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Taking Trash Seriously.
"...are looking at the stars."
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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.


Recent Features


Disconnected Viewing

sita brahmin.jpegI 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.

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Hammering Away at the Here and Now

mapinternet-small.jpgLet'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?

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Pilgrim's Progress

Pilgrim 80.jpgFormer 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.

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The Cultural Gutter: Search Results

Results tagged “shooters” from The Cultural Gutter


"Ramirez! Get Your Ass Over Here!"

4:04 minutes of Ramirez getting orders shouted at him in Modern Warfare 2. (via Gamma Squad)
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"Total Nowhere Emotion Expansion"

What is "Total Nowhere Emotion Expansion?" It's a digital art exhibit on the back of a trailer in Australia. "Eight artists from five countries have mashed together snippets of online culture - chatrooms, Second Life, online dream journals, first person shooters and more - to make some interesting observations about what cyberspace has become."  See it here. (via Articulate)
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Rules of Engagement

At Hit Self-Destruct, Duncan writes about Far Cry 2, Call of Duty 4, rules of engagement and civilian deaths: "Where there are no civilians, there are no mistakes, there's no collateral damage and it starts to feel safe. It changes from war into a murder mystery vacation. Maybe there isn't a morally unimpeachable way to make a entertaining game about atrocities, but I'd feel better if those games didn't try and make me feel so good."

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Recreating Aliens

Rock, Paper, Shotgun revisits the classic shooter, Aliens vs. Predator, and finds one moment to match the Aliens movie:

"I don't need to fight the Alien queen, to control a powerloader or take off and nuke the entire site from orbit -- I just need to be the last Marine left alive, fighting to the inevitable end."

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Games x2

Gamers With Jobs looks at the pendulum that's swinging from fantasy back to science fiction: "After ten years of elves and magic, I could use a bit of a change."

And The Escapist is the new home of Shoot Club! Awesomely nerdy dialogue reproduced faithfully, and some insights too: "There's nothing like bald math to undermine a game. The scales fall from my eyes and I cannot bear to earn another XP."

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Hopped Up on Speedrunning

Keeping up with the Joneses in the fast lane Shortly after 2 pm on the afternoon of May 18th, 2005, Brandon Erickson stepped back from the Star Wars arcade cabinet he'd been playing continuously, with no deaths, extra credits, or nap breaks, for the past 54 hours, having failed to break the Twin Galaxies record of three hundred million points in 49 hours established 21 years earlier by one Robert Mruczek. Perhaps these records of scale are best left in the distant past: all the golden age games had to offer a master player, after all, was more, more, more of the same. Let marathon play sessions in pursuit of the biggest score be consigned to the ashbin of the '80s along with the big cars, big hair, and shoulder pads in power suits; the fashion of our times dictates that minimalism is the new bombast.

One thing game-players in 1993 were not wondering was how quickly they could blast through DooM -- no, they lingered over every atmospherically-flickering alcove, marveling at its unprecedented immersiveness. It was not until its maps had been fully savoured that they would raise the bar, culminating in a powerhouse drive to excel and trump their friends' achievements under curious self-imposed limitations by doing the same, only faster.

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Gaming in a World of Grown-Ups

Gamers with JobsEvery gamer thinks about gaming at work. Unless they review video games for a living, and then perhaps they dream about sitting in front of excel spreadsheets all day. The ridiculously absorbing MMORPG formula has players planning out their character's next level or what equipment to buy, surfing the official forums for hours on end just to feel close to the game. Then there's the Civilization IV session that had to be cut short, knowing work was just a few hours away. Or a few minutes away, depending on how many times the phrase "just one more turn, and then I'll go to bed" was uttered.

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Keep Playing, It Might Get Better

Why am I still playing this?There comes a point in every game where the player asks themselves why they're wasting time on a terrible game. It's a scenario no gamer wants to be presented with - and it's a developer's worst nightmare. Depending on how the storyline is integrated with the game, a game's quality can be easily determined within the first few hours of playing. And like the movies that go straight to video or are shown at awkward times during the weekends, sometimes they're impossible to tear yourself away from. How much worse can it get?

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Valve Turns It Up Another Notch

Portal is a thinkin' man's first person shooter coming out from Valve, the folks behind Half-Life 2. Talking about HL2, Episode 1 has exceedingly clever in-game commentary that is reviewed and excerpted at Waxy.org.

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Teaching the Value of Human Life

Handcuffs or hand grenades?When you're put behind the crosshairs of a gun, do you assume you have to shoot to kill? Better still, do you have to shoot to win? For the majority of First Person Shooters, that is certainly the case. What if you were given the choice to avoid unnecessary bloodshed, but still be able to complete your objectives? It sounds like the trend of stealth action games starring super-spies in skin-tight bodysuits. But it’s not. It’s a law enforcement simulation.

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The Time Machines

Appreciating history through games.I hated studying history in high school. It was as if the curriculum had been designed to leave out everything that impressionable minds could possibly associate with, while making no provisions to seem like it was anything but handed down from an institution. However, in recent years it's a totally different story. I won't read any book that isn't related to history. I can watch History Television and the Discovery Channel and be immediately engrossed in a program related to some aspect of world history or anthropological pursuits. How did this happen? In a word: games.

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A Just War

Scripting the battlefields of World War 2Every time a new World War 2 First Person Shooter is announced, the collective groans from gamers and game media can be heard for miles, as if nothing more could be possibly done with this setting. The genre receives a bad reputation mainly because of the sheer amount of mediocre copycat titles that seem to be released every year. However, for every Elite Forces: WWII Normandy (Third Law, 2001) or World War II Sniper (Jarhead, 2004) there is a Call of Duty (Infinity Ward, 2003) that genuinely makes an effort to advance the gameplay.

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All Psych Studies Stink?

Bill Harris over at Dubious Quality takes himself as the basis for his study of computer gaming causing violence: "After playing 'killing simulators' for decades, how am I not some kind of crazed predator? Why are me and my droogs not out for a bit of ultraviolence?"

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Rethinking Brain Eating

If you had to deal with Stalkers, you'd be melancholy too.If he feels vindicated, he doesn't show it. As Marc Laidlaw waits for his co-workers to finish a talk, we sit down at a table in San Francisco's cavernous Moscone Center and talk about Half-Life 2 (Valve, 2004).

Its 1998 predecessor is legendary for pushing the form both narratively (bringing atmosphere and intelligence to the first-person shooter) and technologically (the Half-Life engine having been used for the online phenomenon Counterstrike). As if living up to that wasn't enough, the sequel took six years to make and was plagued by delays and a code leak of a beta version of the game. But I meet up with Marc the day after the first-person shooter game has swept the Game Developers Choice Awards: it won Best Game, Technology, Character Design and Writing.

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There's an interesting interview with an actress in ilovebees, a "search opera" run to promote Halo 2 that was more innovative than the shooter itself (probably in no small part due to novelist Sean Stewart's involvement).

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The Scientist-Hero Returns

They even get the suburbs right.I was a little nervous as I waited for Half-Life 2 (Vivendi, 2004) to start. The original Half-Life (Sierra, 1998) is one of the reasons this column exists -- the game brought atmosphere and intelligence to the first-person shooter without skimping on the visceral kickassocity, and brought me back to videogames after a decade of neglect.

The sequel had been talked up in the gaming community for years, and even being over a year late hadn't destroyed the enthusiasm. (Though coming out at the same time as Halo 2 [Microsoft, 2004] did destroy the chance of mainstream press attention -- the much less interesting game on Microsoft's Xbox console was backed by much more marketing money.) We remembered being Gordon Freeman, the scientist in the hazmat suit -- a hero in glasses, for Christ's sake -- having to shoot himself out of the Black Mesa lab turned horrific by an inter-dimensional snafu. We were willing to wait.

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War Reporting

Admit that videogames are a sport or the hostage gets it. I know how Tim Carter feels. When I tell some people that punk rock saved my life, I get funny looks too.

In his documentary about Counter-Strike (Sierra, 2000), Carter tries to make a connection between videogames and martial arts. I think he fails at this, but he makes a valiant and genuine attempt to communicate what he knows to be true: that despite how bloody, violent and pointless the military first-person shooter looks to people on the outside, the game had a positive impact on his life.

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Playing Soldier

Wargames are huge and always have been. If you think the latest videogames are anything new, think chess. Think toy soldiers. They're fun, they're violent, and they have a moralistic narrative frame that makes them palatable to most political persuasions.

Scott Waters plays out his military obsession through paint, not pixels. Not mine, however. I'd always prefer to be a thug than a soldier, not because I dig on evil but because I hate taking orders. So, in the interest of not sending an anarchist to do a grunt's job, I've gotten Scott Waters, who spent three years the military, to comment on some wargames.

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Is it possible to have too much fun?

Manny contemplates his low-class destiny.Is it possible to have a pleasure circuit overload?

"Girls are to be kept away from those activities of civilization that over-stimulate the imagination and the senses, such as fashionable novels, paintings, music, balls, theaters... as this can lead to uterine epilepsy, sapphic tastes, and nymphomania."

While this is Victorian-era advice, it's reflective of how certain people deal with something that's new and sexy: hysteria. It's the same people who are now blaming video games, today's over-stimulant of choice, for everything from obesity to mass murder. Even those of us who aren't concerned parents or members of the religious community have a tendency to look at video games as a waste of time when compared, say, to reading a novel.

As someone who makes his living from writing novels, let me tell you that this is sanctimonious horseshit.

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Paw through our archives

i still love grim fandango. you know, the victorians used to warn the youth and ladies in particular away from reading novels because novels wasted time and destroyed imagination.

—Carol Borden

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Pitch in yours.


Of Note Elsewhere
Neat 3D animated adventures-- "Star Wars: The Solo Adventures."
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Jason Powell looked at every issue of Chris Claremont's run on the X-men. Every issue. (Sorry about the previously missing link).
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DC heroes and villains combine with LEGO to make for awesome.
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Brian at Shelf Life Clothing Company has put together an awesome display of "The Greatest Movie Stunts of All Time." As well as, the first volume of "The Greatest Movie Soundtrack Composers."

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Slick, coldblooded action in "10 Photos Capturing Moments of Spontaneous Badassery!"
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View all Notes here.
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