"We are all in the gutter, but some of us..."
Taking Trash Seriously.
"...are looking at the stars."
-- Oscar Wilde
October 4, 2007
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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. Our Guest Stars shine here

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. Contact us here.


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Running from 1940-1952, Will Eisner's The Spirit was a newspaper insert back when publishers could afford to do such awesome things. It features Denny Colt, a detective who comes back to life to fight crime from his secret hide-out in Wildwood Cemetery. The Spirit is indeed everything good anyone has ever written about it—all the joyful adventure, groundbreaking art and genre play. But then there's Ebony White, the Spirit's African-American sidekick and driver, all eyes and lips and minstrel show dialect. And I can barely look at him, even though I know I should.

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Good Things Gro-o-ow in To-ron-to

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Games Through a Comix Lens

by Gutter Guest

McCloud's theories play out in videogames as well.The book Understanding Comics, published in 1993, was comic writer and artist Scott McCloud’s attempt to deconstruct, demystify, and lay out the magic of the sequential art form. Written in the form of a comic itself, it was one mechanism by which comics rose from the shadows of culture to become a more accepted art form.

What McCloud didn’t anticipate was that video-game developers would adopt Understanding Comics as an instruction manual for their industry.

“There was this notion of the struggle for respect and the fulfilling of potential in regards to comics,” said McCloud, on his cellphone en route to Omaha, Nebraska. “That was something that was echoed by gamers who felt their art form had been relegated to this trash-culture status.”

Comics, McCloud said, are interactive because they require the reader to fill in the gaps between panels, to create a sense of motion and time out of a sequence of still images. Conversely, while video games can’t exactly be considered sequential art, there are a few comic principles that apply to tem, which might explain why so many in the video-game industry make reference to McCloud’s books.

The first principle is that of simplicity. In comics, McCloud said, a “simple, conceptualized drawing like Charlie Brown” can travel between panels more seamlessly than extremely realistic images, which McCloud calls “retinal art, which resembles what the retina sees”. As the visual fidelity of video games improves, some developers in the industry are naturally asking why that’s so. Making games more photorealistic does not necessarily make them better gaming experiences, and McCloud’s work has helped game creators understand “the degree to which people identify with simpler forms”.

mccloud-web.jpgThe other dimension of McCloud’s work that creators have seized is “some of my ideas about why we identify with and are able to step inside those simple cartoon images”. Because some video games require players either to become a character (as in first-person shooters like Doom) or to manipulate a character (as in third-person adventures such as Tomb Raider), developers are constantly looking at how to ensure that players identify with their characters. Call it the avatar effect.

Where Understanding Comics was “trying to work out the DNA of comics, trying to figure out those first principles”, McCloud’s newest book, Making Comics, relates some of the secrets of storytelling. So there is every reason to expect that creators in other media will find applicable lessons.

“When I wrote Understanding Comics, I wasn’t thinking at all about game developers and Web developers and interface, or semiotics, or anything like that,” McCloud said. “I was just writing about comics.” That didn’t stop other creative types from drawing parallels and finding ways to apply his ideas to their media.

Filmmakers and dramatists and television writers have all told McCloud that the new book is just as relevant to them. “I haven’t heard as much from gamers. But we’ll see.”

~~~

This month’s Guest Star Blaine Kyllo does a column called Trigger Happy in Vancouver.

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Of Note Elsewhere
Mojo Champion Storyteller talks about his pulp classic, The Drive-In, including its influences, low-budget 1980s horror movies, East Texas tall tales, television and American politics.
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John Hodgman and Patton Oswalt face off in an epic geek-off for WFMU. Bester'ed, Bova'ed-- two geeks enter, one geek leaves.
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A young woman releases demons and then has to trap them up again with her grandfather's camera in the webseries, Camera Obscura. The trailer looks promising.
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LEGO Bladerunner. LEGO lightsaber duel. (thanks, edie!)
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Symbol. It's a metaphysical, lucha-loving film by Hitoshi Matsumoto. It's especially funny if you've seen art films with a someone sitting in a plain white room.
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