"We are all in the gutter, but some of us..."
Taking Trash Seriously.
"...are looking at the stars."
-- Oscar Wilde
July 31, 2003
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


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...


VARIETY PAK

Variety 80.jpgIt’s been just over a year since I became a partner in the Mayfair Theatre, Ottawa’s oldest operating cinema. We’ve shown a lot of films in that time (we average about 40 a month), and I’ve written the synopsis for almost every one.

Continue reading...


Forgetful?

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

 
 

Mission: Look at Neat Stuff

by Jim Munroe
The security cameras frown on infiltration in Thief II.Ninjalicious is the founder of Infiltration, a zine documenting his urban exploration hobby in hilarious and diagram-enhanced travelogues. He's recently been playing Thief II (Eidos, 2000), a videogame with a focus on stealth, and I asked him about how the first-person sneaker measured up to his real-life experience.

What made you start playing it?

I thought it would be cool to see if it could be used as practice, or at least to check out if it was realistic. I wouldn't go as far as to say it can be used as practice, but it's pretty realistic.

Yeah, a lot of the game is about listening -- you can hear people's footfalls in the game. How close is that experience to what you do?

Obviously it lacks some subtlety -- in real life, if you concentrate on your footfalls you won't make any noise on any surface, but in the game it's impossible to walk across a metal catwalk silently. But the game does teach you to favour grass and carpet over tile and wood. Some of the other sounds they've chosen to ignore are kind of weird. It doesn't make any noise to open and close a door -- it makes a sound, but the guard doesn't "hear" it.

What else would you like to see?

More dead ends. In real life there are lots. I guess it's kind of frustrating in a videogame, but...

I've noticed that. Everything's there for a reason. When I come across a flippable switch in any game, I flip it.

See, in real life I would never pull a switch like that. It'd be trouble. I like to be careful. I get a kick out of being really careful. They've put a lot of time into this game but I'd admire them if they were willing to have a few useless things, a few dead ends.

Videogames never try to teach you how to know when to give up. While everything is there for a purpose, what I noticed with one of the levels was that I was able to achieve the objective without going through a third of the rooms.

To me that's admirable, because they know that some people are going to push right through it. I did do everything on that level, just for the sake of seeing everything.

Shouldn't they force you to get to know every level well?

No! The game is best when you're in unfamiliar territory. The best game of Thief II I had was my first -- exploring the building without realizing that I was able to do anything other than sneak and hide, and not having any clue what the various threats were. As you play the game you realize, oh, the AI is not that smart -- the guards just walk back and forth in a pattern.

The artificial intelligence is patchy.

Yeah. One of the major innovations that Ms Pac-Man (Midway, 1981) made over Pac-Man (Midway, 1980) was that the ghosts stopped simply predictably chasing your character and threw in some random stuff as well. There needs to be more of that with these guards.

Given the choice, a human opponent is more satisfying?

Yeah. The game and real life are similar in that you're trying to figure out a puzzle and people are pieces in that puzzle, but in Thief II I would say the most interesting pieces are architectural or mechanical while in real life the most interesting pieces are people.

Puzzle? Give me a real-life example.

Well, like getting in the pool in the Crown Plaza Hotel. The door was locked, and it was a glass door, and there was always an attendant at the desk. You couldn't wait at the door, because they'd see you waiting there. What you had to do was go down the hallway, wait until you heard the elevator ding, then you'd have to walk down the hallway, getting your pace just right so you'd arrive at the same time as the person who had a key. You had to make small talk with the person as you went through so it looked like you were buddies.

That is such a videogame moment.

I was well aware of that at the time. I was like, 'Oh yeah, this is better than Impossible Mission or Elevator Action.'

I noticed that the infiltration.org site used to have an Elevator Action theme -- how much of your hobby comes from videogames?

About half. Half comes from 2600, the magazine about hacking, and half comes from videogame cheat books. Playing the game was fun, but reading the cheat books was really fun. I wanted to write cheat books for exploring real places.

Final comments?

I get a real kick out of there not only being rooftops to explore, but drains and boiler rooms. But if it was up to me, the only goal would be to take pictures of these things and leave.

Tags: , , , , , , , , ,

Chuck your 2¢ into the Gutter
Mission: Look at Neat Stuff - The Cultural Gutter
Lost your 2¢? Write us.

Paw through our archives

Of Note Elsewhere
LEGO Bladerunner. LEGO lightsaber duel. (thanks, edie!)
~
Symbol. It's a metaphysical, lucha-loving film by Hitoshi Matsumoto. It's especially funny if you've seen art films with a someone sitting in a plain white room.
~
Kathryn Bigelow won a best directing Oscar for The Hurt Locker. Time for a retrospective. Here's the trailer for Near Dark and some clips. Point Break (i.e. Keeanu Reeves best movie). Jamie Lee Curtis in the cop thriller, Blue Steel. The premillennial tension of Strange Days. The Pirelli ad, Mission Zero. And her sub movie, possible the manliest of genres, K-19: The Widowmaker. She also wrote an episode of The Equalizer.
~
So much Milestone going on! Milestone creator Dwayne McDuffie talks with The Atlantic about "reinventing personal mythologies, pop-cultural representations of race and an investigation of what shapes our moral frameworks" and how much he likes writing romance.  Meanwhile, Evan Narcisse shares his memories of Milestone Comics--with pictures.
~
The Muppets' The Wicker Man. It's way better than Muppets from Space. (thanks, weed!)
~

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.