"We are all in the gutter, but some of us..."
Taking Trash Seriously.
"...are looking at the stars."
-- Oscar Wilde
November 12, 2004
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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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Hard Driven

by Jim Munroe
You won't get shot at, but you might get shot down.The Sims 2 (Electronic Arts, 2004) was making my hard drive complain. Not the usual grinding noise, but a louder, tap-knock, ominous kind of noise. I have had hard drives go corrupt on me before, so I powered down and switched a few cords. When I powered up again, I got a series of 01 01 01s on the screen.

I always do a pre-emptory body count when it comes to crashes -- this was better than usual, since my latest book was just out and I'd yet to start another one -- even as I work to save what I expect is a dying patient. But, as it turned out, it was my willy-nilly wire switching, not a hard drive failure, that was the source of the trouble and before long I had The Sims 2 booting up again.

I called my wife, Susan, in -- she'd been interested in checking out the game or, rather, having a good excuse for avoiding marking papers. We watched the intro, which is a great, colourful and enticing cavalcade of various scenarios: people dancing, doing yoga, necking and so on.

When the game loaded, various things scrolled by: "Chlorinating Car Pools," "Partitioning Social Network" and various plays on the strange marriage of mechanical and organic that life simulators are. It's clever, but Susan was antsy. "They should have a little game you can play while it's doing this."

I agreed. "They have one when you're installing the game," I said. I'd been impressed by that, since it always seems a waste that most games ignore the potential of game interstices. They're a great opportunity for tidbits of story or world building. And while most gamers can't be bothered with a tutorial, for instance, gameplay tips at these points would be appreciated more than a static loading page.

The Sims 2 has a good tutorial. It's broken down into 32 steps, and this is actually indicated. One of the difficulties people coming new to games have is that you don't know how "deep" they go, the way you know you're halfway through a book -- it comes from catering to an audience of the hardcore who don't need encouragement to stick with it. The Sims 2 is full of considerate design like this.

The interface, considering the huge amount of detail involved, is an intuitive marvel. After we were familiar with it we looked through the stories we had to choose from. Susan was in the captain's chair, and she dismissed the first one as being like a soap opera, and the other one as being like Shakespeare, so we went with the weird one.

Each story has a couple of families in the neighbourhood you can zoom in on. The one we chose -- a "mixed" alien/human family -- had a husband, wife, son and daughter, all of whom go about their business fulfilling their basic needs. Susan set to getting them doing stuff like jumping on the couch, smashing their dollhouses, jumping in the pool -- "I feel like it's a dare," she said. "You don't control them directly, you just tell them what to do and stand back and watch."

Beyond their basic needs, characters have various aspirations. The father, for instance, wanted to improve his relationship with his daughter, although his daughter had no similar motive. She did, however, have a fear of her father dying. We had the father tickle his daughter, and he got points for that.

Easy enough. The son had a more complex aspiration, however -- to have a good party. Susan called up a bunch of people and invited them over. The party countdown started. I panicked. "We need food, it says we need food and music," I said. Susan seemed unconcerned -- it was an interesting reversal, me feeling the anxiety she usually feels with shooter games. "I'll just order pizza." She went to the phone and put in the order. "Where's the stereo? Is it upstairs?" As we looked around the house for the stereo, the seconds ticked away and, pizza or no pizza, our party rating was "Sleeper."

You won't get shot at, but you might get shot down.The son's status went from "Man About Town" to "Wretched Outcast." It wasn't just because he'd wanted to have a good party: one of his fears was to have a bad party, which we hadn't noticed. He reeled around the house, crying and being miserable. He gained the aspiration of wanting an expensive hot tub.

The Sims 2 reminded me of the first life simulator I'd played on the Commodore 64, Little Computer People (Activision, 1985). Little Computer People was a blocky, bitmapped cross-section of a house with none of the graphical or gameplay sophistication of its grandchild, The Sims 2. But in one respect, LCP is more believable as I remember feeling -- watching the flat little man respond to the doorbell I'd pushed or the package I'd left -- that such a little man could live inside a computer in the way that mice live in the walls of a house. You might believe that the mice have love for their children mice, but not really buy that they're like us to the extent that they recline with tiny pipes in tiny armchairs. The characters in The Sims 2, while being more engaging and interesting, are clearly too complicated to live in a computer.

Or maybe that was who was knocking from the inside of my hard drive.

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I used to be completely obsessed with little computer people! I don't think I ever actually played it, though!

slutsky


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I used to be completely obsessed with little computer people! I don't think I ever actually played it, though!

slutsky

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Of Note Elsewhere
Wicked posters for Raleigh, North Carolina's Cinema Overdrive film series.
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Here are some pictures of the ladies reading comics for Read Comics in Public Day. As Gail Simone writes, "Take note everybody in comics!"  (For the record, Carol read Kurosagi Corpse Delivery Service 5 on a sidewalk bench, but there's no photo).
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48 vs. 61 in Rintaro and Katsushiro Otomo's excellent bicycle racing short where the racers look kinda like Rintaro and Otomo. Also, damn fine music and possible steampunkery.
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Klingon opera has finally happened. Get an earful at Cinematical. (The musical part begins at about 2:15).
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Makiko Itoh has translated Satoshi Kon's farewell.
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