"We are all in the gutter, but some of us..."
Taking Trash Seriously.
"...are looking at the stars."
-- Oscar Wilde
November 23, 2006
Price: Your 2¢

This site is updated Thursday afternoon with a new article about an artistic pursuit generally considered to be beneath consideration. James Schellenberg probes science-fiction, Carol Borden draws out the best in comics, Chris Szego dallies with romance and Ian Driscoll stares deeply into the screen. Click here for their bios and individual takes on the gutter.

While the writers have considerable enthusiasm for their subjects, they don't let it numb their critical faculties. Tossing away the shield of journalistic objectivity and refusing the shovel of fannish boosterism, they write in the hopes of starting honest and intelligent discussions about these oft-enjoyed but rarely examined artforms.


Recent Features


ROUND THE DECAY OF THAT COLOSSAL WRECK

Watchmen 80.jpgIn the run-up to, and wake of, the release of Watchmen, it has become common currency to say that adapting Zach Snyder, et al undertook a massive challenge in adapting Alan Moore and Dave Gibbons’ complex, sprawling medium- and genre-defining work for the screen.

But I’m going to suggest that they actually undertook an even more massive challenge: adapting Alan Moore and Dave Gibbons’ complex, sprawling medium- and genre-defining work for the screen - and completely missing its point.

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The Love Song of the Black Lagoon

Lagoon 2 80.jpgWe have lingered in the chambers of the sea
By gillmen wreathed with seaweed red and brown
Till human voices wake us, and we drown.
--sorta T.S. Eliot

Do you hear that? Off in the distance? A song too beautiful to be real but somehow... familiar? The song twines over the water, through the cattails and the woods, into the window, eighth notes swirling all around. The creature in the lagoon is singing. He's not dead after all and who are we to resist him and the “centuries of passion pent up in his savage heart?"

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Zahn's Star Wars; Or, Will This Death be Permanent?

coruscant-small.jpgA scrappy rebellion, a victory against an evil overlord, leftover spaceships in the dark outer reaches of the galaxy, warriors with extraordinary powers (nearly wiped out), now on the verge of a comeback. Laughs, thrills, moments of sadness, moments of sheer action. Exciting stuff! And oh yeah, it's a Star Wars tie-in novel.

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Everybody Dies

by Andrew Smale

Shall we play a game?Introversion Software made their way into the spotlight last year with Darwinia (Introversion, 2005), an unquestionably unique take on the real time strategy genre. After winning the Grand Prize at the Independent Games Festival earlier this year, they effectively became the poster child for independent game development and darling of the gaming media. And why shouldn't they? They dropped the F-bomb in their acceptance speech at the festival.

While I think the praise for their sophomore title was mostly inflated, it at least drew attention to their next project: DEFCON. Released this fall as DEFCON: Everybody Dies (Introversion, 2006), it attempts to put some mechanics behind the Global Thermonuclear War simulation seen in the film WarGames (1983). After being a little disappointed with what Darwinia had to offer, I went into DEFCON with average expectations. After all, it had the same low-fi production values and overly simplistic interface; surely the gameplay wouldn't be much deeper. I ended up being surprised, but not by how well the logical game mechanics and utilitarian presentation worked. I was surprised by what I felt while playing it.

I was annoyed at the abstract nature of Darwinia, because it just aggravated the disjointed nature of the gameplay. There were a number of influences at work in Introversion's attempt at real time strategy -- if you could even call it that. DEFCON takes the abstract of Darwinia, but gives it a familiar mechanic that is easily grasped by strategy gamers. A review without the mention of WarGames is rare indeed, but it's the most obvious comparison: Matthew Broderick's foray into Global Thermonuclear War through hacking into NORAD's supercomputer introduced us to the possibility of remote-controlled warfare. Released in the midst of the Cold War, the film showed us that it was a very real possibility.

Shall we play a game?DEFCON takes place on a world map divided into familiar territories dotted by major cities, done up in the glowing blue lines recognizable by anyone who's seen WarGames. These unfeeling, surgical visuals successfully convey a detachment from the gravity of what is about to take place. The game is online-only, but allows you to play by yourself by adding in computer players as opponents. The concept is simple: destroy your enemy. The seemingly trivial steps of acquiring resources to build up defenses and a supporting army are disposed in favour of the fast and furious preparations for war while the DEFCON (or "defense condition") goes up the scale from 5 (peacetime) to 1 (global thermonuclear war).

I have to admit I felt a little creepy while playing. As a real time strategy fan, I'm used to sending units to senseless deaths and watching explosions and wholesale destruction of structures unfold on screen in games like Age of Empires III (Ensemble Studios, 2005) or Warhammer 40,000: Dawn of War (Relic Entertainment, 2004). DEFCON takes these individual "personalities" away, and represents the action with rudimentary shapes representing missile silos with their missiles following dotted flight paths, while white flashes represent the death and devastation they cause. Successful nuclear strikes are accompanied by words like "New York City: 14.6 million dead". The background music is ambient and unnoticeable after a while, and at that point you begin to notice the other more subdued noises: the screaming, or the mournful wail of some anonymous woman.

DEFCON puts a startlingly strong slant on being the first to push the button. You can only deploy units in DEFCON 1 and 2, with DEFCON 3 allowing only naval warfare. Eventually the global conflict will trigger DEFCON 5, when your nuclear warheads can be used. Winning is based on points, which are acquired from annihilating enemy cities -- not destroying enemy units, silos or airbases. The only purpose of these structures is to occupy your nuclear warheads before you gain a clear shot of your enemy's cities. The 2:1 point ratio for enemy kills to your own population's death is a heavy-handed illustration of the term "acceptable losses".

I like Introversion's approach to the game, because they aren't making it overly complicated for the sake of being original. They got that out of their system with Darwinia, and instead focused on what players would expect from a game based on the subject. The detachment from the process of peppering the face of the earth with nuclear explosions is quite stunning, and although we have steered well clear of the Cold War it doesn't mean the possibility of a worldwide nuclear holocaust has escaped the collective consciousness. Watching the new TV drama Jericho or heeding recent events in North Korea are evidence enough of that.

Chillingly, DEFCON's greatest strength is how simple it makes the waging of Thermonuclear war. There is no underlying political commentary; the game is indifferent. With the game's various play options, the war can be as short or as drawn out as the player wishes. Playing against the computer AI can be frustrating at first -- no one knows better than a cold, calculating machine about how to optimize building, scouting and attack phases when there are so few variables. But then you kind of start to feel like Matthew Broderick and Dabney Coleman, trying to figure out how to beat the computer at its own game and hope that the fate of the world doesn't hang in the balance. While retaliating against a nuclear strike is made a matter of survival in the context of DEFCON, the death tolls are a constant reminder of the effects of wholesale nuclear destruction. It's a brilliant morality play, and the player is forced to ask themselves whether they'd be in such a rush to press the button if presented with this scenario in real life. When Matthew Broderick's character stumbles upon the game of Global Thermonuclear War in NORAD's supercomputer, he asks the question "Is it a game... or is it real?" to which the computer's artificial intelligence responds: "What's the difference?" It's a sobering reminder of technology's influence on modern warfare.

I think Darwinia makes a poor comparison for Defcon - I find the games frustratingly different. I agree with a lot of your opinions on Darwinia - the game is indeed abstract to the point of absurdity.

However, I think Uplink ("Hacker Elite"), for me, is the more natural comparator. There seems to be an atmosphere and depth to the game that Defcon draws upon, without the need for overcomplicated strategy. I highly suggest giving it a shot, if you haven't already.

Chris


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I think Darwinia makes a poor comparison for Defcon - I find the games frustratingly different. I agree with a lot of your opinions on Darwinia - the game is indeed abstract to the point of absurdity.

However, I think Uplink ("Hacker Elite"), for me, is the more natural comparator. There seems to be an atmosphere and depth to the game that Defcon draws upon, without the need for overcomplicated strategy. I highly suggest giving it a shot, if you haven't already.

Chris

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Of Note Elsewhere
A wrestler-fairy? A nerd-werewolf? A caveman-pirate? All these and more in Creebobby's second Archetype Times Table.
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Wong Fei-Hung's been on my mind lately. Luckily, Kung Fu Cinema has a nice video (scroll down) of Wong Fei-Hung in the movies from Kwan Tak-Hing to Gordon Liu, Jet Li as well as Jackie Chan and actress Angie Tsang Tze-Man's portrayals of young Wong Fei-Hung. There's also a detailed companion article tracing the historical and fictional Wong Fei-Hung through newspaper pulps, radio, tv and film. 
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"It's common practice for one of those guys, in a single day, to chainsaw his way out of the belly of a giant worm, take a detour through a zombie shantytown, euthanise his long-lost wife, and spend hours in a sewer trawling through blood and waste, with monsters leaping up at his face and depositing their brain matter on his boots."

Hit Self-Destruct again, on what life's like for videogame heroes.
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The Deleted Scenes webcomic takes a look at W. E. Coyote v. ACME Corporation.
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Frank Miller's Charlie Brown, Thumbsuckers.
~

View all Notes here.
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