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Spokane, Washington  Est. May 19, 1883

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A&E >  Art

Wordle fan? The National Gallery of Art has launched a copycat

Summer Brennan can recognize a Vincent van Gogh painting by its wispy, vibrant brushstrokes. A series of loopy spirals or spindly legs? That's probably Louise Bourgeois.But after a few days of playing "Artle," Brennan, a writer based in Paris, began to notice some holes in her art knowledge. For 30 years, she has indulged her love of visual arts by visiting galleries, reading books and attending shows. So when she couldn't identify a piece by French photographer Eugène Atget, it felt like an embarrassing lapse."It does give you some self-awareness when you realize that all the artists you know right away are like White 19th-century artists, that maybe it's time to expand some of your art appreciation," Brennan said.One of the latest "Wordle" copycats challenges players not with letters, but with images plucked from the National Gallery of Art. The popular daily word game, which was purchased by the New York Times for seven figures in January, has sparked dozens of spinoffs: "Squabble" (a Wordle battle royal), "Herdle" (for the musically minded), and even "Lewdle" (for profanity experts)."Artle" begins by showing players a piece of art - a painting, photograph or sculpture - from the National Gallery of Art's 150,000-piece collection, including whimsical paintings by Georgia O'Keeffe and somber Roy DeCarava photographs. Players have four chances to guess the artist. Unlike "Wordle," there are no hints, although the art becomes progressively easier to identify as players strike out. Players can then share their results with friends through text messages or on social media.Mary Gregory, an art critic based in New York, began playing "Artle" as soon as it launched last monthand it's now become a ritual. Every day, Gregory and her husband return to the gallery's "Artle" website to test their art aptitude and extend their untouched winning streak."It's fun. It's a little challenge. And, you know what? If you get it wrong at the end, they tell you who it was," she said. "These are in the collection of the National Gallery, and the National Gallery belongs to everybody."Steven Garbarino, a product manager at the gallery, began developing the game after noticing that people were searching for "Art Wordle" online but that no such game existed. It was the worst possible time. In late March, the museum's staff was busy with "Afro-Atlantic Histories," the gallery's largest exhibition since the start of the pandemic. Garbarino worried that launching a gaming app would be seen as a distraction.To his surprise, National Gallery of Art Director Kaywin Feldman quickly jumped on board. It took little more than a month to build the game, and it quickly began attracting an audience, with players in nearly every country. It has been played more than 1 million times and has 30,000 daily players. The game has increased traffic to the museum's website by 125 percent."You can catch a little bit of lightning in a bottle and see cascading results," Garbarino said. "We don't have to spend 12 months developing a huge strategy and positioning plan. We can build something small [like 'Artle'] that engages the audience."Projects such as "Artle" reflect a new vision for the National Gallery of Art: a desire to quickly reach new, more diverse audiences. Since being named director in 2019, Feldman has updated the museum's mission statement and priorities. The product management team, which developed the game, has doubled in size, including adding more software engineers and digital consultants under Feldman's leadership. "The bulk of our funding comes from the American taxpayers, so we owe it to them to give them the greatest art experience they can have. And the nation is a very diverse place. We want to focus on the great richness of the diversity of the American people and better reflect the nation," Feldman said in an interview with Washingtonian last year.The team worked closely with the gallery's education department to choose a mix of famous, easily identifiable art and more obscure pieces. Within the game, for example, Georgia O'Keeffe paintings are considered easy to identify, while those by James McNeill Whistler are a little more difficult. Meanwhile, a piece by Elizabeth Catlett, a Black sculptor and graphic artist, is considered difficult to pick out.The gallery wants the artists displayed in the game to reflect a diversity of races and gender, Garbarino said. "Often some of the lowest success rates are on artists of diverse backgrounds, artists of color or women artists," he said.It's a challenge. Of the 157,553 objects in the gallery's collection, only 2.3 percent are by non-White artists, and 8.1 percent are by female artists. In the first 45 days of "Artle," 17.8 percent of the objects used in the game were by non-White artists and 22.2 percent were by female artists."It's a fine balance between bringing up artists that we think should be having a higher priority among the public while maintaining that ease of introduction to the game," Garbarino said. "If it happens to be two days in a row where it's a dead White man and someone is like, 'Hey, every time I come here, it's only a dead White man.' It's like, no, if you look at the broad spectrum of all the artists, it's much more diverse. But it's difficult to communicate that in one day."The well of famous artists will soon run dry, Garbarino said, and "Artle" will have to begin repeating artists or introducing its players to more unfamiliar names.That could drive away players like Brennan's husband who, she said, calls "Artle" "torture" and often simply offers Picasso as the answer to every image to end the game quickly.It turns out "Artle" may not be for everyone.
A&E >  Books

Book review: In Gabrielle Zevin’s novel, two video game designers chase love IRL

Tomorrow, and Tomorrow, and TomorrowBy Gabrielle ZevinKnopf. 416 pp. $28- - -If you haven't jumped over a barrel since "Donkey Kong," you may be reluctant to read Gabrielle Zevin's immersive new novel about video game designers. But don't worry, you don't have to wear a VR headset to experience "Tomorrow, and Tomorrow, and Tomorrow." It's not a novelization of "Tron" or a homage to "Ready Player One." You're welcome on this journey whether the Oregon Trail makes you think of Francis Parkman's memoir or your brother's Commodore 64.I feel confident making such a promise because "Tomorrow, and Tomorrow, and Tomorrow" is actually a novel about friendship - particularly that rare, miraculous friend who may drift away for long stretches of time but always rises again with the vigor of Sonic the Hedgehog.PRESS PLAY: The story begins at the end of the 20th century as Americans fret about Y2K and squint expectantly at MagicEye posters. Two college students - Sam Mazer (Harvard) and Sadie Green (MIT) - bump into each other in Cambridge. They haven't seen each other since they were kids in the hospital. Back in that previous life, Sam was recovering from a grievous car accident that crushed his foot, and Sadie was visiting her sister being treated for cancer. With loads of time on their hands, the two preteens bonded over Super Mario Bros., but then they fell out over a painful misunderstanding. (Even Sadie's computer-program apology written in 15 lines of BASIC code wasn't enough to gain Sam's forgiveness.)Over the intervening years, Sadie's interest in gaming has grown more intense, and by the time she gets to MIT, she's one of the few women in the field - a position that becomes an increasingly interesting theme in "Tomorrow." Before long, Sadie attracts the attention of a lecherous professor who's like "the American boy wonders who'd programmed and designed Commander Keen and Doom." He admires Sadie's prototype for an extremely problematic game called "Solution" about a Nazi widget factory. Her program is designed so that the more knowledge players gain, the fewer widgets they can produce, while the more they turn a blind eye, the more successful they become. "Everyone loses," Sadie explains. "The game's about being complicit."Such moral complexity is a hallmark of "Tomorrow, and Tomorrow, and Tomorrow," which takes its title from Shakespeare, not Nintendo. But even while alluding to that anguished soliloquy about the brevity and meaninglessness of life, Zevin has her hand on the joystick. In a moment, she flips Macbeth's lament into a countervailing celebration of the endless possibilities of rebirth and renewal, the chance to play again tomorrow and tomorrow and tomorrow. "What, after all," Zevin asks, "is a video game's subtextual preoccupation if not the erasure of mortality?"The novel's first demonstration of that possibility is Sadie's chance to revive her ruined friendship with Sam now that they're both college students. Over a copy of Richard Powers's novel "Galatea 2.2," the two estranged teens finally make up. "Promise me you'll always forgive me, and I promise I'll always forgive you," Sadie says. And with an aura of prophecy, Sam says, "I see a future where we make fantastic games together."The tone here is decidedly romantic. "The way he saw it, he would be proposing to Sadie," Zevin writes. "He would be getting down on one knee and saying, 'Will you work with me?'" But this is not really a workplace romance; it's a novel about the romance of work. Although Sam and Sadie love each other, they are never simultaneously in love with each other. And that's clearly the point: Zevin is interested in portraying a creative partnership as intense as a marriage and as fraught as a marriage, but restricted to the conference room instead of a bedroom. And after all, what's more extraordinary IRL? "Lovers are common," Sadie realizes. "But true collaborators in this life are rare."In the story that develops, Sam and Sadie become legendary founders of a company called Unfair Games, and questions about the fairness or unfairness of who gets the credit, who bears the responsibility and who makes the final decisions continue to churn off-screen as their many fans keep clamoring for more, more, more. Sam and Sadie's history and their long working relationship provide Zevin with lots of room to explore the knotty issues that arise. "For Sam, greatness meant popular. For Sadie, art." But add to that other differences, such as Sam's status as an Asian American, the effects of his physical disability or a hundred other permutations, and you've got an endlessly fascinating MMORPG.Zevin provides alluring descriptions of the products that Unfair Games creates, and she includes just enough technical detail to make us feel as if we may understand what a graphics engine does, but she rarely exploits the gaming structure much in this conventionally told novel. That stylistic and formal restraint makes a pair of pivotal chapters stand out even more dramatically. Fairly late in the book, for instance, there's a live-action scene written in the second person, present tense that's a tour de force. Echoing the structure of a shooter game, this chapter is also improbably among the novel's most affecting sections, a moving demonstration of the blended power of fiction and gaming.In her acknowledgments, Zevin describes herself as "a lifelong gamer." That level of experience could very well have produced a story of hermetically sealed nostalgia impenetrable to anyone who doesn't still own a copy of "Space Invaders." But instead, she's written a novel that draws any curious reader into the pioneering days of a vast entertainment industry too often scorned by bookworms. And with the depth and sensitivity of a fine fiction writer, she argues for the abiding appeal of the flickering screen. "No matter how bad the world gets, there will always be players," Zevin writes. "Maybe it was the willingness to play that kept one from despair."- - -Ron Charles reviews books and writes the Book Club newsletter for The Washington Post.
A&E >  Entertainment

Norah Jones’ 2002 debut album won 6 Grammys and sold 27 million copies: ‘It was a whirlwind!’ she recalls

SAN DIEGO — Norah Jones vividly recalls the long walk she took in New York City on Feb. 24, 2003. It was the day after her chart-topping debut album, "Come Away With Me," earned her six Grammy Awards — including Album of the Year, Record of the Year and Best New Artist — during a telecast that drew nearly 30 million viewers in the U.S. alone. But what made the then-23-year-old ...
A&E >  Entertainment

Moses Ingram’s Reva is a big step forward for Black ‘Star Wars’ characters

(EDITORS: Contains spoilers for "Obi-Wan Kenobi.")- - -It turns out being Black a long time ago in a galaxy far, far away can be just as stressful as it is here in the Milky Way.The return of Darth Vader and Obi-Wan Kenobi, a momentous occasion of geektacular anticipation for fans, has been marred by the vitriol of online racist taunts.Moses Ingram, who stars as Reva the Third Sister in Disney Plus's "Obi-Wan Kenobi" series, revealed through social media back in May that she received hundreds of hateful and racist messages after her ascension to canon in one of pop culture's biggest sci-fi playgrounds.There were threats. She was called a diversity hire. It was ugly.The response from "Star Wars" was swift. Official social media accounts posted support of Ingram and denouncement of the messages, and called for patience to let the story of Reva unfold. Titular star Ewan McGregor posted a video of support for Ingram - and you know how ugly things are getting when the star of the show has to more or less say "Don't be racist" before it barely has a chance to begin.Fans of color, like me, can't help but feel upset over the repetitiveness of such attacks. Kelly Marie Tran couldn't escape them in the last theatrical trilogy.This is what Mace Windu had his arm sliced off for? We can do better, people.Black actors and other actors of color have always been a part of the "Star Wars" universe. Has it been perfect? No. But after some blunders, and after the racist attacks, Ingram's central role over the six-episode series, which drops its finale Wednesday, has been the best kind of progress a fan of color could ask for. Once a lightsaber is in your hands, things get serious."Star Wars" has been plenty Black for a minute now - from the soulful swag of Billy Dee Williams as Lando Calrissian in the original trilogy to the intimidating presence of Samuel L. Jackson's Jedi Master Windu and his cooler-than-yours purple lightsaber in the prequels.Are people's ears deceiving them? Because the last time I checked, the creative nucleus of the "Star Wars" universe is Darth Vader. His humble beginnings. His legendary Jedi status. And his eventual fall to the Dark Side. But the man within the black machine is nothing without the Black voice that gives him his true power. It could be argued that the vocal talent of James Earl Jones is the most important force in the entire "Star Wars" universe - and just as integral in this new "Obi-Wan Kenobi" series as it was back in the 1970s and '80s. No one delivers paternity results like Jones can. Not even Maury Povich.Puerto Ricans have made their presence known in live-action and animated "Star Wars" worlds. Jimmy Smits is one of the most important dads in the galaxy as Princess Leia's adoptive father Bail Organa in the prequels and "Obi-Wan Kenobi." Freddie Prinze Jr. voiced Jedi Kanan Jarrus on the animated ""Star Wars" Rebels," and Rosario Dawson (who has tweeted that she is "half Puerto Rican/Afro Cuban & half Irish/Native Indian") is playing Ahsoka Tano in "The Mandalorian" and set to star in her own series soon.It could be argued that the future of "Star Wars" is very much Latino. Just look at the recent Vanity Fair cover that featured McGregor, Dawson, Pedro Pascal (Chilean) and pending "Andor" star Diego Luna (Mexican).And let's not forget Temuera Morrison. The Indigenous New Zealander played Jango Fett and every clone trooper in the prequels and recently starred as Boba Fett in his own series.But "Star Wars" made some missteps when it came to Black talent. John Boyega was a stormtrooper janitor and part of a cruel play-action fake in trailers that made it seem like he was the next big Jedi in the franchise. The grace, beauty and skill of Academy Award-winning actress Lupita Nyong'o was tossed aside, and she got only a voice-over role of a CGI character. Jackson's cool Jedi vibes were short-lived - he was Darth Vader fodder by "Episode III: Revenge of the Sith."Now, in this Obi-Wan series, Reva has a beautifully woven origin story that appears to be trying to make up for those missteps. She was a child training to be a Jedi who witnessed Anakin Skywalker fall to the Dark Side and kill younglings like herself. So she hates Anakin, but she also hates Obi-Wan for not protecting everyone from the rage of his once star pupil. That's what makes her so compelling as she's gone rogue - it's impossible to see which side, if any, she is leaning toward.This is the type of depth most Black characters in the "Star Wars" universe haven't been afforded in the past. Reva as a child is the first face we see on camera in "Obi-Wan Kenobi" - a hint to her relevance in a show that many thought would be just the ultimate galactic rematch between master and student. We later see her grow into a hate-filled, vengeance-hunting tool of an evil empire, and we've got one episode left to see whether she will seek redemption and return to the light side of the Force. The franchise's errors of the past sting a little less when a character like Reva is allowed to live, breathe, make mistakes and atone.The future of "Star Wars", which now looks as bright as it has ever been, under the direction of Jon Favreau and Dave Filoni, is just as much about the creation of new characters as it is holding on to the past. That's how we ended up with new icons such as the Mandalorian and Grogu. And now Reva can be added to that list.A Black woman's revenge against Darth Vader just might be my favorite Star War ever. And I've been in this fandom for decades. It's crazy how something can make you feel when you can see yourself front and center and not cast off to the side.Reva could die the hero or the villain in the "Obi-Wan Kenobi" finale. Or she could live to see another day and show up on another series. If the latter happens, Lucasfilm will have to hope returning is something Ingram would even consider given what she's been through.No matter Ingram's "Star Wars" future, Reva's tale mattered. And the "Star Wars" universe is better because of it.
A&E >  Entertainment

Job shifts: Valley museum hosts Smithsonian traveling exhibit ‘The Way We Worked’

At the Spokane Valley Heritage Museum through Aug. 20, a Smithsonian Institution traveling exhibit called "The Way We Worked” covers the diverse evolution of employment in the U.S., from agriculture and factories to a range of jobs boosted by flight and space missions. It explores racial inequality and early child labor practices.The museum also has created companion displays on regional employers.