"We are all in the gutter, but some of us..."
Taking Trash Seriously.
"...are looking at the stars."
-- Oscar Wilde
March 31, 2005
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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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Indie-meets-industry shindig

by Jim Munroe
Buckets of beer at the GDC.It might have been the buckets of beer or just the balmy San Francisco night that had me feeling so upbeat after the Game Developers Choice Awards and the Independent Games Festival but even in sober retrospect it was pretty remarkable. On a basic level, it was simply seeing the best videogames of the year take awards they deserved: notably, Half-Life 2, Katamari Damacy and Toronto's own N. It's rare that I see my taste vindicated in such a forum.

On another level, the ceremony had a unique and forward-thinking structure: indies and industry establishment were fĂȘted at the same event. Since the two sets of awards were scheduled at the same time, I wondered if they would be in different rooms. As I took my seat at one of the hundreds of tables in the huge ballroom, large enough to necessitate Jumbotron-style screens, I realized that unknown developers from Veggie Games Inc. and game superstars from Valve Software would be accepting awards from the same podium. It's an acknowledgment and celebration of the importance of bringing new turks into the creative community and quite revolutionary -- we won't be seeing Sundance rolled into the Oscars any time soon.

As we waited for the thing to start, I got a chance to talk to some of the game developers whose games had made it to the finals of the Independent Games Festival. I had played Jeff Evertt's Global Defense Network (Evertt.com, 2004) and found out that he had a day job at a game studio but had this idea for a game that evoked the "demos" made by hackers to showcase their visual and computational wizardry.

Music was a big part of the demo scene of the late '80s and early '90s, and at his day job Evertt could have just hired someone to do the proto-techno MOD music -- but not with his own no-budget game. "So I started to look into it and get in touch with the original guys who made the music and they were like, 'Hey great, you can use it -- I haven't touched it in like 10 years.' Tonnes of great MOD music out there that people haven't heard." Working around this budget limitation turned out to be his favourite part of the project. "I really enjoyed talking to the guys. A lot of them are in Denmark and Sweden, really strange but really cool, doing their own thing."

Photo by Dustin Sacks. Dustin Quasar Sacks was also at our table and I talked to him about Lux (Sillysoft, 2004), his strategy game based on the board game Risk. "My original reason for making it was that I liked the game and I was unhappy with the current computer versions of Risk that were available for the Mac at the time. So it was either wait and hope that something came out or, since I was a programmer, I could do it myself. I scratched my own itch."

But the world is full of itchy programmers and most of them leave projects half-finished. What was different with his approach? "The very first version was very small, it only had the basic parts. No multiplayer, no custom maps. When I first had the project in mind, it was this huge project with multiplayer and a ranking system and people could write their own AIs [artificial intelligences to play against] ... if I had tried to do all that it probably never would have been done. But I enjoyed playing the game and slowly but surely I added the other features. That's something that's not really possible in retail games -- once the CDs have been made they can't be changed. Shareware is a lot more forgiving."

The shareware model isn't just forgiving, it's also supportive. The Montreal-based Sacks offers a limited version for free download and the full version for $20, and is currently making his living off of this, although a modest one. "I don't have a house, car or wife, and I live relatively cheaply. But most people would take a cut in pay not to have to work 9-to-5."

I can't help but wonder if someone from a nearby table overheard that -- say, someone working under the sweatshop conditions big game studios like Electronic Arts are reputed for -- whether it would make them grind their teeth or really think about another model to pursue their passion.

Sharing notes on these models probably doesn't make management happy, but it's important. As great as the creative cross-pollination is at such a mixed event, it could also simply function as a way for mainstream game companies to cherry-pick the most innovative ideas from the indies. But the indies don't just experiment with the idea of what is possible creatively in games but also how it's possible to make games: what different models of production and distribution have to offer.

Even more oppositional to the $50 console game than shareware are freeware games. When N, which is freeware, won the audience choice award and Metanet Software's Mare Shepperd and Raigan Burns took the stage, they credited the community that had inspired their superb platformer game. "We're just lucky the people who make freeware games couldn't afford to be here," Burns said, at once modest and inflammatory. "'Cause none of us would have had a chance against them."

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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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