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.
Recent Features
Disconnected Viewing
I don't have cable right now so I'm rewatching old shows and movies. A lot of them are animated. Such is my way. I'd like to have a nobler reason for rewatching them--something like when James revisited his favorite childhood books. And it's true—he did inspire me. But it's also true that I don't have cable.
Let's say you're the newly-sentient internet. How would you decipher
the meaning of all the bits and bytes whizzing past you? And what about
the real world outside your electronic realm?
Former Comics Editor, Guy Leshinski
has very kindly given us permission to reprint a prophetic interview
with Bryan Lee O'Malley in 2005. Will Bryan Lee O'Malley attain the
Holy Grail of cartoonists? As Bryan says, "We'll see..."
There’s a girl sitting on the subway.
She’s 16 or so, in a brown corduroy jacket and a pair of faded
sneakers, her feet propped on the seat across from her. She’s
absently brushing on lipstick, absorbed by Bryan Lee O’Malley’s
graphic novel Scott Pilgrim’s Precious Little Life: Volume 1.
Results tagged “Lars von Trier” from The Cultural Gutter
The Romance of Indie Games
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.
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.