"We are all in the gutter, but some of us..."
Taking Trash Seriously.
"...are looking at the stars."
-- Oscar Wilde
June 8, 2006
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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.

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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Revisionist Fantasy

by Andrew Smale

What if Sauron got his Ring back?Games are fantasy. Whether it's casting a fireball spell or commanding thousands of troops on the rolling plains of an ancient battlefield, they allow us to do things that are otherwise impossible in real life. It's part of what makes them so engaging. Games based on fictional events like movies or books often take liberties with the plot to make a good game, creating a new plot with the player as the central character. As a result, it allows a certain level of re-imagining of the events in the original source material. In the best cases, the player has control of the action's outcome, ultimately changing the course of the story and creating an entirely different conclusion. However in the world of licensed intellectual property, this isn't always an option available to developers – especially when the game is intended to be a direct tie-in as part of a larger advertising strategy. A lot of games end up this way, and it's why most people refuse to consider movie tie-ins anything other than interactive commercials. There has been a shift towards more freedom with intellectual properties in games: recent successes like The Chronicles of Riddick: Escape from Butcher Bay (Starbreeze, 2004) and Spider-Man 2 (Treyarch, 2004) have proven that movie licenses don't always result in an inferior product. But is this move towards player freedom even necessary?

Games adapted from films or books have a basic story to work around: the start and end points are the same, and it's the middle that usually gets played with. Besides the numerous console titles that are pumped out in preparation for a movie's release that bear only a passing resemblance to their namesake, a good example is EA's multiplatform release of The Lord of the Rings action series. The Two Towers (Electronic Arts, 2002) and The Return of the King (Electronic Arts, 2003) have the high production values of the films, but absolutely no redeeming qualities as a game. You're in control of the characters from the films, while enemies and plot are fed to you on a rail towards Mordor. The amount of monotonous button mashing is unbearable, and the minimal character customization does little to alleviate how much the experience is overshadowed by its ties to the films.

In cases like Escape from Butcher Bay and Shadows of the Empire (LucasArts, 1997) the entire games are inserted into existing story continuum and have little or no effect on it -- they simply capture the "unwritten" adventures of a particular character leading up to something that is known to happen.

In all of the preceding examples the end result will always be the same, because the main storyline is never directly affected. As a result the games are usually less satisfying, because the player is bound by the rules of the storyline. Hero characters can't die – that ends the game. The next battle is dictated by where you are in the story. Failure to meet objectives is simply another reason to end the game.

Spider Man 2 was not really a movie tie-in; its relationship was mostly superficial. The game follows the free-form mission model made popular by Grand Theft Auto III (Rockstar, 2001), while a story thread based on the movie can be picked up at any time while swinging around the city. It was an original approach for a movie tie-in – the developers were clearly thinking in terms of a larger scale, allowing players to create the unseen adventures of Spider Man for themselves. You can even fail missions and the game will still continue. But the end result is still the same – Spider Man is victorious and New York City is safe once again.

Revisionist FantasyThe Battle for Middle Earth II (Electronic Arts, 2006) is a real time strategy game careful to balance the existing mythos established by Tolkien's influential fantasy works without adhering to any set storyline. The single player campaign follows the War in the North, which was only hinted at through The Lord of the Rings. But this campaign almost isn't needed. The game has layers of material from the books and films that permeate every aspect of gameplay. Every unit in the game has a basis in the novels, taking visual cues from the celebrated films. The differences to its predecessor are immediately seen in the "War of the Ring" mode, where a campaign for control of the territories of Middle Earth can be waged as the forces of Good or Evil, to destroy the One Ring or claim it for yourself and change the face of Middle Earth forever. It is immensely empowering, and never feels like the original source material is being undermined.

To that end, a proper sense of scale is essential for giving the impression that players have control of the outcome and possible future of the characters and/or game world. And scale is useless without context. A single real time strategy skirmish is as influential as the previously mentioned action games if it is contained within a larger, uncontrollable narrative.

Part of the appeal of the movie or book tie-in is the ability to re-enact what was seen on the big screen, not necessarily the desire to change what happens. By giving players more freedom, there is less of an emphasis on the story – something that made the game possible in the first place. The result is an experience that is less cinematic, and more of a game inside the perceived boundaries of a film. While there is a push for more freedom in gameplay, I'm reluctant to subscribe to the belief that it's the future of gaming. Narrative is just as important in presenting a compelling game experience – without it the player is without purpose, lost in a world he knows very little about. The use of films or books to ground players in a world that has been previously encountered through them allows developers to focus on creating a good game, instead of worrying about the story to go with it. The pitfalls lie in letting the source material overpower the entire experience. Because at that point, there's really no reason to play the game at all – the DVD player is often just as accessible.


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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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