Sarah Saturday might be my longest running rock crush—while all of the cliché reasons admittedly apply, more importantly she’s always seemed to remain relevant to me. She’s thoughtful and reflective, without pretension.
Initially our musical star aligned over bratty indie pop-punk. Guilty as charged—and not the least bit remorseful about it—but just as our bleached hair (both hers and mine) began to show roots, so did our taste in music. Styles evolved. We matured. Slamming guitars and songs about getting wasted grew tired. However, I never really let go of the teenage angst—it just morphed into twenties angst… and now thirties. Through it all, Sarah has been adding poetry to melody and capturing a sentiment of the evolving human condition while articulating the complexities of adult relationships. Whether she likes it or not, we’ve grown up together—and after all of the years I still turn to her to sing me to sleep at night.
I’m going to share with you a formula created by Dr. Todd Jones that explains what makes good art and literature. Jones is a celebrated philosophy professor with a significant background in anthropology.
Jones’s BeDE Theory of Art Criticism:
Art or literature’s only function—the only thing it is good at doing—is creating beliefs, desires, and emotions (or BeDE for short). Art fails at doing anything and everything else.
The BeDE theory is designed to tell you which works of art are comparatively better than other works of art in its class, based on how well it performs its function of creating beliefs, desires, and emotions within its audience.
What makes something “art” is a social fact—such as the concept of money or Tuesday. Society agrees that “x” is art, and therefore it becomes art.
I’m don’t know what Three Fourths Home was supposed to be, but it definitely shouldn’t have been a video game. There was nothing about this story that warranted it being played or visualized in this medium. The graphical element of a car driving through cornfields added nothing to the story, the controls and playability added no feeling or connection with the characters—if anything these components distracted from the plot and created a barrier between the “player” and what the story was trying to convey. To me, this story could have easily been a novel or perhaps a film—as a video game it was a frustrating and underwhelming experience.
Yeah, he might be a little self-indulgent—I assume he has orange skin and sweet comb-over—but that’s okay because he speaks for us common folk. He waves a big banner of common sense and God, and as long as I can keep my guns, I’ll vote for him as my favorite modern philosopher.
“It’s gonna be huge,” I envision Georgie B trying to explain himself to a confused reporter. “What I make public here has, after a long and scrupulous inquiry, seemed to me evidently true and not unuseful to be known—particularly to those who are tainted with skepticism or want a demonstration of the existence and immateriality of God or the natural immortality of the soul” (438). Yeehaw—I like the sounds of that campaign promise! Let’s see if he can build that wall.
The story takes place in a struggling fishing village in the Pacific Northwest; a setting that plays seamlessly with hipster-savvy characters and strong female leads. You take control of our budding photographer protagonist, Max, on her 18th birthday as she’s recently enrolled in prestigious art-driven boarding school for gifted students. In the opening scene she has a crazy premonition and discovers that she has ability to control—reverse—time. It’s awesome. It’s every indie stereotype personified in a cataclysm of so much sugary-pop goodness that it hurts your teeth and rots your mind—only to later sideswipe you with depth and soul.