This Is The Order: A review

A few months ago, I received a black, A4 plastic envelope through the post. The envelope was heavy and looked quite ominous. You don’t get black plastic envelopes through the post every day.

This Is The Order
This Is The Order

Inside was a magazine. A magazine that was rather thick and could quite easily pass as a softbacked book. This Is The Order. Issue 03.

For a few minutes I wondered why I had received this book. The quality of its design proved that it wasn’t just a random mailshot. And then, having taken a look at the following pages, I realised it was from the makers of Relentless. Yes, the energy drink. I remembered that I had signed up for something on their website months previously about receiving a magazine. I expected a few pages of token information about their products with some half hearted stories about something to do with energy. I was quite clearly mistaken.

The front cover itself was enough to pique my interest.

Raised bars on the cover help provide a tactile feel.
Raised bars on the cover help provide a tactile feel.

As the introduction on the first page explained, this issue was all about sound and to promote that, their cover employed a series of raised bars that, when someone ran their fingernail over them, produced a sound that reflected a different music beat.

Each column of bars represents a different beat.
Each column of bars represents a different beat.

I can’t say that the bars truly reflected any sort of beat you’d hear with actual musical instruments, but certainly the experiment and the implementation of the cover made me smile and made me explore the magazine further.

As mentioned, the first page details the front cover, while on the opposite page, there is a fantastic illustration, complete with gold overlays.

Fantastically detailed illustration. One of the first things you see when you open the magazine.
Fantastically detailed illustration. One of the first things you see when you open the magazine.

Relentless’s style is one of exaggeration. On all of their marketing materials and indeed on their drinks cans themselves, it’s always designed with a sense of “You are everything. This is amazing. We are beautiful”. I’ve never really been able to tell if it’s tongue in cheek or not. Whether they’re serious about or not, the design and tone of voice they employ is fantastic and I’ve always been a fan of it.

Throughout the rest of the magazine, the design changes according to whatever is being discussed on that page. It doesn’t feel like the magazine has an overall style, but rather, has many styles suited to the content on that page. Usually, I hate this because it makes everything feel disjointed, but when the magazine is all about freedom and expression, I can understand how and why it works here.

Another great piece of artwork, this time 3D.
Another great piece of artwork, this time 3D.

Nowhere in this magazine is Relentless mentioned. In fact, the only way you can tell this is produced by them is their trademark serif typography and overexaggerated style. Nowhere in this magazine do they refer to anything product-related or anything that gives you a sense that they’re trying to shift a few units of their products. Instead, the magazine focuses solely on what their product is meant to stand for.

Digression

Businesses seem much more open to doing this in the last few years with the likes of Nike now a lifestyle, not a brand. My favourite example of this sort of “values before product” advertising was earlier this year in the form of a short film by Spike Jonze, funded by Absolut Vodka entitled I’m Here. At the heart of it, it is a simple story about what you will do for someone you love more than anything. It doesn’t promote Absolut or feature the product. The only place you’re likely to find any sort of branding is a small footnote at the bottom of the film’s website.

At 30 minutes long and with a top director, this isn’t just a quickly whipped together production to cash in and sell some vodka. While Jonze can be credited with actually making the film look as it does, Absolut can be credited with wanting to spend such a large amount of cash on something that doesn’t tell people to buy their product. Instead, it tells people to buy their lifestyle. Their values. In other words, you don’t need to tell someone to buy x product. If you can get them to believe in your values, they will always choose your product over another.

End digression

Promotion for "Lives of the artists"
Promotion for "Lives of the artists"

Throughout the magazine, their are double page spreads promoting “Lives of the Artists”, a documentary produced for Relentless about people with a creative passion. The shots they use to promote the documentary are fantastic.

With the full page photos and designs comes the smaller, less often noticed page devices. Like the larger pieces of design throughout the magazine, these smaller pieces seem well thought out and really add to the overall experience of reading the magazine.

Small page devices help make the magazine stand out more.
Small page devices help make the magazine stand out more.

The same can be said of some of the typography used throughout the magazine, with its less often used ligatures.

Rarer ligatures in use.
Rarer ligatures in use.

My favourite page in the book is towards the middle. While the preceeding page is an article, the page after is a fantastic double page spread of an amazing ceiling. Because its full page with full page, you can really appreciate the beauty of the ceiling.

My favourite page.
My favourite page.

As mentioned, the magazine does a really great job of presenting information in a readable, but visually appealing way, using extra background textures and details to frame the content.

Information is laid out legibly and still manages to be visually interesting.
Information is laid out legibly and still manages to be visually interesting.
Visually appealing without the need for paragraphs of text.
Visually appealing without the need for paragraphs of text.

The emphasis on exploration of sound is found on one of the later pages in the magazine, which attempts to map London by how quiet a certain area is.

The silent map of London.
The silent map of London.

Additionally, there’s also pages which try to visualise sounds in different ways.

Visualisations of sound.
Visualisations of sound.
Visualisations of sound.
Visualisations of sound.

The last few pages of the magazine are dedicated to a short comic, beautifully drawn, that details the story of Paganini, a violinist. It’s a really nice way to end the magazine and it feels as if it’s been thoughtfully added, rather than tacked on at the last moment.

The Paganini comic spans the last few pages of the magazine.
The Paganini comic spans the last few pages of the magazine.

IMG_7904

The last frame, on the last page of This Is The Order.
The last frame, on the last page of This Is The Order.

This is the Order is a fantastic magazine, one which certainly caught me by surprise. I’m looking forward to receiving the next issue.

Up and running

To get this blog up and running and provide some interesting reading while I’m still in the stages of getting things sorted out, I’ve posted five mini articles on the power of sound in visual media. I’m not a sound engineer of any sort, but I’ve always loved soundtracks and sound effects. The articles I’ve written about are of particular interest to me, especially the stunning Batman Begins soundtrack, created by Hans Zimmer. Just one of his many soundtracks, of course.

I’ll be talking about a range of things in my blog, most of them design-related, but other stuff too. I’m not quite sure what yet, though.

If you’ve come to my blog via my website, The Work Of, then thank you for taking the time to look at my work and thank you for also taking a further interest in what I have to say about a whole host of things. If you’ve come to my blog from simply browsing the web, welcome to you too. Please read my About Me for a bit more info on who I am.

Enjoy.

Pong & (Lack of) Sound

One of the first videogames to be released to the public was Pong, a very simplistic version of table tennis. Produced by Atari and released in arcades in 1972, it was a first generation video game that also became one of the most popular of all time. First generation games were produced from 1972-1977, while today’s video games are considered to be seventh generation.

Al Alcorn, one of Atari’s first employees, was the engineer who constructed the first Pong arcade game. The game was named after the desired sound that Bushnell wanted incorporated in the game. The dictionary defines “pong” as a hollow, ringing sound, and this was the sound Bushnell felt was necessary in the game. (A Brief History of Video Games)

Pong would not be the same without the noise that accompanies it. It is perhaps more famous because it’s the only sound in the game. Scott Cohen, author of “Zap! The Rise and Fall of Atari” explains how this helped make the game more popular:

One of the regulars approached the Pong game inquisitively and studied the ball bouncing silently around the screen as if in a vacuum. A friend joined him. The instructions said: ‘Avoid missing ball for high score.’ One of [them] inserted a quarter. There was a beep. The game had begun…There was a beautifully resonant “pong” sound, and the ball bounced back to the other side of the screen…Seven quarters later they were having extended volleys, and the constant pong noise was attracting the curiosity of others at the bar. Before closing, everybody in the bar had played the game… Cohen, R. (1984) Zap: The Rise and Fall of Atari. Xlibris Corporation.

This single noise gave players an audible aid as to what was going on onscreen. Without this noise, there would be a vacuum, as Cohen writes. The sound adds a level of interaction that visuals alone cannot. It makes each hit of the ball feel more real. Although the visuals were nothing more than white blocks on a black screen, by adding a single sound, the overall dynamics are changed. The blocks are suddenly sturdier, with weight and depth. With this one sound, a user is able to create something in their mind that isn’t shown on screen, but is explicity implied via the sound. From here, it is easy to see how sound in video games progressed through to modern day games.