"We are all in the gutter, but some of us..."
Taking Trash Seriously.
"...are looking at the stars."
-- Oscar Wilde
December 18, 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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The Romance of Indie Games

by Jim Munroe
A screenshot from Bontãgo, a finalist in the Independent Games Festival. I came across Ernest Adams as the writer of a column for the excellent gamasutra.com, a website dedicated to "the art and science of making games." Adams' column, The Designer's Notebook, discusses some of the arcane and complex issues facing game designers in language understandable to people outside the inner circle, managing to be rigorous and accessible at the same time. His critical eye on the industry he's spent 14 years in allows him to raise questions like "How can we introduce sexuality into computer games?" and "Why are most black videogame characters rappers or athletes?"

I met up with him for lunch at Saving Grace and he answered a few of my questions about Dogma 2001, a tongue-in-cheek call to the videogame avant-garde that was a reference to Lars von Trier and Thomas Vinterberg's movie manifesto, Dogme 95. Dogma 2001 requires the designer to submit to rules such as "There shall be no knights, elves, dwarves or dragons" and furthermore bans cut-scenes and first-person shooters.

That basically disqualifies most of the games on the market.

What intrigued me about Dogme 95 was the challenge posed by the limitations, and the underlying philosophy that they were trying to discourage an overemphasis on fancy production values at the expense of drama. And there's a lot of parallels with us in the game industry. You get the emphasis on fancy production values occasionally at the expense of gameplay. The problem that I saw was that every time there was a new generation of consoles, everybody scrambled like mad to take advantage of the hardware, so game innovation drops. I didn't intend for Dogma 2001 to start a movement. I didn't have the time or the energy for the necessary publicity, I just wanted to get people talking by writing something that was funny and attention-getting.

And movements aren't started by one person.

And now, two years have gone by. It's funny, you write these things and sometimes something really grabs people and it sticks and lasts and becomes real and important. Samuel Taylor Coleridge's introduction to Lyrical Ballads that he wrote with Wordsworth was the opening salvo in the Romantic movement. Their essay was kind of the manifesto for Romanticism and quite possibly itself could have disappeared. A big difference is that Coleridge was creating what he was talking about -- I haven't made any Dogma games myself. (God forbid you should tell people I'm comparing myself to Coleridge -- I'm comparing myself in a negative fashion. He created a great movement, I didn't!)

If people can see that manifestoes are connected to a person's work, they gives it power and legitimacy. On the other hand, it's only in retrospect that the intro started the Romantic movement, it probably took a while to get going too.

And in that case, there were some total geniuses who jumped on the bandwagon, Lord Byron and so on. I would like to see an indie movement form. There isn't an indie games movement in the same way there's an indie film movement. There's no place for indie game developers to come together: the Independent Games Festival is just starting to get off the ground. It's the only magnet for these things we have.

* * * *

The finalists for the Independent Games Festival were recently announced at indiegames.com, and most of them have free downloadable versions you can play on PCs. The ones that don't are the ones that are the most ambitious and innovative, and I expect there's a connection there -- as good as they sound, I'm not going to write much about them until I can play them. ACMI {{park}} is subtitled "myth-engines for a next-generation public-space." Façade is an interactive story: "During an evening get-together at their apartment that quickly turns ugly, you become entangled in the high-conflict dissolution of Grace and Trip's marriage."

On the less ambitious front, Chomp! Chomp! Safari is a puzzle game with a nicely thick-lined cartoon style and three different modes (action, puzzle, action/puzzle). For people who like lovely piano music with their word games, Beesly's Buzzwords is worth checking out. And Dr. Blob's Organism is a satisfying, if one-note, arcade shooter in which you have to guard the perimeter of a petri dish.

A screenshot from Bontãgo, a finalist in the Independent Games Festival. But Bontãgo was easily my favourite of the games I played. Players go head-to-head attempting to build structures that are tall enough or extend far enough to throw a shadow over the flag first. You're given a variety of shapes of blocks, and that's where the similarity to Tetris ends, because this is a beautifully realized 3-D environment with dramatic backdrops played out on a shiny reflective disc. There's a visual sophistication and alien complexity that evokes that old Star Trek episode with the multi-tiered chessboard, and a physics engine that makes you feel like you're building things with Stonehenge-scale blocks.

And while it did make me think of the ancient Celts, I'd like to point out that there're no knights, elves, dwarves or dragons in this game.

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Dear All

We here at Edge forum (http://forum.edge-online.co.uk/) are planning on making our own development games project. So far, we are presently in the early phases as we are presently recruiting (on a volunteer basis) for programmers, artists and other eminent positions that enable us to work towards a goal of making an indie game. In case you would like to know, the thread which prompted such an action is http://forum.edge-online.co.uk/viewtopic.php?t=7522 and I hope we can get as many talented developers as possible.

Thank you for reading this. I have looked at your website before and hope that we can glean a genuine respone from people who are just as passionate about games as we are.

THANK YOU!


Prankster101

AZ

Roadrunner Software is an independent game development project specialising in 3D games programmed in Blitz Basic. My first game is "Island Racers" - a 3D racing game. A playable demo of the game is available from my website (http://www.roadrunnersoftware.co.uk/).

Roadrunner Software


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The Romance of Indie Games - The Cultural Gutter
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Paw through our archives

Roadrunner Software is an independent game development project specialising in 3D games programmed in Blitz Basic. My first game is "Island Racers" - a 3D racing game. A playable demo of the game is available from my website (http://www.roadrunnersoftware.co.uk/).

Roadrunner Software

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Pitch in yours.


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. 
~
"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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