"We are all in the gutter, but some of us..."
Taking Trash Seriously.
"...are looking at the stars."
-- Oscar Wilde
September 30, 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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Keep Playing, It Might Get Better

by Andrew Smale

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?

While technical problems are usually the first to surface, it's not the calling card of the bad game. Games with big budgets and an overabundance of advertising are often released before they're even ready, with a patch issued before the game even hits the shelves. It might end up being half decent. Conversely, some of the best games I've played required enormous amounts of patience to see past their unsightly glitches.

Prey (Human Head, 2006), a first-person shooter eleven years in the making, was the latest game to stimulate this reaction. Part of it was high expectations from such a long development cycle; the game was announced by producer 3D Realms shortly after the release of Duke Nukem 3D (3D Realms, 1995). I was also partially influenced by the abnormal number of positive reviews: John Romero's infamous Daikatana (Ion Storm, 2000) had a similarly tumultuous history, and became the industry's whipping boy when faced with grandstanding game designers and the often cited excuse "when it's done" as a release date.

Prey stars Tommy Hawk, a Cherokee Indian stuck on a reservation as the general handyman, and desperately in love with the owner/operator of the local bar. In the game's opening cutscene, a predictable action movie set-up and an embarrassing interpretation of Native American culture is paraded in front of the player. An alien invasion, a kidnapped girlfriend, and a whole host of biomechanical weapons await young Tommy as he embarks on his quest to save the girl - and the planet.

Often the genre is used as an excuse for bad games. "It's hard to expect high art from a first person shooter," some might say. But then I would direct them to System Shock 2 (Irrational Games, 2000) or Half Life 2 (Valve, 2004) or Call of Duty (Infinity Ward, 2003). The synthesis of gameplay and entertainment can be achieved in first person shooters.

bad-games-large.jpgPrey isn't completely insufferable, however. In fact, it presented enough new ideas to make it seem like it was contributing to the genre. Instead of using the quicksave method of staying alive, the player cannot die in Prey. Using ancient Cherokee magic, young Tommy is transported into the Spirit world upon his corporeal demise, and is tasked with shooting flying spirits to gain back health, until he is brought back to life. The gravity-defying walkways and nausea-inducing puzzles that required an instant change in the player's perception of direction were incredible to experience the first few times. It's enough to keep the player interested for a while at least, hinting at more devious obstacles that lie ahead. Though they never materialize, and Prey slowly devolves into the typical run-and-gun, switch hunting expedition. I finished the game despite my better judgment, though the fact that the total play time clocked in at less than ten hours probably helped.

So why keep playing? Dragging out the inevitable comparison to other forms of media - books and film, for example - the trivial slight against falling for lackluster versions of either of them is perhaps the price of a paperback or a ticket. The price of the average PC game is still around $60: a significant margin of difference. The feeling of being burned is made that much more unbearable; the player is almost forced to finish the game to justify the cost. With today's copy protection measures, trade-ins and exchanges for PC games are a luxury of the past.

Most importantly, there's the investment of time involved. A first-person shooter may not require a considerable mental investment, and in most circumstances the majority of what the game has to offer can be found within the first few missions. Unless you consider the storylines that accompany the action, in which case you continue playing to see how much worse it can get. Role playing games inherently have more hours of gameplay embedded within them - by the time a roleplayer has finished his latest adventure the FPS gamer has perhaps finished two. As a result player involvement goes much deeper - so deep that the resentment towards its lack of quality is enough to keep trudging through its poorly constructed game world or slipshod storytelling.

In the end, it's not like you can bring the experience up in everyday conversation. A film is an experience that can be shared in most social circles; opinions can be crafted fairly quickly after only spending two hours in front of a television. But because most games are often lengthy, solitary experiences, there is no way to relate the events except among other game players, and even then that's not usually the case. Because of the investment of time and money, it's impossible to keep up with everything that's out there. Besides, it's pretty hard to get sympathy for spending fifteen hours on a terrible game just to prove that it was terrible. While I can't stand the arbitrary assignment of numbers to a game's quality in a review, it becomes obvious why some people have come to rely on it.

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One of the things that keeps me playing a game when I would have long quit a movie is that I'm driving the shitty game, where a bad movie is spewing shit at me. It's an illusion, mostly, but a convincing one.

Jim Munroe


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One of the things that keeps me playing a game when I would have long quit a movie is that I'm driving the shitty game, where a bad movie is spewing shit at me. It's an illusion, mostly, but a convincing one.

Jim Munroe

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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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