"We are all in the gutter, but some of us..."
Taking Trash Seriously.
"...are looking at the stars."
-- Oscar Wilde
November 23, 2006
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. Contact us here.


Recent Features


Alan Moore Knows The Score

LEG Century 80.jpg“It's nice to hear all the old songs, isn't it?”

--the Devil, The Black Rider

I was surprised to hear the old songs in Alan Moore and Kevin O'Neill's The League of Extraordinary Gentlemen Century: 1910 (Top Shelf, 2009). I probably shouldn't have been. The chapter title, “What Keeps Mankind Alive” distracted me, but I kept reading my water-damaged copy and ran smack into, “Mack the Knife.” Like the chapter title, it's a song from Bertolt Brecht and Kurt Weill's The Threepenny Opera.

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Breaking into the Business by Being Really, Really Disturbing

waspfactory-small.jpgDisturbing as hell, an elegantly constructed first-person plunge into the mind of a maniac, a teenager who murdered kids when he was a kid (and got away with it), and now has elaborate rituals that mostly involve killing small mammals. As a first novel, that's one way to make a splash - The Wasp Factory by Iain Banks is a debut from 1984, famous for its controversial events and intense narration. I'm always a little suspicious of controversy though - is the book worth anything outside of the scandal associated with its "shocking" content?

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I Got 99 Problems But a Bitch Ain't One

weefab.JPGSarah Wendell and Candy Tan occupy some interesting real estate in the romance world; a previously untenanted corner of Innernet and Romancelandia. Smart Bitches, Trashy Books is a different sort of headspace when it comes to a website about Romance novels.  It's frank, forthright, and not above fart jokes. 

Wendell and Tan don't just review novels, they also subject them to analysis, and praise or pan them as the situation requires. They demonstrate an unquenchable and exuberant love for the entire genre, while acknowledging - and even celebrating - its most ridiculous excesses. They've amassed an interesting and intelligent readership who tune in for the commentary and stay for fun. They even popularized the ever-useful phrase ‘man-titty’ as a descriptive aid in the discussion of cover art.  And now the original Smart Bitches have written a book of their own: Beyond Heaving Bosoms: The Smart Bitches’ Guide to Romance Novels

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Everybody Dies

by Andrew Smale

Shall we play a game?Introversion Software made their way into the spotlight last year with Darwinia (Introversion, 2005), an unquestionably unique take on the real time strategy genre. After winning the Grand Prize at the Independent Games Festival earlier this year, they effectively became the poster child for independent game development and darling of the gaming media. And why shouldn't they? They dropped the F-bomb in their acceptance speech at the festival.

While I think the praise for their sophomore title was mostly inflated, it at least drew attention to their next project: DEFCON. Released this fall as DEFCON: Everybody Dies (Introversion, 2006), it attempts to put some mechanics behind the Global Thermonuclear War simulation seen in the film WarGames (1983). After being a little disappointed with what Darwinia had to offer, I went into DEFCON with average expectations. After all, it had the same low-fi production values and overly simplistic interface; surely the gameplay wouldn't be much deeper. I ended up being surprised, but not by how well the logical game mechanics and utilitarian presentation worked. I was surprised by what I felt while playing it.

I was annoyed at the abstract nature of Darwinia, because it just aggravated the disjointed nature of the gameplay. There were a number of influences at work in Introversion's attempt at real time strategy -- if you could even call it that. DEFCON takes the abstract of Darwinia, but gives it a familiar mechanic that is easily grasped by strategy gamers. A review without the mention of WarGames is rare indeed, but it's the most obvious comparison: Matthew Broderick's foray into Global Thermonuclear War through hacking into NORAD's supercomputer introduced us to the possibility of remote-controlled warfare. Released in the midst of the Cold War, the film showed us that it was a very real possibility.

Shall we play a game?DEFCON takes place on a world map divided into familiar territories dotted by major cities, done up in the glowing blue lines recognizable by anyone who's seen WarGames. These unfeeling, surgical visuals successfully convey a detachment from the gravity of what is about to take place. The game is online-only, but allows you to play by yourself by adding in computer players as opponents. The concept is simple: destroy your enemy. The seemingly trivial steps of acquiring resources to build up defenses and a supporting army are disposed in favour of the fast and furious preparations for war while the DEFCON (or "defense condition") goes up the scale from 5 (peacetime) to 1 (global thermonuclear war).

I have to admit I felt a little creepy while playing. As a real time strategy fan, I'm used to sending units to senseless deaths and watching explosions and wholesale destruction of structures unfold on screen in games like Age of Empires III (Ensemble Studios, 2005) or Warhammer 40,000: Dawn of War (Relic Entertainment, 2004). DEFCON takes these individual "personalities" away, and represents the action with rudimentary shapes representing missile silos with their missiles following dotted flight paths, while white flashes represent the death and devastation they cause. Successful nuclear strikes are accompanied by words like "New York City: 14.6 million dead". The background music is ambient and unnoticeable after a while, and at that point you begin to notice the other more subdued noises: the screaming, or the mournful wail of some anonymous woman.

DEFCON puts a startlingly strong slant on being the first to push the button. You can only deploy units in DEFCON 1 and 2, with DEFCON 3 allowing only naval warfare. Eventually the global conflict will trigger DEFCON 5, when your nuclear warheads can be used. Winning is based on points, which are acquired from annihilating enemy cities -- not destroying enemy units, silos or airbases. The only purpose of these structures is to occupy your nuclear warheads before you gain a clear shot of your enemy's cities. The 2:1 point ratio for enemy kills to your own population's death is a heavy-handed illustration of the term "acceptable losses".

I like Introversion's approach to the game, because they aren't making it overly complicated for the sake of being original. They got that out of their system with Darwinia, and instead focused on what players would expect from a game based on the subject. The detachment from the process of peppering the face of the earth with nuclear explosions is quite stunning, and although we have steered well clear of the Cold War it doesn't mean the possibility of a worldwide nuclear holocaust has escaped the collective consciousness. Watching the new TV drama Jericho or heeding recent events in North Korea are evidence enough of that.

Chillingly, DEFCON's greatest strength is how simple it makes the waging of Thermonuclear war. There is no underlying political commentary; the game is indifferent. With the game's various play options, the war can be as short or as drawn out as the player wishes. Playing against the computer AI can be frustrating at first -- no one knows better than a cold, calculating machine about how to optimize building, scouting and attack phases when there are so few variables. But then you kind of start to feel like Matthew Broderick and Dabney Coleman, trying to figure out how to beat the computer at its own game and hope that the fate of the world doesn't hang in the balance. While retaliating against a nuclear strike is made a matter of survival in the context of DEFCON, the death tolls are a constant reminder of the effects of wholesale nuclear destruction. It's a brilliant morality play, and the player is forced to ask themselves whether they'd be in such a rush to press the button if presented with this scenario in real life. When Matthew Broderick's character stumbles upon the game of Global Thermonuclear War in NORAD's supercomputer, he asks the question "Is it a game... or is it real?" to which the computer's artificial intelligence responds: "What's the difference?" It's a sobering reminder of technology's influence on modern warfare.

I think Darwinia makes a poor comparison for Defcon - I find the games frustratingly different. I agree with a lot of your opinions on Darwinia - the game is indeed abstract to the point of absurdity.

However, I think Uplink ("Hacker Elite"), for me, is the more natural comparator. There seems to be an atmosphere and depth to the game that Defcon draws upon, without the need for overcomplicated strategy. I highly suggest giving it a shot, if you haven't already.

Chris


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I think Darwinia makes a poor comparison for Defcon - I find the games frustratingly different. I agree with a lot of your opinions on Darwinia - the game is indeed abstract to the point of absurdity.

However, I think Uplink ("Hacker Elite"), for me, is the more natural comparator. There seems to be an atmosphere and depth to the game that Defcon draws upon, without the need for overcomplicated strategy. I highly suggest giving it a shot, if you haven't already.

Chris

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Of Note Elsewhere
"Geisha is Robot." Geisha fight samurai, giant temples and lady tengu. Geisha also transform.
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Mladen Sekulovich, aka Karl Malden, has died at 96. He was in many, many entertainments, including Meteor, the legendary 1970s cop show The Streets of San Francisco, some very respectable films and many, many Westerns like How The West Was Won, Nevada Smith and One-Eyed Jacks. Obituaries here, here and here.

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In support of my latest Screen article, there's nothing disappointing about these re-imagined posters by Olly Moss. Or x-factor-e's De Niro stream. Or the endlessly entertaining Film the blanks (Sudoku for film geeks).
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Champion Mojo storyteller Joe Lansdale talks about what makes him a champion: a crazy number of upcoming stories, a Jonah Hex animated short and his mighty understanding of the publishing industry.(Thanks, Chuck!)
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"If the post-"Crouching Tiger" boom in Asian cinema was an irrational, Dutch-tulip-style bubble, then the virtual disappearance of Asian films from American screens is an equally irrational overcorrection." Andrew O'Herir interviews Grady Hendrix (NYAFF and formerly Kaiju Shakedown), Keith Allison (Teleport City) and Todd Stadtman (4DK) about corrections, industry incompetence and piracy.
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View all Notes here.
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