butter and chocolate. Remove from heat. Blend in sugar, eggs, liqueur, flour, salt and vanilla extract into melted butter and chocolate. Beat until smooth. Pour into the pie shell. Bake for 30 to 35 minutes or until set. Cool on a wire rack for at least 30 minutes.
There’s a place in Louisville called Homemade Ice Cream and Pies Kitchen that makes a really insane chocolate chess pie, and that might be where I first had it, ‘cause it opened when I was a teenager. [In Louisville] there’s also Derby Pie, which is pecan pie with bourbon and chocolate chips in it, but that’s not a full-on chocolate experience. In Birmingham, Alabama there used to be a place by the airport called BJ’s on the Runway and they made the best pies ever. They had a chocolate meringue pie, and the chocolate was… it was like a black hole. You got sucked into the whole thing and you didn’t come out until the pie was gone. It was six or seven inches high, with this meringue. Amazing pie. I think that that was when I realized what the possibilities were in a chocolate pie.
[I make chess pie] probably three times a year, ‘cause sometimes it’s easier to go to Homemade Ice Cream and Pies Kitchen to get a slice. I’ll make it for a recording session and we’ll just eat it over the course of the session. You get the rewards all along the way. It helps the music stay psyched. This
Chess pie and sweet potato pie are two things widely available in varying recipes all across Louisville. It’s a very exciting place for pie. There’s a bakery in Louisville called Plehn’s Bakery that makes a caramel ice cream, and the caramel ice cream from there mixed with the chocolate chess pie from Homemade Ice Cream and Pies Kitchen is… it’s beyond description. When you take a bite of it, it’s like… how you know… it helps you recognize how omnipotent and indescribable God is. Because this food, you know, goes beyond, and obviously God, you know, God would go beyond anything a Pope could tell you, or an imam could say about, or rabbis, you know? They can pretend that they can tell you about God, but it’s way fucking beyond their comprehension, no matter how many books they read or how much they whip their back or do whatever they do. It’s the same thing with the pies when you realize that the way things work is way beyond anything you could comprehend. We can put [the ingredients] together, but we can’t explain why, when you put them together, why they do what they do.
Hey gang,
Well, the economic contraction has now officially claimed Arthur No. 32. The best we can do right now is make the entire magazine available online, for free, to everyone, in various formats. Digital is never a substitute for the real thing, but in this case, it’s better than nothing. We hope.
Continue readingOriginally published in Arthur No. 19 (Nov 2005)
“Twilight of the Gods” by Gabe Soria
Shadow of the Colossus
(Sony)
PlayStation 2
“Nor is it to be thought that man is either the oldest or the last of earth’s masters, or that the common bulk of life and substances walks alone. The Old Ones were, the Old Ones are, and the Old Ones shall be… They walk serene and primal… They walk unseen and foul in lonely places where the Words have been spoken and the Rites howled through at their Seasons. The wind gibbers with Their voices, and the earth mutters with Their consciousness. They bend the forest and crush the city, yet may not forest or city behold the hand that smites…. Man rules now where They ruled once; They shall soon rule where man rules now. After summer is winter, and after winter summer. They wait patient and potent, for here shall They reign again.” — from “The Dunwich Horror” by H.P. Lovecraft
It begins in an ancient temple, or a temple that certainly looks antediluvian, deserted except for a young man who lays upon the floor, insensate. He wakes slowly. Dressed in raggedy homespun, he looks like an androgynous gutterpunk, circa 960 A.D. The temple is wide and long, bounded on both sides by columns hewn from rock. At one end of the temple, on a stone bier at the top of a short flight of steps, lays a young woman, sleeping a deathless fairy-tale sleep. Or dead, perhaps, awaiting burial. Indistinct voices speaking no known language can be heard, faintly when you (as the young man) approach her, and though nothing is clear, your purpose seems obvious and instinctual: wake the girl, somehow. Her resting place is at the end of the temple open to the vast countryside, and the light that comes from the outside is hazy and autumnal, golden.
You are, inevitably, armed. Your arsenal includes, and will only ever include, a plain sword and bow and arrow. The sword is, of course, magic: when you hold it aloft in the sunlight, it seems to collect the light, grabbing sunbeams from the air and focusing them into a bright beacon. You discover that if you experiment with turning in certain directions, the formerly disparate and scattered beams tend to form into a focused, single beam. The only other living thing in the temple is a horse, which allows you to mount it. Being no dummy in the ways of video games’ enchanted objects, you decide to aim your horse in the direction the beams collect. Your trip is untroubled. The verdant but quietly desolate and melancholy countryside seems to number only you and your horse as living inhabitants. The scent carried on the wind would be, if you could smell anything, narcotic and mournful, an opiate of burning, fallen leaves and other dying things.
The beams of light lead you to a cliff face that, if it could, would drop to its knees and beg you to climb it, so you do after a bit of trial and error experimentation, driven by a strange sense of purpose and obligation to the sleeping girl, feeling that at the top of this cliff, something awaits. This is important, you think. And then you are there at the top of the cliff, and it is there that you finally see it: standing at least one hundred feet tall, the minotaur-thing strides back forth across the length of a small valley. It doesn’t drip blood from its fangs, snatch cows from a fleeing herd and toss them into its mouth like popcorn, or even open its mouth to spray great gouts of fire at an unfortunately located village. It simply walks back and forth carrying a great club, looking as if it was born equally of stone, metal and flesh, possessing the ground it strides as befitting a godlike force of nature, and you know, with a heavy heart, that your task is to use your basic tools of war to achieve the impossible: the destruction of this beautiful behemoth before you. The first part of the destruction is an academic puzzle: how do you scale such a thing and find its weaknesses? And once you find its weaknesses, how do you humble it and then slay it? And once you do this impossible thing, you know that you cannot rest, and that the girl sleeping in the temple cannot wake, until you find the other towering creatures, Colossi, titans, Old Ones, whatever they are, and destroy their terrible beauty as well.
And that’s it. There’s no expository dialogue explaining the plot in the comically serious jargon as common as air in the videogame world. There’s no attempt to set your Quixote-esque pursuit of the ever-larger and ever more fancifully rendered Colossi in the rigid frame of good versus evil or right versus wrong, as the conventional wisdom of storytelling demands. You simply are, and your quest simply is. It is, quite simply, an extraordinarily exhilarating and confoundingly beautiful experience. And this is a videogame, for pete’s sake: a heavy, heavy videogame full of weird wonder, atavistic dread and thrillingly bizarre, avant-garde leanings.
In fact, at times Shadow of the Colossus feels more like an epic-length stoner rock record than a videogame.
Continue reading