"We are all in the gutter, but some of us..."
Taking Trash Seriously.
"...are looking at the stars."
-- Oscar Wilde
June 8, 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.

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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Revisionist Fantasy

by Andrew Smale

What if Sauron got his Ring back?Games are fantasy. Whether it's casting a fireball spell or commanding thousands of troops on the rolling plains of an ancient battlefield, they allow us to do things that are otherwise impossible in real life. It's part of what makes them so engaging. Games based on fictional events like movies or books often take liberties with the plot to make a good game, creating a new plot with the player as the central character. As a result, it allows a certain level of re-imagining of the events in the original source material. In the best cases, the player has control of the action's outcome, ultimately changing the course of the story and creating an entirely different conclusion. However in the world of licensed intellectual property, this isn't always an option available to developers – especially when the game is intended to be a direct tie-in as part of a larger advertising strategy. A lot of games end up this way, and it's why most people refuse to consider movie tie-ins anything other than interactive commercials. There has been a shift towards more freedom with intellectual properties in games: recent successes like The Chronicles of Riddick: Escape from Butcher Bay (Starbreeze, 2004) and Spider-Man 2 (Treyarch, 2004) have proven that movie licenses don't always result in an inferior product. But is this move towards player freedom even necessary?

Games adapted from films or books have a basic story to work around: the start and end points are the same, and it's the middle that usually gets played with. Besides the numerous console titles that are pumped out in preparation for a movie's release that bear only a passing resemblance to their namesake, a good example is EA's multiplatform release of The Lord of the Rings action series. The Two Towers (Electronic Arts, 2002) and The Return of the King (Electronic Arts, 2003) have the high production values of the films, but absolutely no redeeming qualities as a game. You're in control of the characters from the films, while enemies and plot are fed to you on a rail towards Mordor. The amount of monotonous button mashing is unbearable, and the minimal character customization does little to alleviate how much the experience is overshadowed by its ties to the films.

In cases like Escape from Butcher Bay and Shadows of the Empire (LucasArts, 1997) the entire games are inserted into existing story continuum and have little or no effect on it -- they simply capture the "unwritten" adventures of a particular character leading up to something that is known to happen.

In all of the preceding examples the end result will always be the same, because the main storyline is never directly affected. As a result the games are usually less satisfying, because the player is bound by the rules of the storyline. Hero characters can't die – that ends the game. The next battle is dictated by where you are in the story. Failure to meet objectives is simply another reason to end the game.

Spider Man 2 was not really a movie tie-in; its relationship was mostly superficial. The game follows the free-form mission model made popular by Grand Theft Auto III (Rockstar, 2001), while a story thread based on the movie can be picked up at any time while swinging around the city. It was an original approach for a movie tie-in – the developers were clearly thinking in terms of a larger scale, allowing players to create the unseen adventures of Spider Man for themselves. You can even fail missions and the game will still continue. But the end result is still the same – Spider Man is victorious and New York City is safe once again.

Revisionist FantasyThe Battle for Middle Earth II (Electronic Arts, 2006) is a real time strategy game careful to balance the existing mythos established by Tolkien's influential fantasy works without adhering to any set storyline. The single player campaign follows the War in the North, which was only hinted at through The Lord of the Rings. But this campaign almost isn't needed. The game has layers of material from the books and films that permeate every aspect of gameplay. Every unit in the game has a basis in the novels, taking visual cues from the celebrated films. The differences to its predecessor are immediately seen in the "War of the Ring" mode, where a campaign for control of the territories of Middle Earth can be waged as the forces of Good or Evil, to destroy the One Ring or claim it for yourself and change the face of Middle Earth forever. It is immensely empowering, and never feels like the original source material is being undermined.

To that end, a proper sense of scale is essential for giving the impression that players have control of the outcome and possible future of the characters and/or game world. And scale is useless without context. A single real time strategy skirmish is as influential as the previously mentioned action games if it is contained within a larger, uncontrollable narrative.

Part of the appeal of the movie or book tie-in is the ability to re-enact what was seen on the big screen, not necessarily the desire to change what happens. By giving players more freedom, there is less of an emphasis on the story – something that made the game possible in the first place. The result is an experience that is less cinematic, and more of a game inside the perceived boundaries of a film. While there is a push for more freedom in gameplay, I'm reluctant to subscribe to the belief that it's the future of gaming. Narrative is just as important in presenting a compelling game experience – without it the player is without purpose, lost in a world he knows very little about. The use of films or books to ground players in a world that has been previously encountered through them allows developers to focus on creating a good game, instead of worrying about the story to go with it. The pitfalls lie in letting the source material overpower the entire experience. Because at that point, there's really no reason to play the game at all – the DVD player is often just as accessible.


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Revisionist Fantasy - The Cultural Gutter
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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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