"We are all in the gutter, but some of us..."
Taking Trash Seriously.
"...are looking at the stars."
-- Oscar Wilde
April 1, 2004
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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.

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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The Power of N

by Jim Munroe
This freeware indie game is pure N-joyment.N (MetaNet Software, 2004) is a perfect pop song of a videogame, an addictive platformer in which you use three keys to direct your ninja towards the gold and away from the robots. Its two-dimensional and mostly two-colour simplicity lure you into its cunning level designs and give you an appreciation for the subtle characterization of the ninja, more defined by grace than by gore. Game creators, Raigan Burns and Mare Sheppard, who met in a computer science class when they were at U of T, took some time to chat to myself and Marc Ngui about their new freeware game.

How long did it take?

Mare: We made time for it mostly after work, weekends…about 150 hours.

Raigan: That's like the good version. For the last three or four years we've been doing little experiments in physics and the collision detection, learning and screwing around.

M: That's true, we didn't just learn it from scratch.

Who did what?

M: Level designing were pretty much both of us, we do split up the coding but on this one Raigan did more of the coding and I did more of the art and interface stuff.

R: Most of the code was hooked into the physics stuff that I was screwing around with so it was easier.

So you didn't put comments on the code?

R: It started out so great! I had pages of comments explaining every process. But then I stopped. It got to the point where a bug would take a whole day to figure out, it was just such a mess. We totally learned that it's actually faster to take more time at the beginning.

M: Of course.

R: It feels great to rush through but then next week you're screwed. And it's dumb because we've read tons of post-mortems where they say just that…

Why'd you work in Flash?

M: It's so easy to use, it's instant gratification, you can throw in your graphics and instantly see how your code is running. It's fun and we already know it.

R: To write this game in C++ would take half a year. OK, it runs ten times slower, but if it means you can write it in a tenth of the time, maybe it's worth it in this age of super-fast computers.

M: Flash also allows you to compile for Mac and PC pretty easily and for free.

R: So many of the Flash games out there, they run at ten frames a second and they're not fun to play. It's very similar to programming for a 486, as long as you let that constraint shape your design. The design constraints of Flash - the renderer is so slow, and it's based on the area of the screen that changes from frame to frame. The reason why everything's so small is because it took up less area, and we could get more things moving at the same time: having five or six things small moving would be the same as two or three larger things are moving.

It is very minimal.

M: That was what we were going for. We were hoping that it would allow people to focus more on the gameplay. The character is pretty engaging, anyway.

The character is very expressive. Even when you die.

R: We made it fun to die.

M: We made it sort or random when you die, so it wouldn't get boring. Because you do die a lot.

I was really impressed with the way that when you blow apart, it's not just a death animation - bits of you bounce different ways, and you can see there's physics at work there.

R: Our way of doing physics is based on a great paper by this guy, Thomas Jakobsen (who did Hitman 2) -- it's a method that's really gaining popularity because it's driven by a simple, intuitive, computer-based approach to math, instead of the classical 18th century calculus-based approach that's a lot harder to understand.

What inspires you to put the time into implementing these constructs?

Discussing collision detection at Ted's Collision.

R: Physics allows for greater range of player expression. It's like comparing choose your own adventure to a sandbox. Instead of saying the player can to this, this or this, you make a system and they can do anything within the rules of that system. And that's another thing that's wrong with the commercial mode of production, that's why it takes so long - they have to produce so much content to predict what the player will do. They get interactivity by sheer volume of content. Physics isn't the only thing, it's a really well researched thing so it's pretty easy to implement. I'm excited for people to figure out how to implement new systems… it's really easy to program IF "X" THEN "Y" laws. But it doesn't take that much more effort to make it dynamic.

What do you have planned now?

R: We're going to release another fifty levels in another month.

M: Couple of months, maybe.

R: We're going to do a bunch of tutorials, release the source code for the collision detection…

M: We found a lot of stuff that helped us online so we kind of want to give back to that community. It's the same with releasing everything as free…

R: It goes against the model of how some people don't even write their games, they just decide which third-party licenses to buy and they plug them together and they have their game. From the perspective of the third-party developer it doesn't encourage them to share anything because then they'll be losing revenue.

Do you consider yourselves indie gamers?

M: I think so.

R: I think it was a huge thing for us when we met each other and learned about the Home of the Underdogs site. It made us realize, hey, we don't need to get jobs working for Electronic Arts, we can make games by ourselves that are really good.

M: Yeah.

R: If I was going to join a big programming team, I'd do it for applications - way less stress, way more money. I don't really understand why people work for EA. It's not their fault, it's such a huge engineering feat to make the games they're making that there's no way to do it but to use modern software engineering approaches where everything has to be by the book, it's an assembly line. When we were making N, stuff comes up - we just discover something that works - and we can decide right there, OK we're going to change the game. There's an artisan approach.

I know that when I'm writing a book, a character can develop in an unexpected way and I can take it in a different direction.

R: Whereas if you're working for a big company, they have to stick to the design document. Lots of things benefit from being made in that way, like making eyeglasses - it's great, there's an assembly line, it's the most efficient way. And there's some games, like sports games, you don't want them to be innovative - there are known rules for soccer - but right now, everything's being made under that model.

You can download N for free at Metanet Software.

Tags: , , , , , , , , , , , , , ,

Mare and Raigan's game rocks! I've checked it out and given it to all my friends. It is so addictive! The tutorial is the best I've seen in a long time and the layouts for the game rule. I'd highly recommend it to absolutely everyone.

—Mark


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The Power of N - The Cultural Gutter
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Mare and Raigan's game rocks! I've checked it out and given it to all my friends. It is so addictive! The tutorial is the best I've seen in a long time and the layouts for the game rule. I'd highly recommend it to absolutely everyone.

—Mark

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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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