"We are all in the gutter, but some of us..."
Taking Trash Seriously.
"...are looking at the stars."
-- Oscar Wilde
July 31, 2003
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.

Continue reading...


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?"

Continue reading...


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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Mission: Look at Neat Stuff

by Jim Munroe
The security cameras frown on infiltration in Thief II.Ninjalicious is the founder of Infiltration, a zine documenting his urban exploration hobby in hilarious and diagram-enhanced travelogues. He's recently been playing Thief II (Eidos, 2000), a videogame with a focus on stealth, and I asked him about how the first-person sneaker measured up to his real-life experience.

What made you start playing it?

I thought it would be cool to see if it could be used as practice, or at least to check out if it was realistic. I wouldn't go as far as to say it can be used as practice, but it's pretty realistic.

Yeah, a lot of the game is about listening -- you can hear people's footfalls in the game. How close is that experience to what you do?

Obviously it lacks some subtlety -- in real life, if you concentrate on your footfalls you won't make any noise on any surface, but in the game it's impossible to walk across a metal catwalk silently. But the game does teach you to favour grass and carpet over tile and wood. Some of the other sounds they've chosen to ignore are kind of weird. It doesn't make any noise to open and close a door -- it makes a sound, but the guard doesn't "hear" it.

What else would you like to see?

More dead ends. In real life there are lots. I guess it's kind of frustrating in a videogame, but...

I've noticed that. Everything's there for a reason. When I come across a flippable switch in any game, I flip it.

See, in real life I would never pull a switch like that. It'd be trouble. I like to be careful. I get a kick out of being really careful. They've put a lot of time into this game but I'd admire them if they were willing to have a few useless things, a few dead ends.

Videogames never try to teach you how to know when to give up. While everything is there for a purpose, what I noticed with one of the levels was that I was able to achieve the objective without going through a third of the rooms.

To me that's admirable, because they know that some people are going to push right through it. I did do everything on that level, just for the sake of seeing everything.

Shouldn't they force you to get to know every level well?

No! The game is best when you're in unfamiliar territory. The best game of Thief II I had was my first -- exploring the building without realizing that I was able to do anything other than sneak and hide, and not having any clue what the various threats were. As you play the game you realize, oh, the AI is not that smart -- the guards just walk back and forth in a pattern.

The artificial intelligence is patchy.

Yeah. One of the major innovations that Ms Pac-Man (Midway, 1981) made over Pac-Man (Midway, 1980) was that the ghosts stopped simply predictably chasing your character and threw in some random stuff as well. There needs to be more of that with these guards.

Given the choice, a human opponent is more satisfying?

Yeah. The game and real life are similar in that you're trying to figure out a puzzle and people are pieces in that puzzle, but in Thief II I would say the most interesting pieces are architectural or mechanical while in real life the most interesting pieces are people.

Puzzle? Give me a real-life example.

Well, like getting in the pool in the Crown Plaza Hotel. The door was locked, and it was a glass door, and there was always an attendant at the desk. You couldn't wait at the door, because they'd see you waiting there. What you had to do was go down the hallway, wait until you heard the elevator ding, then you'd have to walk down the hallway, getting your pace just right so you'd arrive at the same time as the person who had a key. You had to make small talk with the person as you went through so it looked like you were buddies.

That is such a videogame moment.

I was well aware of that at the time. I was like, 'Oh yeah, this is better than Impossible Mission or Elevator Action.'

I noticed that the infiltration.org site used to have an Elevator Action theme -- how much of your hobby comes from videogames?

About half. Half comes from 2600, the magazine about hacking, and half comes from videogame cheat books. Playing the game was fun, but reading the cheat books was really fun. I wanted to write cheat books for exploring real places.

Final comments?

I get a real kick out of there not only being rooftops to explore, but drains and boiler rooms. But if it was up to me, the only goal would be to take pictures of these things and leave.

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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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