Guest Star Category
The Fine Art of Dreamthieving

Michael Moorcock’s latest, and
last, fantasy trilogy winds different strands of his fiction together intointertwining, virtually meta-fictional narratives reflecting on mythic and heroic archetypes and the power of stories to create new realities.
If you like Moorcock, you will enjoy these books.
If you don’t like Moorcock, they probably won’t change your mind.
And if you’ve never read Moorcock, these could be a magnificent introduction to his writing or they could completely turn you off; maybe both.
Either way, they are heady stuff.
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Why Aren't You Dead Yet?
Just how many times do I have to kill this
guy? It’s a question I’ve certainly asked myself
while playing various games, along with Why aren’t you dead yet? and How
many damn heads does it have anyway? Everybody’s version of tedium is different,
but endlessly dodging around waiting for some gargantuan horror to blink so I
can poke it precisely in the left eye 11 times definitely makes my list. But a
game where you have to walk down the hall to the kitchen, get some matches,
walk back up the hall, take out several candles, light them, and close the
curtains before some creepy old woman will tell you what the hell is going on?
Apparently that appeals to me.
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What's the Matter with Runescape?

I recently had a conversation with my ten year-old son that I had been longing to have since before he was born, since before I was even sure I really wanted to have kids. We were well into the eleventh hour of a game of Risk that had seen the empires of my wife and seven year-old come and go when my elder boy said the words that not only made me proud, but assured me that he would grow into a fine young man, that my work as a father was practically complete and a resounding success: “You know what I don’t like about RuneScape?”
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Would You Let Your Daughter Marry Godzilla?

When Godzilla first waded out of the ocean to trample Odo Island in 1954, he was a monster for the times, serious as radiation poisoning. Japan was still rebuilding in the wake of WWII. Wartime traumas were still fresh. The bombings of Hiroshima and Nagasaki were only nine years past, and there was a new social class in Japan: the hibakusha.
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Games Through a Comix Lens
The book Understanding Comics, published in 1993, was comic writer and artist Scott McCloud’s attempt to deconstruct, demystify, and lay out the magic of the sequential art form. Written in the form of a comic itself, it was one mechanism by which comics rose from the shadows of culture to become a more accepted art form.
What McCloud didn’t anticipate was that video-game developers would adopt Understanding Comics as an instruction manual for their industry.
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Hopped Up on Speedrunning

Shortly after 2 pm on the afternoon of May 18th, 2005, Brandon Erickson stepped
back from
the
Star Wars arcade cabinet he'd been playing continuously, with no deaths,
extra credits, or nap breaks, for the past 54 hours, having failed to break the
Twin Galaxies record of three hundred
million points in 49 hours established 21 years earlier by one Robert Mruczek.
Perhaps these records of scale are best left in the distant past: all the
golden age games had to offer a master player, after all, was more, more, more
of the same. Let marathon play sessions in pursuit of the biggest score be
consigned to the ashbin of the '80s along with the big cars, big hair, and
shoulder pads in power suits; the fashion of our times dictates that minimalism
is the new bombast.
One thing game-players in 1993 were not wondering was how quickly they could
blast through DooM -- no, they lingered over every atmospherically-flickering
alcove, marveling at its unprecedented immersiveness. It was not until its
maps had been fully savoured that they would raise the bar, culminating in a
powerhouse drive to excel and trump their friends' achievements under curious
self-imposed limitations by doing the same, only faster.
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Down and Out in the Mushroom Kingdom
Urban outdoorsmen rejoice! No longer must your vocation go overlooked in favour of the glamorous professions of Space Ranger, Secret Agent, Ace Pilot, and Ultimate Fighting Champion: 2006 saw the high-profile self-proclaimed first video game ever to be released featuring a homeless person as its protagonist -- American McGee's "Bad Day L.A." Its premise is that a series of catastrophes befall the metropolis -- and when the infrastructure of society crumbles away, who would be in a better position to thrive than the resident indigents?
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I Am A MechWarrior
"...if Brian is watching the movie Babe, we don't say, 'Brian is a pig.'"
--Jesper Juul, "Introduction to Game Time"
~~~
I am a MechWarrior. I am a soldier on Halo. But I am not Lara Croft, although Tomb Raider is my favourite game.
Since my hand-me-down PS2 died years ago I haven't been playing games, but recently my friend Jim gave me his Xbox, and a copy of MechAssault and I liked it immediately. Tramping around inside my giant robot made me feel like a kid again. For an unskilled casual gamer like me the learning curve was nice and shallow. I was able to get gratification early by blowing up helicopters and taking out communication towers with generous graphic explosion rewards. In MechAssault, when you knock things down they go "boom." It's as satisfying as kicking apart your little brother's sand castle.
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Godzilla vs MechaRealism
A while ago I watched some Godzilla movies with some people who don't exactly appreciate the aesthetics of suitmation / kigurumi, or, in less technical language, a guy in a rubber suit. One of the things I like best about Godzilla movies is that as soon as I glimpse Godzilla rising from the depths or appearing behind the mountains, I'm forced to suspend my disbelief.
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The Dead Body Politic
The adage has it that truth is stranger than fiction. I swear that's true in Mexico. One of my favourite writers, hardboiled crime novelist Paco Ignacio Taibo II, has to struggle to keep up with the absurd plot of his beloved nation. Although Taibo is a fine writer, I come to him more for his cynical but humanist view of Mexican society, which lends itself perfectly to the private eye genre.
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A Hero's Return

Some may regard the birth of the superhero as June, 1938 with
Action Comics #1. But while the fantastic popularity of the Man of Steel did have a profound effect on how "Hero" stories were told ever after, there were supermen already at work, protecting the dark alleys and gas-lit streets of Depression-era America with pre-comics-code rough justice. Doc Savage, The Spider, The Avenger, Operator #5 -- each patrolled the coarse-paper world of the Pulp Magazine. Each brought their own brand of law to the lawless, often with a .45 barking in each clenched fist. And perhaps the greatest of them all was The Shadow.
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Catwoman: Silicon-Injected
In 2001, Catwoman was everything I ever wanted in a comic. I admit I was a sucker for her new look. A woman's stompy black boots are her pride and Catwoman's boots were stompy, black and flat after years of thigh high Pretty Woman stilettos. Not to mention that zippers with rings, black leather, kitty ears and experimental night vision goggles are just cool, way cooler than purple latex. The art by Darwyn Cooke, Cameron Stewart and Mike Allred was loose, expressive and playful. Ed Brubaker's writing was hardboiled, but took after Raymond Chandler's fragile and battered humanism rather than Dashiell Hammett's breezy amorality.
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An Adept Adaptation
A Disease of Language (Knockabout - Palmano Bennett, 2005) reads like Alan Moore's application for the position of Official Ambassador to the Far Flung Realms of The Conscious Psychedelic Multiverse of Probability. And at the end of it, one is left with the distinct feeling that Moore is a very strong candidate for the position.
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The CanConspiracy
Ancient castle ruins on North American soil, secret societies scuttling Atlantic exploration, and a grail tradition in Canada stretching back seven centuries? Canada is at the heart of a North American grail conspiracy. Or so says Michael Bradley, author of the popular Holy Grail across the Atlantic: The Secret History of Canadian Discovery and Exploration (1989) and in two recently published sequels. Bradley draws heavily on the work of alleged experts who claim that the Grail—or San Graal—is not just a chalice or cup but a family lineage, a dynasty, protected for centuries and traced back to the tribes of Benjamin or the children of Jesus. He carries the reader from a now-familiar account of European Grail tradition, to our own purported entry into the mystery: the alleged founding of a New World royal refuge in Nova Scotia in 1244. Whether you are a cynical skeptic, railing against leaps of logic and lack of solid historical research, or you are a fan of grand conspiracies, Bradley offers a strangely compelling anti-establishment history lesson that alleges Grail followers founded a clandestine royal refuge in Nova Scotia in 1244, Samuel de Champlain was a Grail secret agent, and finally Tommy Douglas should be recast as our uncrowned once-and-future king.
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Happy Bloody Holidays
True crime isn't new. It wasn't invented by Truman Capote for In Cold Blood, although Capote certainly raised the bar for many crime writers. True crime has evolved from 19th century police procedural nonfiction, popularized in weekly journals like the Police Gazette, and later in crime pulps of the 1930s and 1940s which depicted the glamorized lives of contemporary criminals. True crime books, like popular mysteries, combine page-turning depictions of violence, the tribulations of a fictional or real investigator on a case, and obsessive rants on the nature of human evil. What better antidote to excessive family cheer than wondering if the relative you're passing the Christmas turkey to is actually a serial killer?
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From the Mouths of Babes
Almost as if Mitch knew what would follow, she held the top of the sheet back while Leda moved down and lightly kissed Mitch's breasts. A soft sigh broke free from Mitch's throat and evolved into a plaintive cry. Leda pulled herself up and her lips found Mitch's and crushed them, burning and moist.
"Mitch." Leda whispered, and they held each other fast and hard. "Mitch."
--From Vin Packer's Spring Fire (1952)
Everything I've learned, I've learned from lesbian pulp novels.
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Author abducted by Aliens!
Aliens rarely abduct the authors of mass-marketed paperbacks. Once in a while, though, a writer drives along an Interstate highway or recklessly vacations in a remote mountain cabin. Whitley Strieber, the author of The Hunger and most-recently co-author of The Day after Tomorrow, was one of the first to capitalize on the alien abduction memoir to create his bestseller Communion: A True Story (1987). Before Communion, abduction stories were most often offered to readers in surprisingly banal transcribed interviews of abductees, usually sandwiched between "eye-witness" sketches of insectoid aliens and blurry photographs of saucer ships. In the 1980s, Strieber distorted the genre's themes to pen his self-declared autobiography as an American survivor traumatized by alien kidnappings, involuntary medical experiments, and memory tampering.
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Romance Done Right
This week's piece on a maligned artform is by Chris Szego.
I read, on average, ten books a week. Seriously. In fact, I consider reading a physiological necessity like sleep, or chocolate: you can skimp on the proper amount for a while, but sooner or later, you have to get enough, and in the meantime, you're irritable and a little crazy. I own far too many books to keep them in the same building, let alone the same rooms. But no matter where I live, there's one book that's always on my shelf.
Most of us have one, a story we know by heart. A truly beloved book, the one that comes down from the shelf when life is tense and frustrating and we require a little something extra to get through the toughest bit. Mine is an old, battered ex-library copy of Eva Ibbotson's gorgeous romance novel, Magic Flutes. It's about music, family, love, and home, and was so beautifully written that I took German, so as better to understand Mozart's opera.
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