"We are all in the gutter, but some of us..."
Taking Trash Seriously.
"...are looking at the stars."
-- Oscar Wilde
July 23, 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.

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 Sociable Horde

by Jim Munroe
Jane McGonigal prepares honeyed clues for I Love Bees. Readers of this column may remember a previous interview with Sean Stewart, who was one of the puppetmasters behind the Alternative Reality Game (ARG) The Beast ("Collective Detective," Sept. 30, 2004). An example of pull marketing, this innovative, puzzle-based narrative based in the world of Spielberg's A.I. succeeded in gaining an intense following, independent of the movie it was commissioned for. When I saw mentions on Slashdot and in blogs about I Love Bees (a similar campaign for Halo 2) I suspected Sean might be involved -- it had his trademark characterization and subtlety. Sure enough, he later mentioned in an email that he was going to the Game Developers' Conference (GDC) because I Love Bees was getting an award -- which, he said, was explained to him as "kind of like the Academy giving an Oscar for a skywriting demonstration." I Love Bees was a real-time game that, if anything, relied on the computer even less than The Beast, requiring players to collaborate with other people in their area and involving people singing songs into pay phones. I met up with Sean and Elan Lee of 42 Entertainment at the GDC to talk about what made their game different from everything else that got awards the night before.

SEAN: Even a really good videogame is TV as a game -- it's a 1950s platform taken to the furthest degree. ARGs are a 2000 platform that we're just now starting to build. ARGs are the sound of the 21st century. They sound like what today feels like. You're sitting here with a mini-tape recorder in one hand and a Palm Pilot in the other... you're talking to us after setting this up via email yesterday... that's life. And the key thing about an ARG is the way it jumps off all those platforms. It comes at you across all the different ways that you connect to the world.

ELAN: The electronic sphere is what we've dubbed it.

JIM: But the telephone, which Bees uses, isn't a new form of communication...

ELAN: Well, I think for any new platform there's a gestation period. It needs to be accepted, it needs to be modified and it needs to find a tone. Once the technology adapts itself to what the community wants it to be, then it becomes ripe for a gaming platform. It's pretty much only at that point that we can figure out how people are going to be comfortable interacting with the technology or the communication method and hijack it for our own purposes.

Jane McGonigal prepares honeyed clues for I Love Bees.SEAN: There's something very beautiful about playing it on pay phones, on a technology that's going to be obsolete in two years. I was talking once to [42 Entertainment's Chief Creative Executive] Jordan Weisman and he said, "Did you know that videogame sales have been down in Japan for the first time in history?" And I said, "Ahh, I wonder why that is." And he said, "They're being out-competed by another entertainment platform: cellphones. Japanese teenagers have found cellphones and the truth is, no game is as interesting as another teenager."

ELAN: And that's part of the reason that ARGs are a hit, because they are intensely social.

JIM: Also because they have human brains behind them rather than just a game engine. Maybe perfecting artificial intelligence in game opponents isn't so important if you can have real people in those roles. Right now, you have massive multi-player games with puppet-masters behind them pulling the strings and rolling with the punches and coming up with new twists on the fly. Do you think at some point it'll move on to other players exclusively creating the content?

ELAN: Yeah, there's a famous quote that Jordan says all the time: the very few cannot entertain the very many for very long, which I think is very indicative of where this has to go. Like Sean was saying, the most entertaining thing to [one] 16-year-old is another 16-year-old. I think that sort of thing applies to most audiences. The most interesting thing to a horde is another horde.

JIM: The difficulty I see in that kind of thing is the question of authority. People are used to having the puppet-masters, so if it's player-created, people might feel, "Oh, this sounds like this was created by someone my age, I don't like it as much or take it as seriously." On the other hand, you have something like punk rock, where 16-year-old kids play to 16-year-old kids and that's legitimate.

ELAN: You can pull off player-created content as long you're very clear with the audience; if you set their expectations accordingly. If you can communicate that the reward for solving or beating content created by another player is going to be rewarded at one level, but the reward for solving something by a puppet-master is going to change the game more significantly. If it's clear what's at stake, then you've got a very interesting world.

You can read the transcript of the whole interview here.

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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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