"We are all in the gutter, but some of us..."
Taking Trash Seriously.
"...are looking at the stars."
-- Oscar Wilde
August 28, 2003
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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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Too Damn Talky

by Jim Munroe
One of the lovingly crafted automatons from Syberia. Games are often criticised for not having any plot. What isn't given much consideration is whether it's possible for there to be too much story.

The Longest Journey (Funcom, 2000) made me think about this a lot.


Set in a 23rd-century coastal city, you are April Ryan, a girl who's just moved there to go to art school. She starts having dreams about dragons and other dimensions and finds out that she's humanity's only hope for restoring "the balance." The triteness of this scenario is redeemed by a few things -- April's sardonic down-to-earth personality clashes nicely with the mystical mumbo-jumbo. Plus, she's a pretty believable character -- her student life comes complete with art assignments, a job at a café and a black pal/love interest.

The voice-acting and the visuals are good, too. You can take the subway to different parts of the near-future city searching for the mysterious homeless guy who turns out to be your dimension-hopping mentor. Although quite beautiful, most locations are filled with non-interactive objects and people, which can become quite frustrating. I tended to move the mouse back and forth methodically upon entering each area to see which things were background scenery and which were "real." It's quite easy to miss, for instance, a broken cable on the subway track that's critical to solving a puzzle.

The character interaction is limited to a choice of five questions you can ask. Five questions may not seem like a lot, but it ends up feeling like a chore to go through each discussion branch, and because you never know when they're going to say something critical to solving a puzzle, you pretty much have to. Entire histories of neighbourhoods are related, incidental stories about other characters are told, and really, all you want to know is how to get into the movie theatre. And when you do get in there, for instance, you're rewarded with a five minute cut-scene about how important it is for you to restore the balance, blah blah blah...

Thankfully, if you're willing to risk not getting some bit of info you need, you can skip these scenes. Gamers hate (hate) cut-scenes you can't skip. Why? On one level, if you're playing the part again because you died the first time, it's like penance to sit through something that you've already seen. But I think that on another level, it highlights the difficulty of mixing interactivity with narrative.

Although "interactive storytelling" is a common phrase, it doesn't address the fact that an interactive audience is expected to be active, while people being told a story are expected to be passive. So when the gamer mashes her buttons impatiently as some substandard CGI animation plays out, she's embodying the tension between these two concepts.

Despite this, Syberia (Microids, 2002) does a great job with its cut-scenes. The game begins on a rainy day in a European mountain village, with a funeral procession approaching the main character. As they get closer, you realize that the old men in beards aren't men at all -- they're metal automatons. You're a lawyer from America who's come to finalize a merger between your corporation and the town's pride: the Voralberg Mechanical Toy and Puppet Factory. Unfortunately, the person who's just died is the owner, and you have to sort things out in her absence.

While there are too many similarities with the The Longest Journey to ignore -- I assumed that it was the same company -- this game, thankfully, doesn't try to be a novel. The antiquated mechanical aesthetic is quite stunning, and there are plenty of clicking buttons to press and squeaky levers to pull. It's charming and clever. Especially clever when you realize how the situation justifies mechanical puzzles, and how much easier mechanical puzzles are to program than puzzles that involve other characters. They sidestep the artificial intelligence challenges altogether, which is a shame, because it would be a nice complement to how other genres (first-person shooters, role-playing-games) are developing AI in other directions.

But maybe it's for the best. There are some pretty glaring flaws when it comes to the limited human response already. When you click on a door that is just scenery, you get the stock response "No need to go down there!"

Since in an adventure game you're constantly trying to go down unexplored paths, up ladders and over hills, this stock response really reminds you that your character is just a robot, too. It's too bad, considering that each one is a missed opportunity to heighten tension ("There's no time to waste!") or develop story ("It's not wise to barge into people's houses since the revolution.") or to inject some self-aware levity ("Oh. This isn't a real door at all, it's a painting.")

Don't get me wrong -- both these games are good. But the fact that they've both been declared the Adventure Game of the Year by various gaming magazines and websites says more about the lack of competition than anything else.

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

When I played these two games, I was thinking of them as graphic novels with dynamic elements.
I particularly enjoyed The Longest Journey, because the plot is well-developed and April is an interesting character--one of the few non-traditional females out there. But it was really annoying when you came to a stand-still in the game and couldn't find any new places to click, so you were reduced to circling the same old scenarios over and over, trying to find the teeny thing you missed.
Syberia, on the other hand, felt like a hulking swamp of text that you had to wade through to get any results. Sure it was pretty, but my god! the length of time it took to get from adventure to adventure was unbearable. Interestingly, I was left with the impression that the text had been translated from a more verbose, descriptive language.
In both cases, they could have used good (text) editors who would have swooped down and cleaned up all the extra wordage. In general, why don't video games get edited? It really annoys me when they're littered with typos and incorrectly used words. It's distracting. And in these two cases, it detracted from enjoyment of the twists and puzzles (TLJ) and the awesome art and scenarios (Syberia).

SuperGirl


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When I played these two games, I was thinking of them as graphic novels with dynamic elements.
I particularly enjoyed The Longest Journey, because the plot is well-developed and April is an interesting character--one of the few non-traditional females out there. But it was really annoying when you came to a stand-still in the game and couldn't find any new places to click, so you were reduced to circling the same old scenarios over and over, trying to find the teeny thing you missed.
Syberia, on the other hand, felt like a hulking swamp of text that you had to wade through to get any results. Sure it was pretty, but my god! the length of time it took to get from adventure to adventure was unbearable. Interestingly, I was left with the impression that the text had been translated from a more verbose, descriptive language.
In both cases, they could have used good (text) editors who would have swooped down and cleaned up all the extra wordage. In general, why don't video games get edited? It really annoys me when they're littered with typos and incorrectly used words. It's distracting. And in these two cases, it detracted from enjoyment of the twists and puzzles (TLJ) and the awesome art and scenarios (Syberia).

SuperGirl

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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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