"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. 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


The Biography of Ebony White

Ebony White 80.jpg"People don't realize how a man's whole life can be changed by one book."

--Malcolm X / Malik El-Shabazz, The Autobiography of Malcolm X (As Told To Alex Haley)

Running from 1940-1952, Will Eisner's The Spirit was a newspaper insert back when publishers could afford to do such awesome things. It features Denny Colt, a detective who comes back to life to fight crime from his secret hide-out in Wildwood Cemetery. The Spirit is indeed everything good anyone has ever written about it—all the joyful adventure, groundbreaking art and genre play. But then there's Ebony White, the Spirit's African-American sidekick and driver, all eyes and lips and minstrel show dialect. And I can barely look at him, even though I know I should.

Continue reading...


Small Press Combo Attack

comeau-small.jpgTime to check in with a few small-press books. This is where where a lot of people get their start, and it’s also where the books can live quite happily apart from the concerns of multinational conglomerates.

Continue reading...


Good Things Gro-o-ow in To-ron-to

bittytrw.JPGRight. So you’ve joined the RWA, and are enjoying the information and advocacy your membership entitles you to. But National’s a long way off, and RWA headquarters is in Texas, and you’re starting to get a little lonely. So what do you do? You join your local chapter. Where I live, that means the Toronto Romance Writers.

Continue reading...


Forgetful?

Perhaps you'd like an e-mail notification of our weekly update.

 
 

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.

Tags: , , , , , , , , , , , , , , ,

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


Chuck your 2¢ into the Gutter
Keep Playing, It Might Get Better - The Cultural Gutter
Lost your 2¢? Write us.

Paw through our archives

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

1 comments below.
Pitch in yours.


Of Note Elsewhere
Dart Adams Presents: Black Like Me: The History of Black Comic Book Heroes Through the Ages, Part One (1900-1968)and Part Two (1969-2008).  (Click it! It's amazing).
~
Mojo Champion Storyteller talks about his pulp classic, The Drive-In, including its influences, low-budget 1980s horror movies, East Texas tall tales, television and American politics.
~
John Hodgman and Patton Oswalt face off in an epic geek-off for WFMU. Bester'ed, Bova'ed-- two geeks enter, one geek leaves.
~
A young woman releases demons and then has to trap them up again with her grandfather's camera in the webseries, Camera Obscura. The trailer looks promising.
~
LEGO Bladerunner. LEGO lightsaber duel. (thanks, edie!)
~

View all Notes here.
Seen something shiny? Gutter-talk worth hearing? Let us know!

On a Quest?

Pete Fairhurst made us this Mozilla search plug-in. Neat huh?

Obsessive?

Then you might be interested in knowing you can get an RSS Feed here, find us on Facebook there and that the site is autoconstructed by v4.01 of Movable Type and is hosted by No Media Kings.

Thanks To

Canada Council
We acknowledge the support of the Canada Council for the Arts which last year invested $20.3 million in writing and publishing throughout Canada.