Vuckovic and Headey Explore Jacqueline Ess: Her Will And Testament

Clive Barker’s short story “Jacqueline Ess: Her Will And Testament” is not only being adapted into a horror film by the Canadian and Torontonian film director Jovanka Vuckovic, but Lena Headey will be playing the role of Jacqueline Ess.

While until this announcement I was unfamiliar with Jovanka Vuckovic or her work, and I only know of Headey through her roles in Game of Thrones and 300 as Queens Cersei and Gorgo respectively, I have read “Jacqueline Ess” and it is a fascinating story. Beware my friends, if you intend to read this story there will be spoilers.

Books of Blood

“Jacqueline Ess” is a story found in Clive Barker’s Books of Blood. It is about a woman by the same name who, after being neglected and passive-aggressively abused by her cheating husband and being dissatisfied with her overall life, attempts to kill herself only to be brought back from death with–for lack of a better word–some strange, flesh-crafting abilities. Think of it as telekinesis that can only affect human flesh and organs. Now imagine all that rage and pain that she has suppressed her whole life in being the good wife or woman and patronizingly being told what how she feels by men.

But the story is so much more than simple revenge. It subverts stereotypes. It changes Ess from a victim to an accidental instigator of manslaughter, to a murderer, and into someone who examines the very nature of power. Her sexuality, which was used by men, becomes her most overt weapon. However, again, she is not simply a monster or a villain, or a Carrie that lets her repressed emotions completely rule her powers. She is an intelligent woman that not only wonders about this power and what it means, having gained it by temporarily piercing the veil beyond death, but she also truly examines what the meaning of life is in light–and despite of–the discovery of her powers.

The very weapon that is her power, that is her sexuality, that is her body, becomes a weapon that ultimately turns on her. What this might say about social perspectives with regards to female gender and sexuality is a whole other subject entirely that will hopefully be explored in further depth, but I will say that the story manages to move this power from the place of the stereotype into the dark, red realm of the archetypal: of that primal place where life comes from, where it is changed, in that plane suspended between sex and death and, when you get right down to it, even a sense of enlightenment and acceptance.

Clive Barker has an interesting sense of horror: at least in his earlier stories such as those found in The Books of Blood. For him, horror is not only your fear of the unknown, but your secret desire for it and that place where your anxiety is forced to meet your sense of anticipation in the language of the flesh.

Lena Heady

I suppose you can tell that I really took a lot away from this story. Certainly, I can see Lena Headey making an excellent Jacqueline. Not only does Headey have a sense of portraying women of power in Game of Thrones and 300–characters that exist in traditionally male-dominated spaces–but particularly in the first Season of Game of Thrones to me she actually portrays a more sympathetic version of Cersei Lannister: someone who has power, and knows she has power as a woman in a traditional role, but who was never trained to understand it to its fullest extent or to protect those that she loves.

Headey’s Cersei understands just how subjugated and micro-managed women in Westeros truly are and even in Season Four you can see just how powerless and vulnerable she can be when her father takes her son from her. To me, it’s almost as though Headey’s Jacqueline may well be a parallel to the character of Cersei: both start out with affluence but are limited by the men and patriarchal structure of their lives, but while Cersei stays with the trappings of power and never seems to explore their origins, hopefully Jacqueline will portray her vulnerability and continue to explore her more literal and supernatural power and its nuances on the environment around her.

As I said before, I didn’t even know who Jovanka Vuckovic was before news about her film came out. However, if she can explore the details of Jacqueline’s evolution and its effects on the men and society around her, while keeping in mind Barker’s own horror genre sensibilities we will definitely see an interesting multifaceted blood-soaked gem of a strong female character and what she says about our own world: as a master of the horror genre, the sub-genre of body horror, and the medium of film tends to do.

Given the fact that Jovanka Vuckovic was an Editor-In-Chief for Rue Morgue magazine, author of Zombies! An Illustrated History of the Undead, founder of She Wolf Films, studied physical anthropology, and the fact that she made The Captured Bird, a horror-fantasy short film about a young girl that discovers a black-inky evil underlying her world only adds to the fact that I very much look forward to seeing what she does with this film. I know that many of her friends in the Toronto geek community–including some here at GEEKPR0N–wish her and her endeavours well.

Processing REBEL JAM.exe

A little while ago, there was a game design document called GAME_JAM, an interactive process and living document that was hijacked by marketing directors and, ultimately, abandoned by its own collaborators when the proposed program threatened great and unacceptable corruption of personal space and creator integrity. GAME_JAM was ultimately Ctrl + Alt + Deleted and its game design document, as much as kind of commercial and social contract analogue can be, returned to the drawing board.

At the end of the day, GAME_JAM was considered to be a worthy concept but its execution was flawed: a special glimpse into the process of creation inside a game jam with YouTube Let’s Players marred by an industrial bigotry and lack of understanding as to what a game jam actually is, and changed into a failed attempt at a generic reality show. I myself honestly thought that after everything that happened, the original idea would sit on that drawing board and gather dust.

Zoe Quinn decided otherwise. She decided to create REBEL JAM.

At first, this really surprised me. Zoe Quinn was one of the participants, or collaborators inside of, the failed GAME_JAM. Not only did she sign a contract in which she can’t talk about her experiences, but according to those who hadn’t signed the contract she was one of the female developers who felt the most offended by the bigotry that found its way into the tense and unpleasant situation: so much so that despite the contract she was one of those instrumental in having the participants walk away from the project altogether.

But I should have known better. Even in her article detailing what she learned from her experience, Zoe Quinn states:

My most tangible takeaway is probably this: I want to run a game jam. Not now, but after pax east and after I’ve recharged a bit. I’d like to find charismatic Let’s Play people, a couple of video cameras, a huge + cheap rentable house, and a group of indies. I’d love to have the LPers do what they’re so often so brilliant at and bridge the gap between the games and the audience, and do it super low-tech, low-budget, documentary style. Capture the inspiration, the hard work, the 3am delirium and the dumb jokes that come with it. Show people how we all band together and support each other through the deadline. That’s what I want to show the world about game jams. That’s the ambassador I’d rather be.

And so PAX East has passed. And, evidently, Zoe Quinn has recharged as well. In fact, she seems to have been at work on this concept for some time now. She continues the process of working on the GDD of REBEL JAM: a Return of the Indie counterpoint towards The Industry Strikes Back that inadvertently came from A New Jam.

Another bad, if somewhat geeky analogy aside, the concept behind REBEL JAM’s funding is the idea that this game jam will be “sponsored” by crowdfunding as opposed to corporations or industries.   Zoe Quinn and those like her seem to be in the process of making some excellent additions to this living document that we will be allowed to see: and perhaps participate in.

In my GAME_JAM Ctrl + Alt + Delete article, I mentioned that–if nothing else–GAME_JAM was a game and a design that taught its collaborators how to create, and how not to create game jams.

This GDD is back on the drawing board.

REBEL JAM. exe is now processing.

Zing! Pow! The Batman and Green Hornet ’60s Crossover

Sometimes classic superhero comics are all about dynamic duos and, in this case, we have three pairs of them. Film-maker and writer Kevin Smith and comedian Ralph Garman along with the artists Ty Templeton and Alex Ross will be creating a Batman and Green Hornet ’60s crossover comic. Moreover, this Batman and Hornet ’60s crossover, entitled Batman ’66 Meets the Green Hornet, is going to be treated “like a missing ‘lost’ sequel to the 1967 Batman two-parter” that brought the two heroic duos together in the first place.

Even though both the 1960s Batman starring Adam West and The Green Hornet were shows that started well before I was born, I spent a lot of time at my grandparents’ place watching both of them: and particularly Batman. In fact, when I look back I can say I’m fairly certain that Adam West’s Batman was the first serialized exposure I had to the character before Tim Burton’s 1989 film and I was always fascinated by the strange campy assortment of villains and how I wanted to know who they all were in the comics: even though some of them were made for the show itself. I took it seriously when I was younger, but as I got older I became “serious” about it and thought the show had become irrelevant to more contemporary times. Really, Adam West’s Batman in particular is a lighthearted comedic parody of itself that isn’t afraid to make fun of itself while paying homage to its sources. And it has a powerful zany effect: so much so that sometimes I find myself saying something along the lines of a Boy Wonder-worthy “Gee Willikers Batman!”

I also only saw a few Green Hornet episodes but from what I have seen, particularly with regards to the Green Hornet and Kato climbing scenes, it made sense that they and Batman existed in the same universe. And though it has been a while, I might have even seen the crossover happen as well.

And let’s look at dynamic duos again. The thing about heroic duos is, in fact, the dynamics that play between them. Kevin Smith and Ralph Garman are the collaborating writers of this twelve issue comics series. Smith himself has written many Batman stories and inundated his films with thoughtful and zany geekery, and Ralph Garman is the host of The Joe Schmo Show, a voice actor on Family Guy and Smith’s co-host on the Hollywood Babble-On podcast.  And then there are the artists to consider as well. Alex Ross is well known for his high mythic art in Kingdom Come and he will be designing the covers for the Crossover series while the Canadian artist Ty Templeton, the creator of Stig’s Inferno and Bigg Time as well as The Batman Adventures, will be the comic’s central illustrator. I actually met Ty Templeton before in a seminar about writing and drawing comics back at the old Paradise Comicon. He and his wife Keiren Smith run the Comic Book Boot Camp in Toronto, while also helping to organize events such as the 12 and 24 Hour Comics Marathons.

So not only do I get the positive feel of visiting imaginary space from my own childhood and know of most of the players involved in its creation, but in writing this article I get to promote someone who is well known and loved in the local geek community of Toronto. There is just so much … fun in this collaboration and if Kevin Smith’s hopes come true, who knows: perhaps it will be adapted into a straight-to-DVD animated feature with Adam West taking a role as a voice actor. In doing so, it would almost be like a spiritual sequel or “second televised episode” of Batman meeting the Green Hornet. Knowing that this comes from a place where the creators finally get to play in the creative sandbox that shaped their youth is just plain full-circle and heartwarming.

You can read further on Batman ’66 Meets the Green Hornet on Brian Truitt’s USA Today article Batman, Green Hornet team for a ’60s crossover. Until then, see ya later. So long! Same Bat-time, same Bat-channel.

The King in Yellow Spreads the Sign

I just want to state, right off the bat, that I am a fan of H.P. Lovecraft. It took a very long time for Lovecraft and his Cthulhu mythos, specifically the idea that something ancient, eternal, and either uncaring or malevolent underlying our conception of space and time, to come to some kind of mainstream appearance in geek culture. It was on my quest to read everything eldritch and gibbous by the man who was Providence and spurred on even further by Alan Moore’s The Courtyard and Neonomicon comics when I came across something called “the yellow sign.”

I followed this up online and found a book called The King in Yellow. The book contains a series of short stories published in 1895 written by Robert W. Chambers: a writer of many genres but especially romance, decadent literature and, in particular, horror. In four of The King in Yellow‘s stories, “The Repairer of Reputations,” “The Mask,” “In the Court of the Dragon,” and “The Yellow Sign” as well as some mention in “The Prophets’ Paradise” we are introduced to the idea of a play in a book that drives people insane, a malevolent entity known as The Yellow King that is a part of the play or summoned by it, and “the yellow sign”: last of which is a symbol associated with the King that can manipulate or distort the minds of those who see it.

They were some fascinating tales, by favourite being “The Repairer of Reputations” but aside from taking some notes on them, I thought that they would remain some fascinating but otherwise obscure stories even though it has a specific following and Lovecraft himself read them and alluded to their content in his story “The Whisperer in Darkness.” But I thought that would be the last I ever saw of them.

So how does this book from 1895 have any bearing on geek culture right now?

The answer is possibly a lot. Very recently I watched a recent video interview with the author and editor Joseph S. Pulver Sr.: who is an expert on the mythos of The King in Yellow. I knew that he would say some very interesting things on the stories, but what I didn’t know then until he and the interviewer, The Arkham Digest’s Justin Steele, mentioned it was that there is a recent television program that draws heavily from The King in Yellow. Please don’t click on the video unless you want spoilers from True Detective.

I’ve had a friend or two suggest that I watch True Detective and I just thought it was another generic police show or a derivative of Criminal Minds until this little nugget was revealed to me. Two detectives undertake a seventeen year old hunt for a serial killer named The Yellow King:  a quest that seemed to have come to its conclusion this past weekend. Steele and Pulver seem really enthusiastic about The King in Yellow becoming more mainstream as a result of this plot development in True Detective. Indeed, for years Pulver himself has been instrumental in gathering The King in Yellow‘s stories for Chaosium anthologies and then even editing and encouraging writers to create stories in Chambers’ particular universe. Pulver takes great pains to point out that despite August Derleth’s attempts to make The King in Yellow a part of the Lovecraftian or Cthulhu mythos that these stories exist in their own continuity and outside of Lovecraft.

In addition, Pulver himself is in the process of gathering further King in Yellow stories from new writers: particularly female horror writers. It is quite fitting in a way. After all, unlike Lovecraft whom the mythos of The Yellow King is often attributed, Chambers was definitely not afraid of writing female characters into his stories that weren’t monsters, one-dimensional throwaway characters, or that just pretty much exist at all.

Justin Steele’s interview with Joseph S. Pulver Sr. is very fascinating and I would definitely recommend watching the above video if you are at all interested in the origins of The King in Yellow as well as reading Pulver’s article on the subject at The Lovecraft eZine. Also, please check out True Detective: Season One is now over and there are only eight episodes in the series, so it shouldn’t take you long to get through them. Finally, I should point out that you can read The King in Yellow for free online.

As an added bonus, it seems that H.P. Lovecraft himself and a Southern doppelganger, reanimated for YoutTube by Leeman Kessler, have their own opinions about both True Detective and The King in Yellow.

In any case, you will find that the mythos of The King in Yellow is a very mysterious thing of poetic fragments and goose bumps not unlike its yellow sign. This is just as well: as that sign, whatever its shape or purpose, makes minds receptive to madness.

See you in Carcosa.

 

Forces in History, Readers of the Present: Women in Comics

Sequart’s Kickstarter Campaign She Makes Comics, a documentary on women in comics, is now complete.

In my last post, I wrote about how the original demographic of comics readers, the majority of which were female, changed from the 1950s onward due to, possibly, the advent of an enforceable Comics Code Authority. I also mentioned that there were more women reading comics from the 1930s to the late 1950s. However, in the actual She Makes Comics Kickstarter Campaign video itself, comic book editor Janelle Asselin states that not only did this female majority of readers exist in the 1950s and the 1960s, but it was due to the comics medium becoming mainstream through an emphasis on the superhero genre that this fact began to change. In fact, the very documentary itself will be focusing on women in comics specifically from the 1950s and onward.

And with even that much information, I just learned something new. Perhaps they aren’t mutually exclusive facts, but they are definitely thoughts that I want to see followed up.

In this sense, the focus on a largely female comics readership of the past is very timely as, now; something similar is being said for the audience of the present. This past weekend, at the ComicsPRO Annual Membership Meeting, Image Comics publisher Eric Stephenson stated that the comics industry’s fastest growing demographic of comics readers is, once again, women. While Stephenson does emphasize that this is the case for Image Comics, he also mentions that this may also apply the comics industry itself.

Eric Stephenson mentions a lot of very interesting points, including how comics sellers can do their part in encouraging innovation and inclusivity in the industry while putting aside the tired old reprints and derivative superhero stories to appeal to a more diverse readership. For instance, I know for a fact that Toronto’s very own Comic Book Lounge and Gallery not only holds comic book launch parties, but has even hosted reading groups and Ladies Night events: and these seem to be the kind of endeavors that Stephenson encourages. Not only does Stephenson actually seem to be addressing many of the industry issues I brought up in Boys and Toys Franchising Make For Better Superhero Cartoons? but also references the superhero genre as something that needs to be innovated along with whole new kinds of stories if the comics industry is to remain fresh and original in order to make material other industries, such as film and television, can adapt accordingly. The rest of Stephenson’s fascinating speech can be read at your leisure right here.

In the meantime, you still have time to join She Makes Comics and get some interesting rewards including: The Girls’ Guide to Guys’ Stuff anthologyan autographed copy of Colleen Doran’s A Distant Soil: The Gathering graphic novel, a portrait drawn from a photo of anyone of your choosing by Miss Lasko-Gross for $200 and, finally, two poster prints of the poem Desert Wind, written by Neil Gaiman and beautifully illustrated by Molly Crabapple: both of which are autographed.

Also, now that the baseline goal of the Kickstarter has been met, She Makes Comics has a new stretch goal. If the campaign gains $50,000, She Makes Comics will film  a 10-15 minute mini-documentary on Jackie Ormes: the first African-American female cartoonist and creator of the comic strips Torchy Brown and Patty Jo ‘n’ Ginger. So please, keep that support coming. I know I will definitely enjoy She Makes Comics as both history and as reality.

La-Mulana 2 Still Has More Stories to Tell

When last I wrote about La-Mulana 2, its Kickstarter Campaign met nearly half of its stated $200,000 minimum goal. Well, not only has it reached it’s goal, it has started to meet its stretch goals.

It has been an interesting experience watching this particular Kickstarter development, while also being involved in at least some of that growth. I got to watch as NIGORO and Playism Games added their own unique animated sprites and adjusted their stretch goal tiers accordingly with input from their fans. Even as they took the time to give their page its own unique pixilated aesthetics, I’ve seen them re-organize their campaign page’s information and the order of their Updates. But I think what really struck me is the tremendous sense of community that I gleaned from, and to some extent even experienced, from being involved in this particular Kickstarter.

I mean, just look at both of these Fan Art Updates. This is one other very unique element of the La-Mulana 2 Kickstarter: the fact that the creators and their supporters actually encourage and utilize a Fan Art Update to promote their world and the game that they want to create. NIGORO and Playism have also encouraged fans to make their own memes and advertisements for the game. And when there were some concerns expressed by fans in the comments section of with regards to the appropriateness of  some of Lumisa Kosugi’s unlockable and otherwise stunning costumes on the grounds of potential gender and cultural stereotyping, the creators responded and seemed more than willing to look into the matter. Basically, it seems to be the fans that get to determine many of the directions in which La-Mulana 2 will go: as is, and should be the case with crowdfunded projects. It also shouldn’t be too surprising.

After all, NIGORO itself began as GR3 Project which, in turn was and still is, an indie or independent video game development team. The very first La-Mulana, before its remake on Windows, WiiWare and Steam, was an 8-bit freeware game dedicated to the spirit of hard but rewarding vintage era games: especially those made for the MSX. The team has always wanted to see how far they can push the boundaries of the 2D game-scrolling medium. As such, it has always relied on a strong fan-base of even stronger-minded and enthusiastic fans to bring it to the point where it is now. In fact, one point that the Kickstarter itself has made in one of its updates is that while they could easily get sponsorship from other companies to meet their Kickstarter goals, gaining money directly from their fans will allow for NIGORO to maintain the degree of creative control over its work that it so desires.

One thing that has always struck me about La-Mulana is how rich its world truly is and how many stories can be told in it. So the good news is that they have met their baseline goal in what has proven to be their experiment and learning experience with Kickstarter and getting us fans involved. The bad news is that, with Kickstarter, they only have three days to fund the rest of their stretch goals. And what are some of these stretch goals?

If they receive $230,000, they will include a game mode called “Father’s Diary” in which further story is added to the game: to a point where the events between La-Mulana 1 and 2 are filled.  And if they receive $350,000 they will add “Character Stories”: in which every time you complete the game you will get to start over again with a new character, interact with a whole new story and even switch between characters. And while these are definitely my favourite stretch goals, there are many more if you check out the Kickstarter.

Yet while the bad news is that it seems very unlikely that they will meet all of their stretch goals with Kickstarter, especially in three days, the good news is that they are already opening up a Pledge Through PayPal option in order to keep reaching for those heights of game development.  So please, if you haven’t already, please check out this Kickstarter and follow the adventures of Lumisa Kosugi as she treks her own path through the ancient, terrifying and wondrous world of La-Mulana.

In fact, you can do more that simply look through a Kickstarter or even pass it along to others. As the following new Big Update has revealed, you can watch a video of the La-Mulana 2 game demo above and even download and play it for free. How cool is that?

Star Wars: Rebels and “Lost Missions”

It’s funny that though I am a big Star Wars fanatic, I’ve not really found the opportunity to really talk about the series on G33kPr0n until, well, now. And today, I find that I have a lot to talk about.

I’ll admit I’m mildly surprised, and at the same time not, that Star Wars: Rebels is still going to happen. Between Disney buying LucasFilm, LucasArts closing down, the cancellation of Star Wars: The Clone Wars and especially the Lucasfilm Story Group’s “re-organization” of Star Wars canon into a potentially cohesive sense of continuity, I know that I assumed Rebels would just be another abandoned project. Aside from the introduction of the unidentified “Inquisitor” character, who seems to be a Dark Side Adept, member of the Inquisitorius and antagonist in the series, along the release of some really fascinating Imperial propaganda posters, nothing else was really known about the plot until recently with the revelation that one of the show’s lead characters will be a Jedi survivor of Order 66.

I’m not exactly sure what to think about it myself as a Star Wars fan. Even though Obi-Wan Kenobi’s exact words to Luke Skywalker were “Now the Jedi are all but extinct,” which doesn’t necessarily mean that he and Yoda are the last, this idea has been done before. In fact, if you look at the character he is kind of reminiscent of a young General Rahm Kota from The Force Unleashed games. Even the idea of the Inquisitor being an agent sent by Darth Vader to hunt down the remaining Jedi Knights is eerily similar to the tasks that he entrusted to his own secret apprentice Starkiller. Of course, these characters are different in and of themselves and there will be other main characters to consider as well. But a former Jedi as a gunslinger with perhaps looser morals could be interesting to watch in action. And the forces of evil can never have too many minions. I just hope they will give this Inquisitor a name of his own.

But while Star Wars: Rebels isn’t a lost mission, The Clone Wars are. “The Lost Missions” are thirteen previously unreleased episodes of the cancelled Season Six which will premiere on Netflix in North America on March 7. I myself had mixed feelings about the program itself, but I will admit that its teaser scenes in the trailer below are very intriguing when taken in themselves.

What do a “malfunctioning” clone trooper, a mischievous AWOL ancient Jedi Grand Master, an unknown bounty hunter, and a lightsaber found in the dusty remains of an abandoned ship with ominous Dark Side music in the background all have in common?

For now, just a common sense of mystery and one that many fans will look forward to exploring.

She Makes Comics

It is a strangely ironic fact that in the early days of the comics medium, the majority of comics readers were women. During the period of the 1930s to the late 50s and before the Comics Code Authority inspired by the American psychiatrist Fredric Wertham came fully into effect there were many different genres of comics, such as romance comics, with some striking female protagonists and eventually works centered around superheroines.

Of course, that is only part of that past. In addition to Elizabeth Holloway Marston and Olive Byrne directly inspiring their mutual husband and partner William Moulton to create Wonder Woman, and Patricia Dingle, who was partially the physical inspiration for her husband Adrian’s Nelvana of the Northern Lights and ended up writing adventure stories in Triumph Comics’ works under a pseudonym, there were female creators of superheroine comics to consider such as Tarpé Mills and her Miss Fury. Even when you consider that the Golden Age of Comics wasn’t completely a “Golden Age” with regards to women and comics it is sometimes really hard to believe, after the decades-long idea of comics being an “all-boys club” permeating North American culture, along with sexism, misogyny, marginalization and violations of personal space at conventions afflicted on female comics creators and fans, that this was once a reality.

Then again, it isn’t that hard to believe. There are female voices in comics. They exist as artists, writers, editors, scholars, and above all, as fans. These are voices that need to be heard and can never be heard enough. And that is precisely what the Sequart Research & Literacy Organization intends to do by creating She Makes Comics.

She Makes Comics is a film Documentary and Kickstarter Campaign created to interview female creators and executives within the comics industry: to collect a series of oral histories and accounts from those women of various eras in comics history in order to accentuate their already considerable voices in the medium and community built around comics. Just as Hope Nicholson and Rachel Richey of Nelvana Comics endeavour to make Nelvana a household name again in Canada, if not the world, so too does She Makes Comics is intend to do the same for the women that have helped make comics as a medium, industry, and community possible.

However, in order to make this possible, this Kickstarter will need your help. To those of you who know that women in and around comics are more than just stereotyped images, subordinated side-kicks, love interests or “fake geek girls,” please take a look at this Kickstarter Campaign and consider that while it cannot speak for this generation of female fans and readers, it can definitely become something to inspire them.

And to all the ladies out there that love comics and the movies and media around them: you have been supporting all of this awesomeness for a very long time and I hope that you will continue to do so as our fellow geeks, and friends, and as the creators and industry movers that we can all admire.

So, with that serious business out of the way for the moment, I would like to ask you all something. She Makes Comics is looking to interview thirty-five more people in addition to those that they already list on their page. I myself want to see some more independent figures such as Alison Bechdel, Marjane Satrapi, Hope Larson, Aline Kominsky-Crumb, Melinda Gebbie, and Wendy Pini. I’d definitely like to see more interviews with more “Golden Agers” as well.

Who do you want to see interviewed for She Makes Comics?

Please follow She Makes Comics on its Kickstarter or its Twitter Profile for more updates.

Experiences from the 2014 Toronto Global Game Jam

The 2014 Toronto Global Game Jam last weekend was definitely an event to be remembered.

The TGGJ, which is the Global Game Jam’s location in Toronto, was held at the George Brown College of Applied Arts and Technology. We took up the fifth and sixth floors of the college where its Digital Media & Gaming Incubator is situated.  The GGJ is an event held all around the world, where teams are challenged to make a complete game in 48 hours. Think about that: we programmers, sound designers, graphic artists and writers had only two days to make fully functional games. Bear in mind that I am a writer and I have little to no programming experience and that I only really got to learn Twine, a text-based hyper-linking free bit of software, only a few months ago (and even now I only know how to use the basics).

We spent the first part of the Jam finding our assigned computer work rooms. I actually deposited my belongings, including my sleeping bag, into the spare classroom on the sixth floor. While it is discouraged for the most part, according to the event organizers Randy Orenstein and Troy Morrissey, I decided to sleep where my work would be (as I did last year, when I decided to try out this event for the first time without even the knowledge of Twine and hoping to find some people in need of a writer).

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About 300 Jammers registered and participated in the Jam itself. After settling in, we were eventually called down to learn this year’s game theme.  Every year the Jam gets a different theme to work with: which is, essentially, the prompt which we were going to shape our games around.

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The theme of this year’s Game Jam was, “We don’t see things as they are. We see things as we are.”

That is a pretty open-ended theme, isn’t it? So I wrote it on one of my business cards and went upstairs.

TGGJ 14 Grab Bag

Earlier, at our assigned computer workstations, we were given gift bags. These bags had a variety of candy bars and snacks, mostly to maintain energy, but they also had a schedule for the events of the next two days as well as a schedule of when we were to upload our games onto the Global Game Jam site.

Contents of TGGJ 14 Grab Bag

This was, more or less, a similar format to how last year’s Toronto Global Game Jam worked. There were, however, some differences. For instance, while this year also had its Team Jammers and Solo Jammers (pre-established designer groups and solitary game-makers), there were two additions that didn’t exist last year. The first was “Team Random.”  Team Random essentially was a group of people who didn’t have teams and were looking to collaborate with people at the event. Last year, I was in Team Random, though we were not named as such and there were much fewer of us. I actually like the fact that this year the organizers actually went out of their way during announcements to ask who was looking for teammates and they seemed to have a more organized structure in mind for dealing with that. Last year, as I said, I didn’t even know how to use Twine and there was some anxiety there at the time.

The second addition this year was the Floaters. Floaters were an assortment of independent programmers, sound designers and artists that were either free to join other teams, give them advice, or even contribute some of their expertise to certain parts of other people’s projects. Unfortunately I wasn’t in a position to use any of their skills, though I did talk with a few, as I basically started my project solidly after the Friday introductions.

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On the Friday I had written up a considerable amount of notes, but I still wasn’t sure what I was doing. I almost switched away from the idea I had made so many notes for but I was stuck. The fact of the matter was that I had a story in mind that was pretty complex and a challenge to make. But by the middle of Saturday I had a decision to make and so I began writing out my story.

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I wrote it directly into the Twine boxes that you can see right here.

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And so, from roughly 3 pm to 12 pm on the following Sunday I wrote out and built my Twine story while socializing at times and drinking a whole lot of tea and sugar generously donated by Starbucks. There was a raffle for some cool free stuff (we got a ticket in our grab bags and, no, I didn’t win anything) and the session finished off with the announcement of  a wedding having occurred between the duo that made up Team: “I’m a Pretty Princess” (who actually came back and continued their work) and me having finished my first ever Solo Game Jam (I was the sole member of “Team Eldritch”).

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The Global Game Jam encourages Play Parties to showcase all the games that were created during the event along with their creators. Last year, the Toronto Global Game Jam had an Arcade and there is going to be another one this summer as well. I know I will be there with my “choose your own adventure” text game which you can find right here on the GGJ site:  The Looking Glass. This year the Global Game Jam site extended the time we had to upload our submissions. It is an improvement over the first attempt that I linked on G33kPr0n months ago and I hope to keep exploring this world of creation and community.

And you had better believe I will be doing this again next year.

Matthew K TGGJ 14

Photo Credit: Uber Events and Promotions

You can find more of Uber Events and Promotions‘ TGGJ Group Portraits at this flickr account.

Correction: The GGJ (the Global Game Jam) is an event held all around the world. The TGGJ (the Toronto Global Game Jam) is local in Toronto.

When Reading High Fantasy, Travel Light

Back in the early twentieth century, two journeys began. They both began in England. One was the story of a Hobbit cleverly manipulated, though not necessarily against his will, into joining a company of Dwarves to confront a Dragon. The other story is one of a young girl, raised by bears and dragons, that sees heroes as her enemies, talks to a Valkyrie,  and must travel the world to find and understand her place in it. One of these stories was made by a male Anglo-Saxon and Linguistics professor, poet and novelist, while the other was created by a female Liberal, Socialist, novelist, poet, and an early founder of some of the first birth control clinics in London. One of these stories survived and helped found a genre of high fantasy. The other story, however, was all but forgotten.

But fantasy author Amal El-Mohtar has not.

Naomi Mitchison wrote the 1952 novel Travel Light. While Mitchison is an interesting figure in and of herself, and she possesses many contemporary sensibilities about war, sex, and women’s rights, it is this particular novel of hers that fascinates me even more. Obviously, up until I read the above linked io9 article I neither heard of her nor this story. Travel Light is the story of a young girl named Halla, formerly the daughter of a king, who is rejected by her family and fostered by bears before, finally, being raised by dragons. It is after living amongst dragons and legendary monsters, and being taught to despise the heroes that hunt them, that she is approached by the All-Father Odin (The Wanderer),  and is forced to make a choice: whether she wants to hold onto the parts of her life that define her, or to shed them and wander as well.

It is actually because of the io9 article and Amal El-Mohtar’s own beautiful article Crossroads And Coins: Naomi Mitchison’s ‘Travel Light’ that I read this book. It is an interesting story in a few ways. First of all, unlike Tolkien and his other contemporaries such as C.S. Lewis, Mitchison makes her mythological and historical references clear. Halla’s world is very overtly the world of Nordic and Mediterranean mythology. Also, there have been mentions of Greece, Constantinople, and Novgorod. Mitchison manages to subvert, perhaps tweak these beings ever so slightly and succeeds in making the reader look at them from another perspective. In fact, not only does she very smoothly subvert some tropes, she may well have made a few of her own. At the same time, she makes it so that Halla’s story seems to take place in our world, as much as fiction, fantasy or otherwise can allow, and that in itself speaks volumes.

As such, Mitchison also does not shy away from the very real dangers and moments of grief and vulnerability that Halla faces and comes to understand as a girl, a woman, and essentially as a human being. There is one quote that really gets to me after Halla faces a particularly horrible situation where it is stated “It was as though the murderers who had killed the old dragon had also killed a dragonishness in herself and she hated them all the more for it.” Mitchison makes sure that that while the dangers and consequences are not gratuitous in detail, she makes abundantly clear that they are serious and very real. At the same time, as all of these events happen to Halla, proving how strong and how vulnerable she really is, there is another element of Mitchison’s writing to consider.

While Halla is immune to fire, has knowledge of all languages that are animal or otherwise, and even comes to be given a piece of the Wanderer’s cloak, the most striking thing about her as a character is how many times she sheds her sense of identity, even as she collects epithets–surnames–to become and learn something new. It very much critiques and averts some parts of “the hero’s quest,” and heroes themselves, but at the same time Halla’s journey maintains its own rules. Simultaneously, when the story does come back full circle, it makes for a very awe-inspiring realization and where the narrative begins as a fairytale, and heroes and monsters fade into mutual legend, it all ends in mythology.

Travel Light is a story that works on so many different levels of physical detail and emotional depth: a tale with a sentence structure and language flow that you sometimes have to pay attention to, that doesn’t shirk away from background intrigue, or dare I say Byzantine scheming,  but at the same time provides dimensions to characters and an interesting notion of spirituality. I have this temptation to state, in a similar way to Amal El-Mohtar, that Mitchison’s novel makes an excellent story for young girls trying to find someone they can identify with in literature and fantasy. Unlike Tolkien’s heroines Eowyn, Arwen, or even Galadriel in Middle-earth Halla is the protagonist of her own world and her journey.

But what I really want to say is that Travel Light works on many different layers, as most great stories do, and Mitchison says something to everyone. I do think that young girls should read this story, but I also think that boys and adult audiences would also definitely appreciate the depth and resonance that it provides.  In fact, I would definitely classify this novel as an obscure classic, as a narrative that can be read by someone as a child and read again as an adult with a different kind understanding but still somehow managing to retain a sense of timelessness.

In the end, Travel Light is a work that deserves to be on a shelf next to Tolkien’s The Hobbit, C.S. Lewis’ The Chronicles of Narnia, Ursula K. LeGuin’s A Wizard of Earthsea, and all the great timeless stories of fantasy: that is, when a parent is not reading it to their child, or when their child is not reading it for themselves and imagining themselves stripping away all their preconceptions of reality … and traveling light.