All posts tagged things

  • Rolling Stone album review: Eddy Current Suppression Ring – ‘So Many Things’, December 2011

    A short album review, published in the December 2011 issue of Rolling Stone.

    Eddy Current Suppression Ring 
    So Many Things (Fuse)

    Garage rockers collect odds and sods in one place

    A collection of this Melbourne band’s out-of-print singles and other rarities, So Many Things is a fine starting point for those who haven’t yet been charmed by Eddy Current’s addictive garage punk rock. Most of the 22 tracks here are so rare they’ll be new to most ears: gritty slow-burner “Demon’s Demands” might be the best ECSR track you’ve never heard; the title track is a hilarious rant about a failed relationship, while “Hey Mum” is a touching tribute to the singer’s mother set against characteristically trebley guitar tones. When they’re on, ECSR are among the best rock bands in Australia.

    Andrew McMillen

    Key tracks: “Demon’s Demands” [embedded below], “Precious Rose”, “You Let Me Be Honest With You”

  • Mess+Noise ‘icons’ interview: Mick Turner of Dirty Three, December 2010

    A two-part interview for the Mess+Noise ‘icons’ series. Excerpt below.

    Mick Turner: ‘Icons’ interview

    In the first installment of a two-part interview, ANDREW MCMILLEN talks to Mick Turner about his early days with the Moodists and Venom P Stinger, his distinctive style of playing and how his life changed when he joined the Dirty Three.

    Mick Turner’s shadow looms large over the Australian musical landscape, not just due to his considerable height but also through his distinctive six-string contributions over the past 30-odd years to acts as diverse as Dirty Three, Venom P. Stinger, The Moodists and The Sick Things, not to mention the material released under his own name. Besides his music, Turner’s distinctive painting style has appeared on Dirty Three album covers and, more recently, hung on walls in public exhibitions.

    I caught up with Mick the day after a rare solo show at the Lofly Hangar in Brisbane in June, alongside collaborators Jeffrey Wegener and Ian Wadley. When I join him at Ric’s in the Fortitude Valley, he’s digging into spicy beef noodle salad and orange juice. I’m early, so while he eats, we discuss last night’s show, Australian politics (Julia Gillard had just become prime minister overnight, to national surprise) and sport (neither of us give much of a shit) before relocating next door to Kaliber, a quieter spot with a courtyard. Mick’s sinuses are playing up, but he stays and talks for an hour-and-a-half. Much like his guitar parts in the Dirty Three, however, it takes a while for him to warm up.

    A loose kind of style

    How do you feel about music this year, Mick? Are you still as excited about it as you were when you started?
    I am. I suppose it’s a constantly evolving kind of thing as an artist. My inspiration hasn’t stopped. I’m still trying to make that great record that I’ll probably never make.

    When did you first become interested in music? Did you play as a child?
    I inherited my brothers’ and sisters’ record collections. They were quite a bit older than me; when I was seven or eight-years-old, and I just became a very avid music fan very early on. I started teaching myself to play guitar when I was 13.

    Was there a point where you just decided to throw yourself into a career in music?
    I’ve had a couple of periods where music is all I’ve done for a living. One was early on with The Moodists. We went to live in England in 1983. That just happened because the offer was there. They asked me join at the time they were just about to go. I think I was on the dole. We scraped by for two years over there nearly starving but it was a lot of fun. I left The Moodists, after we returned to Australia in 1985. I kept playing music, but had started doing day jobs, of course. Then in 1993 Dirty Three started making more money than I was earning in my job – I had been working in the CSIRO library for quite a few years. I made an active decision to quit that work and just do music.

    You’ve been playing with Jim White for over 20 years. I’m interested to know what you see when you look across the kit at him while you’re playing music together.
    Jim’s a great player, he’s totally unique. I don’t know anyone who plays like him. He’s kept working at it determinedly for so long and he’s very on top of it now, and he’s got a very singular vision of where he’s going with his music. He’s very serious about it, but it’s great. I have a lot of admiration for Jim. He’s bit of a celebrity in NYC where he lives now, known as one of the world’s great drummers.

    For the full interview, visit Mess+Noise: part one, part two. Thanks to Mick for being a thoughtful and engaging interview subject.

  • IGN Australia story: ‘Krome Studios: Things Fall Apart’, November 2010

    My first feature for IGN Australia. Excerpt below.

    Krome Studios: Things Fall Apart

    It’s the question that’s been reverberating around the corridors of the Australian game industry for three weeks: what causes Australia’s largest video game development studio to close its doors? Andrew McMillen investigates, and discovers that Krome’s current situation isn’t as clear-cut as first reported.

    The Precursor

    “Too often, game companies can fall into a production line mentality, and I think that hurts the morale of the employees who are naturally creative people – and in turn the creativity of the company, as a whole.” –Ex-Krome Employee

    As the annual Game Connect Asia Pacific (GCAP) event drew to a close on Friday, October 15, the local games industry’s mood of inspiration, optimism and enthusiasm was given a brutal reality check via whisperings that Brisbane-based Krome Studios was shutting its doors. Word spread among the industry quickly, and reports began appearing on sites like Tsumea that the developer – established in 1999 – was conducting a round of staff lay-offs.

    Such events were not unfamiliar to the Australian gaming industry, as the studio had been through regular rounds of employee redundancy in parallel to a decrease in development contracts. At its peak in July 2009, Krome employed over 400 staff across studios in Brisbane, Melbourne and Adelaide; four months later, 60 staff were let go, followed by another 50 in April 2010, and then an estimated 100 in August, which brought Krome Studios Adelaide to an end. The company was co-founded in 1999 by CEO Robert Walsh, creative director Steve Stamatiadis, and design director John Passfield, who left Krome in 2005.

    Read the full story – which runs to three pages, and around 3,000 words – on IGN Australia.

    This is the biggest story I’ve written, both in length and in terms of its scope. For three weeks, the Australian gaming industry had been assuming that Krome was dead. I looked closer, and found something different.

    Thanks to the editors at IGN AU, Cam Shea and Narayan Pattison, for taking a chance on this story. As a sidenote, working with Cam on this story closed a nice little circle: as a teenager, I was a big fan of Hyper Magazine, which Cam edited between 2005 and 2007. Thanks also to the ex-Krome employees and gaming industry contacts I spoke with for this story, both on and off the record, as well as Krome CEO Robert Walsh.

    16 November edit: IGN have also published my full interview with Robert Walsh. Read it here.