"We are all in the gutter, but some of us..."
Taking Trash Seriously.
"...are looking at the stars."
-- Oscar Wilde
March 31, 2005
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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.

Continue reading...


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Indie-meets-industry shindig

by Jim Munroe
Buckets of beer at the GDC.It might have been the buckets of beer or just the balmy San Francisco night that had me feeling so upbeat after the Game Developers Choice Awards and the Independent Games Festival but even in sober retrospect it was pretty remarkable. On a basic level, it was simply seeing the best videogames of the year take awards they deserved: notably, Half-Life 2, Katamari Damacy and Toronto's own N. It's rare that I see my taste vindicated in such a forum.

On another level, the ceremony had a unique and forward-thinking structure: indies and industry establishment were fĂȘted at the same event. Since the two sets of awards were scheduled at the same time, I wondered if they would be in different rooms. As I took my seat at one of the hundreds of tables in the huge ballroom, large enough to necessitate Jumbotron-style screens, I realized that unknown developers from Veggie Games Inc. and game superstars from Valve Software would be accepting awards from the same podium. It's an acknowledgment and celebration of the importance of bringing new turks into the creative community and quite revolutionary -- we won't be seeing Sundance rolled into the Oscars any time soon.

As we waited for the thing to start, I got a chance to talk to some of the game developers whose games had made it to the finals of the Independent Games Festival. I had played Jeff Evertt's Global Defense Network (Evertt.com, 2004) and found out that he had a day job at a game studio but had this idea for a game that evoked the "demos" made by hackers to showcase their visual and computational wizardry.

Music was a big part of the demo scene of the late '80s and early '90s, and at his day job Evertt could have just hired someone to do the proto-techno MOD music -- but not with his own no-budget game. "So I started to look into it and get in touch with the original guys who made the music and they were like, 'Hey great, you can use it -- I haven't touched it in like 10 years.' Tonnes of great MOD music out there that people haven't heard." Working around this budget limitation turned out to be his favourite part of the project. "I really enjoyed talking to the guys. A lot of them are in Denmark and Sweden, really strange but really cool, doing their own thing."

Photo by Dustin Sacks. Dustin Quasar Sacks was also at our table and I talked to him about Lux (Sillysoft, 2004), his strategy game based on the board game Risk. "My original reason for making it was that I liked the game and I was unhappy with the current computer versions of Risk that were available for the Mac at the time. So it was either wait and hope that something came out or, since I was a programmer, I could do it myself. I scratched my own itch."

But the world is full of itchy programmers and most of them leave projects half-finished. What was different with his approach? "The very first version was very small, it only had the basic parts. No multiplayer, no custom maps. When I first had the project in mind, it was this huge project with multiplayer and a ranking system and people could write their own AIs [artificial intelligences to play against] ... if I had tried to do all that it probably never would have been done. But I enjoyed playing the game and slowly but surely I added the other features. That's something that's not really possible in retail games -- once the CDs have been made they can't be changed. Shareware is a lot more forgiving."

The shareware model isn't just forgiving, it's also supportive. The Montreal-based Sacks offers a limited version for free download and the full version for $20, and is currently making his living off of this, although a modest one. "I don't have a house, car or wife, and I live relatively cheaply. But most people would take a cut in pay not to have to work 9-to-5."

I can't help but wonder if someone from a nearby table overheard that -- say, someone working under the sweatshop conditions big game studios like Electronic Arts are reputed for -- whether it would make them grind their teeth or really think about another model to pursue their passion.

Sharing notes on these models probably doesn't make management happy, but it's important. As great as the creative cross-pollination is at such a mixed event, it could also simply function as a way for mainstream game companies to cherry-pick the most innovative ideas from the indies. But the indies don't just experiment with the idea of what is possible creatively in games but also how it's possible to make games: what different models of production and distribution have to offer.

Even more oppositional to the $50 console game than shareware are freeware games. When N, which is freeware, won the audience choice award and Metanet Software's Mare Shepperd and Raigan Burns took the stage, they credited the community that had inspired their superb platformer game. "We're just lucky the people who make freeware games couldn't afford to be here," Burns said, at once modest and inflammatory. "'Cause none of us would have had a chance against them."

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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.
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