What I Did On the Anniversary of My First Blog Post: The Toronto Comics Arts Festival

This is going to be a late entry as I have been recovering from the last three days of attending–and volunteering–at the Toronto Comics Arts Festival. The first time I ever went to the Festival was when it was still at the University of Toronto: back in those days when I was still in Undergrad and working at York in 2007.

It’s an understatement to say that it has long expanded since. I came back to it in about 2011 while still in Grad School and then last year before my official Graduation. I mentioned in another post that it is about this time of year, specifically the month of May, where things have ended for me. Actually, this post is being made two days past the Anniversary of the online Mythic Bios: namely, this whole Writer’s Blog.

So let me celebrate this missed anniversary by telling you all a bit about my weekend at TCAF.

On Friday I reported to my set-up shift. I haven’t really lifted heavy boxes or tables in a while, so my arms are still all sore from that. But the company of my fellow volunteers was totally worth it. We all wanted to be there and, for me, it is a novelty to be able to talk with people with similar Geek knowledge and interests. Really, for that alone and working together with like-minded people on straightforward tasks it was totally worth it. I got my bright blue volunteer shirt along with everyone else, and then headed home to attempt an early night to wake up earlier the following day.

Well, after failing to go to bed early I woke up the next day and somehow found the Marriott Hotel without getting lost where Art Spiegelman was going to be doing some signings. So I naturally brought both of my volumes of Maus with me and waited in the line to meet him. It was only after a while that the volunteers on duty that day informed us that Spiegelman would only sign two books, and one of them had to be one of his new ones. I will admit, I was annoyed. Like I said, I had the old version of Maus that was divided into two volumes and I had been keen on having them both signed. I also didn’t see any of the new books that I was interested in.

At first.

I was tired and hungry and I almost left the line until I decided “What the hell, I’m getting to meet Art Spiegleman.” Then I found Breakdowns: essentially a large collection of his earlier work that I had either only seen excerpts of, or only saw references to in text books for my own researches. Some of these comics had led to the creation of Maus as well and also shed more light on his family life and his own experiences. In fact, some of the comics in there have that very 1960s to early 80s Underground Comix feel: specifically the pieces that really share Robert Crumb’s wobbly, sometimes vulgar but very iconic aesthetic.

By the time I got to see Art Spiegelman, he was sitting across from his wife–the stately Francoise Mouly–and the artist Frank Viva. He looked like someone’s elegant Viennese Jewish grandfather. I know he doesn’t come from Vienna or Germany, but that is about the only way I can physically describe him. I told him that it was a great honour to meet him. He seemed pleased to see that Breakdowns was one of the books I had and he described it to me as something along the lines of a building with which he keeps adding renovations. At one point he joked about whether not my name had changed by the second piece he was signing and I told him, “Not this time, but usually I change the number of Ts in my name just to mess with people.” He found that (very untrue joke) very amusing. Then I shook his hand and left with my prizes.

I just have to reiterate that Spiegelman’s work really influenced me. I originally encountered him in my Literature of Testimony course in my Grad Program at York. A lot of the literature made my own first-person narratives stronger: increasing my voice and its depth. But Spiegelman in particular not only taught me that symbols be used to represent literal things and ideas, but that this same order can be subverted to either destroy their meanings or through doubt on them. This is a very sophisticated technique and one that definitely will affect at least one work of mine. That is one major reason I really had to meet him: to meet one of the masters of what I’ve tried–and am trying to do–in my own writerly way. So yes, it was awesome to finally meet him.

By that time, I made it back to the Reference Library and got a few more books. It was there that I met Hope Larson for the first time and her sign her adaptation of A Wrinkle in Time for my Mom in honour of Mother’s Day and her birthday. She apparently found that cute. I chose that book because my Mom loves Madeleine L’Engle’s series and she used to read them to me when I was much younger. So it was kind of a bridge between our interests. Later, I remembered that I had read Hope Larson’s Salamander Dream and Gray Horses when I worked for the Clara Thomas Archives.

But I couldn’t make it upstairs as I had planned. I was tired and dehydrated and apparently there was a line to get into the suite with more of the vendors that I wanted to visit. I met a friend and we ended up going for a meal of some kind, or I did, and then went on our way to Bento Miso for its own Bit Bazaar. Bento Miso is a place where games–electronic and analog, as well as many start-up businesses–are made and they were opening for the Festival. It was a nice sunny day in downtown Toronto as my friend and I tried to circumvent the ridiculousness of the TTC shutdown from Bloor to Union Station and went to Ossington and walked with tons of stuff in my arms to Bento Miso for the first time.

I met a few people there and got to play some games: including one game called Bijouxred: which is essentially a game that combines the strategy war game mechanics of Fire Emblem with the rough brawling moments of Streetfighter II. And that is just a simplification because the fights themselves have some elements reminiscent of Final Fantasy–with its Combat Options, and even Mario RPG with regards to having to press a button to simulate blocking, charging your energy, or even chaining attacks together. It was really cool. I met Rene Shible–Director of Development–and Lead Animator Michal Szczepanski: who were quite friendly and directed me through their game.

The Bit Bazaar itself was awesome. There is a very Underground feel to it: a combination of grit, digitization and nostalgia along with a lot of geeking, friendliness and adventure. A few of the games from the second Comics Vs. Games collaboration were being shown and played there as well. It is still something I want to do with an artist programmer one day. 🙂 I got a Steamkey to Spooky Squid Games They Bleed Pixels: which I ranted about a really long time ago as also being awesome. It came with its own small black envelope and a simulated red wax seal. That was a very lovely touch. I also got to meet a few people and a friend of mine I hadn’t seen in a while. I think I will visit there more often soon. So by the time I finally got home that night, I was bloody exhausted.

But it wasn’t over yet.

The next morning I woke up even earlier. I gave my Mom her present before leaving and made it again to the Marriott just in time to observe the Art Spiegelman Spotlight panel: with Seth as its moderator. It was a very eye-opening exchange between the two cartoonists and it was this interaction, combined with reading some of Breakdowns that gave me a little idea as to why Spiegelman wanted people to read his new work and not focus as much on Maus. I mean, first of all there is the creator perspective of it: in which an artist doesn’t want to be solely determined by one creation–no matter how great–that they did in the past. But another, more personal reason, is when you consider the content of Maus and just how much Spiegelman had to delve into some dark and personal spaces: some of which were not even personally his own, but affected him just the same. This article from the Toronto Star might explain it a little better and might have made more sense had I read it before meeting him. Having that long shadow cast over you can be brutal. I also learned that Breakdowns has been reprinted twice with new work or “renovations” added.

Then I went to the Library, got some Hope Larson comics for myself, met some cool new creators, and made it to the upper level where I met Maurice Vellekoop with his elegant, airy lined and water-coloured comics: often portraying erotic and adventurous content. I got something and had him sign it. Then I went around that level and left to eventually get to the Bryan Lee O’Malley Spotlight panel: where in a strange game of “Guessing the Answer Before Asking the Question,” I answered, “No,” and asked if he had ever intended the character of Mobile in Scott Pilgrim to actually turn to be Gideon. Suffice to say, I was right and I don’t think I was the first one to ask this question.

Eventually the Festival was closing down and I went to my next volunteer shift: the tear-down phase. This was the shift I covered last year and it had been my only one at the time. I got to say hello and goodbye to some people I met and then I wandered home in the suddenly cold with hail balls coming down.

And that was my TCAF.

So, there is one thing I want to mention before I wrap this long post up. Some of the artists I was talking to were commenting about how awesome TCAF is and how people from all over Canada and the world come here. They were talking about what makes TCAF different from other conventions. Well, I have my basic two cents on that matter.

The first thing to consider is that TCAF is free. It has no entry fee and all you have to do is come in and bring money to buy work, or simply come to the panels. It is also a festival and it is spread around a few locations. But I think the second element of TCAF that I like is that the barrier between artists and readers is somehow thinner here: or at least far more permeable? You can interact with many artists as you would any other person or vendor. It also helps that many artists are in fact fans of other artists. There is just this positive enthusiastic energy around all of that just makes me happy. What really makes me happy is that so many younger people come to this Festival and are so enthusiastic about the comics medium and what they like.

It’s some of the few times that I am proud to have lived in Toronto and still do some business in it. And this event was what I needed lately. I feel more inspired to just do things and get things done. It’s like I got recharged, if that makes sense. I also finally decided to make a basic business card that I can give to people that is linked to this Mythic Bios site. And I made more connections. It was a truly rewarding experience and I would like to thank the Festival Staff, the artists, the vendors, the fans and my fellow volunteers for making this time exist every year.

Also, thank you all for continuing to read and Follow me. I know that this particular post was a very long one and I feel in some ways that I did this event more justice in my own personal written journal, but I did what I could and I underestimated just how much happened in three days. These three days made this part of May a good beginning and I have plans now. And I can’t wait to begin the process of implementing them.

A Place Where Writers Come to Write Upon the Revenge of the Sixth

May generally hasn’t been a very good month for me. It’s not so much that bad things tend to happen to me so much as it is a time when things end: and end hard.

So I will tell you now that there was lead-up to this weekend and that what followed didn’t just happen from nowhere. It started slowly and gently as I’ve begun taking out books from the Thornhill Village Library. And not just ordering books, but actually walking across the main road in the good warm weather to pick them up. It may seem like such a small thing, but it isn’t.

Sometimes something like this can mean all the world. Also, have I mentioned that the Thornhill Village Library is purportedly haunted? So of course it is one of my favourite places. You can read a story of mine where I make mention of it.

I’ve been feeling very argumentative lately and as such I have been in “Geek overdrive.” One major site of this resurgence of fiery spirit has been on Sequart: a non-profit site that publishes and promotes scholarship on the comics medium.

You can find the Link to their site on my Blog as well, but what I want to say is that Julian Darius had a look at one of my comments and suggested that I interact more on Twitter and email.

It was then that I didn’t so much realize what I had to do as I felt like I needed to act. So I went on my Twitter account and linked Sequart and Julian to some of my Miracleman articles. What followed was Julian replying back to me and asking why I wasn’t writing for Sequart. So, at some point I am going to be doing some writing for the Sequart Research & Literacy Organization. I have been told that re-posting is not an encouraged practice, so I will be making some original articles for the site and, I have to say, I have a few ideas. I always have a few ideas.

So after this exchange, more people started adding me on Twitter: including Gregory Guy Gordon whom–among many other things–was one of the producers for the Los Angles Sacred Fools Theater Stage version of Neil Gaiman’s Neverwhere that I’d been hearing about lately. At this point, I went on Facebook and started telling people that I had gotten more Twitter Followers. And that was when a few friends, who didn’t know I had Twitter, added me: including someone really special who hadn’t talked with in a while who told me in response that she, “Finally Found the Place where Writers Come to Write.”

I can’t put into words how much that means to me.

And then the weekend began. On the weekend, two things happened. First, I got my schedule for my Volunteer Hours at the Toronto Comics Arts Festival. I did mention that I volunteered last year as well: which led to me meeting and writing about Sarah Powell’s comic, among other things on this Blog. I look forward to seeing what I will find this year at panels, events, and booths. But the second thing that happened this weekend is I did something I hadn’t done in a while.

I went downtown for more than a few hours: specifically to go to G33kpron’s Second Anniversary Event.

It was the first time I ever took the streetcar from Queen Station down past Queen and Spadina: at least from that direction. I was a bit lost–for a change–until I ran into a Lethan (red) Twi’lek, her female Darth Maul companion, and their photographer friend. I decided following them was the wisest course of action. I even managed to make some conversation: though given my companions everything I was saying geek-wise was neither that novel nor so insightful on my part. Even so, it was strange and nice to walk through Downtown Toronto under the light of the Summer Day-Star again.

So we talked with some people and then I danced for a while–something I have no done in a bloody long time–and I watched people also dance and I wished I had a lightsaber like most of them seemed to. I felt kind of naked without one. That said, when some of that music came on, it felt like my Imagination and Enthusiasm Stats Modifiers were increasing through the roof. I felt this raw power coursing through me and … some other emotion too. To be honest, I felt like a fucking god.

However, I still have a flesh body. After a while, I started to get tired. I forgot that when you dance and you are around a lot of people that you can get really tired and dehydrated fast. I also realize that I’m not exactly in my middle or late twenties anymore. It started to feel about that time and I was about to leave until, finally, the feature event happened.

I was coming back up the stairs when I heard a remix of Palpatine’s voice issuing his fateful edict around the same day he became Emperor.

And that was when I saw the Nerdy Stripper perform burlesque for the first live time ever.

Yeah. Suffice to say, I will never look at Order 66 the same way again. Many Jedi died happy that night. 😀

It was at this point that I realized that my mission had been complete. I was glad to see so many people having so much fun again. I said goodbye to one of my new friends–whom I never really gave my name to, and whose names I did not ask for, because who am I kidding, I am still shy–and walked to the streetcar in the night almost-summer air.

So I had a good weekend and I am in a better mood now. It’s like I Regenerated in the distant golden light of Thornhill’s old places. I realize I don’t just carry my Hell with me, but something else as well: something warm and infusing. I’ll have plenty of time to be a bitter old man at some other point. Maybe there is still hope for me yet.

And before anyone comments, I happen to like Revenge of the Sixth as a turn of phrase. I do not understand why it has to be the Fifth for some people and I am sure they have a perfectly good reason for it, but I think it is perfectly acceptable to call it such today: as acceptable as any pun is anyway. So expect to see some new links from Sequart and such here in the near-future. But here is my Twitter Account in case you are interested in looking me up and seeing some really random thoughts: I’m MKirshenblatt.

As I said before, May has traditionally been a time of endings and near-endings for me. But perhaps this time around, it will become the start of some new beginnings.

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ETA: After this event, I realize that I really need to find a good costume again. Or get some good makeup.

Becoming a Gateway: Or What Anna Anthropy Twines Together

I will say here, off the bat, that there are some video game and article links below that can be construed as Not Safe For Work. Player’s discretion is advised, though enthusiasm is also encouraged. I am also hoping that I can communicate and do justice to these ideas and some of my own creative license as best I can.

I’m not sure how I first met Anna Anthropy. Actually, that is not entirely true. I do remember first being introduced to her when I discovered Rise of the Video Game Zinesters: though how I came across that book to begin with is a memory now lost to time.

I did plan to buy that book eventually, but then life got in the way. One day, after a series of insane events, I found myself brought to the 2012 CanZine Toronto Event by some friends who thought I needed to see it: and I did. What I didn’t know, or what didn’t really bridge the cognitive dissonance in my head was that Anna Anthropy was there with her partner Daphny David and that they were selling the very book that I had been so interested in.

I’m going to admit that I felt sad, but I was still getting used to that endless process of being social again that I tend to find myself in and by the time I realized that they had been there, it was too late. So I bought the book for myself later instead.

There are many very good reviews that detail what the contents of the book were about: how it worked, how it possibly didn’t, and all of those various details. But there were a few things that stuck out at me. The main message that I got from Rise of the Video Game Zinesters was that Anna Anthropy wants there to be more accessible technology and means for anyone to create a video game. My younger self, the boy that really wanted to make games, would have totally agreed with this concept: even if he didn’t have the knowledge at the time to understand many of the other details surrounding it.

Essentially, Anna Anthropy wants there to be a means for a game-making technology or software–a manifestation of communication and language–that is easily accessible for anyone to use for the purpose of, well, making games and creating ideas. Or taking names and kicking ass: whichever definition you prefer. Of course, there is more than that. The idea is that by having different people of different backgrounds, social classes, career-paths, sexual and gender orientations, queerness, life practices, and a wide gamut of humanity that does not necessarily understand coding you can vary up the content and the gaming experience of a game without an industry-ruled homogeneity: where plots and stereotypes are recycled to keep a sure profit.

It is a very seductive idea. Anthropy compares this “much needed” product and the mindset behind it to the creation of the printing press in Renaissance Europe: thus freeing the production of literary articles from the Catholic Church’s scribes and making them accessible to everyone. The fact that the printing press allowed for religious texts to be made with vernacular language–the words of the everyday layperson–instead of a Latin known only to nobles, priests, and scholars is probably an analogy not lost on Anthropy when she brought up the image to begin with when you consider that she looks at games as a language that all men, women, humans, and other sentient beings should be able to relate and have access to.

She also briefly looks at the history of game-making itself and equates video game development with the earliest forms of games: with symbolic piece and board games, carnival games, arcades, all the way to modern board games and more miniaturized computer games. In addition, Anthropy makes a very compelling case as to how video games were and are in the providence of an elite minority: that it was male computer programmer students and the academy that developed code and the games that came from it. Yet it is also clear that there are changes that are–and have been–in the works to that regard.

I’ll tell right off, as some other reviewers of Anna Anthropy’s work have mentioned, I don’t always agree with what she says but she makes some very intriguing observations. There is one point in particular that sticks out at me. Anthropy writes that a single game creator in sole control of their project can make a much more focused and more personal form of art–a game–than a large team of staff members can. I don’t know if I am articulating that thought as thoroughly as I should, but that is what I got from that. What I find really interesting is that Will Eisner, in his book Comics and Sequential Art, also makes a very similar statement with regards to the development of the comics medium and storytelling within it. These are two different mediums, both of which had to fight to gain recognition as a legitimate medium, yet it is really fascinating how two of their advocates come to similar conclusions.

Eisner did mention, however, that there was nothing wrong with a collaboration between two or more artists on a work. Indeed, in his book Graphic Storytelling he goes into a lot more detail with regards to that. And even Anna Anthropy, in her book, mentions that she is writing the book not merely for game creators but for anyone: writer or scholar that is fascinated with her topic. It should also be noted that Anna Anthropy has collaborated with a few other artists in her own works: such as the fun and frustrating Lesbian Spider-Queens From Mars, the very personal and visceral Dys4ia, and the thought provoking puzzle game Triad. While much of this collaboration has been in the form of graphics and sound, even programming for the latter game, it is still a form of collaboration: though obviously not an industry-mandated one. Rather, these are the product of an agreement between artists that respect one another and actually work together to make something cohesive while still keeping the personal element of Anthropy’s own vision.

Now, to get beyond the book and go a bit into Anna Anthropy’s games. I like them. I like the concept behind them: of taking a video game form and using it to communicate a personal experience. There is something really beautiful about that. I know that Anthropy may not be the only person who does this–and I suspect she hopes she isn’t in the only one either–but she is the one that really introduced this to me on more than a cursory level. I think she is one of those who reinforced for me that the games of my youth–that inspired me as a creator–are more than just frivolity or an inferior art-form. Some have said the same thing about comics, about film, and–back in the day–even theatre and other forms of painting and art.

Some people have been giving Anthropy flak about her games: about how they all tend to follow a very similar pattern or themes of lesbianism, BDSM, and transgender issues. The thing is, well there are two things. The first is that all of the above things are not mainstream in video games: at least not from someone who has all of those elements in their own life. The second is the age-old adage: write about what you know. And Anna Anthropy knows about all of this. She writes about and makes what she knows. Her viewpoint is just as valid as anyone else’s and it is more than okay for her to make games about what interests her: because there are others out there who will relate to it.

The fact that she uses similar themes in her work, and I would say never quite in the same way with regards to game play mechanics, is irrelevant to me: because the industry does the same thing for the most part with many mainstream themes and even the best creators make what they know.

I think what I admire about Anna Anthropy and others like her is that although I can’t always agree with them, they do something that is remarkable. Sometimes the people in charge of publishing or video game industries and coding are called “the gatekeepers.” And what Anthropy and others are doing is they are becoming gateways: gateways and fiery Bodhisattvas into alternate perspectives and the potential for the creation and expression of new game experiences.

This is something that I deeply respect and it is a thing that greatly motivates me now. There is one thing I have mentioned before in this Blog: that I am looking into Twine game-making because of Anthropy’s mention and use of it. Twine is a software that lets you create a “choose your own adventure” style text game without a knowledge of coding, or with enough video tutorials to get into it. I want to do the same thing that she and others are doing now. I want to make a game that can communicate my own–albeit different-experiences: ones I’m not sure even Anthropy will always agree with. I want to have the ability to put someone else into my own shoes: as it were. Or use my experience to make something else entirely and let people make their own choices.

So Anna Anthropy won with regards to me: because she has influenced me to make a game. But I think what is also remarkable is how she even affects her reviewers and critics. Take Jenn Frank’s Rise of the Existential Crisis: How One Woman Nearly Never Finished a Book Review, or Cara Ellison’s Choose Your Own Anna Anthropy Interview.

Frank’s article adopts Anna Anthropy’s writing style from Rise of the Video Game Zinesters: emulating Anthropy’s own combination of history and criticism and inter-dispersing it with her own personal experiences in a seemingly scattered narrative but ultimately bridging the gap between the reviewer and the creator of personal expression while Cara Ellison actually makes a Choose Your Own Adventure Game using Twine–Twine–in order to bring her interaction with Anthropy across. Just looking at the styles and mediums used by these two women is utterly fascinating: Frank does not necessarily agree with Anthropy’s statement that everyone should make a game–though she wishes on some level that she had–while Ellison flat out makes a game to express her interaction and her influence from Anthropy’s philosophy in a very demonstrative manner.

I will also say right now that this article was a long time coming. I just didn’t have the words then. But if Ellison’s Twine article further influenced me to make my own game (and I didn’t even realize she was using Twine to do it at the time, another example of my cognitive dissonance), Frank’s article actually encouraged me to write this. And I have been influenced by Anthropy in other ways as well: you will probably see relatively soon outside of this article.

But if I had to sum up everything I have written here, I will say this: that in terms of video-game storytelling, its potential as a medium, and her own potential influence on its future, Anna Anthropy is immensely important.

P.S. My favourite Anna Anthropy Twine game is this one: Hunt for the Gay Planet. There is a story behind its creation that she can explain far better than I, but what really inspires me is the story of a person who tries to find other people like her and goes on a long well-written intergalactic journey. This piece inspired me so much that I bought the Choose Your Own Adventure book from Anthropy’s own site: which is coincidentally on my Blogroll as well.

Participant in One Marathon, A Spectator at Another

Originally this weekend I was going to participate in the 12-Hour Comic Book Marathon at the Comics Lounge and Gallery. I didn’t end up writing anything or collaborating with any artists there. If my experience at the Global Game Jam taught me anything it was that most people there probably already knew each other and either way they would have come in some pre-made teams: those that needed them anyway.

As I’ve said before, I am not much of a graphic artist.

Really, I didn’t want to potentially take up someone’s space on the possibility that I couldn’t find a partner and–to be perfectly honest–I didn’t want to be the odd one out: feeling painfully self-conscious.

Later on, I found out that there were still a few writers and artists who cancelled or were actually still looking for a partner, but by then it was too late. However, it was just as well that I decided not to do it because my brain is full with all the work I’ve been doing and I had never actually been to the Lounge before. I would most likely have gotten lost trying to find it.

Essentially: I wanted to get there, get a feel for the space, meet some of the people there, talk a bit with them, maybe make some connections so that I could participate in a later event, or–really–just get to know people who have similar interests to my own.

I still felt bad, though, that I hadn’t participated as I intended and looked forward to doing. Keiran Templeton–who I saw in her tiara as she held court over an assortment of writers and artists–not only organized the entire event, she also had time to go face book and ask if there were any people that wanted to work with others, and she even told me by email that she would keep my name on a list to let me know about next time.

As it was, I made it up to myself by punching some of my procrastination out and starting to really script out my own collaboration with Angela O’Hara: you know, the comic I keep saying that I am working on. In my defence, I have been working on it on and off with little tidbits of notes here and there: much like every other long-standing story I’ve been dealing with. In fact, for The Project I actually made a rough outline of everything that I want to happen in our first issue.

The key of course was actually beginning to flesh it out. I’m beginning to realize that in industry terms, I work entirely too slow on comics scripts. Even from my limited understanding I can see that they take time and a lot of concentration. But the day before the Marathon, I decided to get into the spirit of it and expand on the very first part: to actually take one segment and go wild with some descriptions and leave room to artistic interpretation in others.

And that Friday before the Marathon, I sent something to Angela via inline text and–if it’s not perfect–it is at least something to start from and a good subject for us to discuss. I look forward to talking with her about it when we find the time and see what she will make of it.

So I had this little bit of positive energy to tide me over as I finally did leave to find the Comics Gallery and Lounge I’d been hearing about for so long. The journey was ironic for me. It seems like so long ago that I used to live on the Bloor-Danforth line: specifically close to Woodbine Station. Even before that, when I was at York, I always found that energy to take various transit to get to find my away to College and Clinton: where the Lounge actually is. It’s only now that I’m in Thornhill–in York Region–again that I decided to go somewhere cool that I’d been putting off for so long.

When I found myself outside the shop, I paced around a bit: suddenly really feeling the nervousness. It was strange: being back downtown on the streets again after basically huddling away in Thornhill. And here I was outside a place with people who obviously loved comics and other Geekery and I was hesitating. It would be helpful to mention that I’ve developed some very crippling social anxiety over the years. It probably has roots to older sources, but after so long dealing with Grad School and being by myself a lot I kind of really retreated into myself. It also doesn’t help that I was shy to begin with and … it’s hard for me to put myself out there.

I also was thinking to myself: what if I go in there and no one likes me? I know: it’s a pretty irrational series of thoughts and I have gotten better at dealing with them. I knew that if I needed to, I could leave at any time I wanted and–it being a Lounge–I brought some work to do as well. My plan was to stay there for the party that was going to happen after 11 pm–when the Marathon was officially over–talk with some people and then leave.

So I walked up the stairs and everyone was friendly. I had to get used to, well, being in a new place and around people I didn’t know but I browsed around the shop and entertained myself looking at comics. There was a very comfortable black couch–most of the inner room was set up with benches so people could work–and I sat down to write. I actually started to feel a lot more comfortable writing and having something to do.

It was strange at first. I’d seen a lot of the people around me on Facebook or the Internet when I was finding out more about the Lounge, but actually being around them in person was just different and cool. It turns out some people were late for the Marathon anyway and, really, they just seemed to have a whole lot of fun doing what they did, browsing comics, and just socializing. I didn’t talk with as many people as I wanted to, but my cousin Shane Kirshenblatt–who made such awesome comics as Dorothy Gale: Journey to Oz–and his wife Sari came in and we talked for a while about comfortable things like comics and writing and creation and all that fun stuff.

Coincidentally, I wrote my first Conference paper partially on Shane’s Oz comic and he inspired me through a conversation to write my first ever science-fiction story in ages: one that didn’t win the Friends of the Merrill Short Story Contest granted, but I am still proud of it to this day. He actually talked with me about looking at a script of his to see what I could do with it: something that really intrigues me.

I even briefly talked with Keiran as she was managing her Empire of comics creators and there was a dog or two, and some cheering, and various geeky discussions. I ended up having a really good conversation that night with Debra Jane Shelly. I had seen her before, like many of the other denizens of the Lounge, on their Blog and Facebook. She really stuck out at me the first I saw her and I knew before I ever talked with her that she was a hard-core comics geek. But it is one thing to know that intellectually, but experience it first-hand in a conversation was entirely different and enjoyable. I barely got a word in edge-wise, but I enjoyed listening to what she had to say and I learned a few things.

For instance: I never thought about the first-impression that people got of Watchmen when it came out in the 1980s. As Debra pondered this, I remember thinking that it was true: it was during this time period that meta-narrative and pastiching were being implemented into comics narrative along with a certain more blatant kind of adult irony.

When you think about the comics that came before, during the heyday of the Comics Code–of comics industry self-censorship–and then you look at something like Watchmen you can definitely imagine a kind of “culture shock” for some readers. But, as Debra put it, we will never really know that feeling ourselves: you know, aside from reading about it through secondary sources. It’s like those accounts you hear about from famous writers and comics creators about growing up with the old Pre-Code Horror Comics: with EC Comics’ Tales from the Crypt, Creepshow, and all of that really fun and twisted stuff. But even though we can read a lot of those twistedly ironic and morbid goodies now, the spirit of Zeitgeist of the times where they were written are not really as accessible to us or perceived the same as someone who was there.

I think it was good to talk with someone who knew as much–if not more–about comics: someone who had read some really good and memorable works. It was sort of humbling, to be honest: to know that wasn’t the only one as insane about this stuff as I sometimes delude myself into thinking. There was a whole room of them. :). I did talk with some more people and then I took my leave as it was about that time. Debra actually made me pose for a picture where I am holding Alan Moore’s Nemo: Heart of Ice: a book I actually got there. As for the reason that she took it, if one is needed, she told me that she likes to take pictures of people having found their favourite books: or something to that effect.

It occurred to me–or I remembered–as I smiled at the camera that I rarely ever smile when I’m in public: especially in Toronto. Sometimes the exhaustion, and anger, and sadness ingrains itself in you so bone-deep that it’s difficult to even smile for real. I thought about just how sad that fact really was.

In any case, I said some goodbyes and then I left to find the streetcar back to Bathurst Station. I missed the car, so I decided: “Screw it! I’m going to walk the fucker!” So I walked by myself all the way from Clinton and College to Bathurst Station. I hadn’t walked that long or been in this area in ages. And as I did so, with my travel bag on my shoulder and my black winter coat covering me I felt more alive than I have in a really long time.

Coincidentally, it took me 16 minutes and there was no other streetcar during that entire time.

I know when I wake up tomorrow, or later, I’m going to be very embarrassed by some of the sentimentality and haphazard writing I’ve left here. It’s no new thing, to be fair. Actually, I’m surprised I wrote so much about–well–doing so little: by my standards anyway. However, I really felt the need to write this out while it is still fresh.

I am definitely going to check out the Lounge again. Here is the Toronto Comics Lounge and Gallery Blog in case you are interested and you didn’t see it on my Blogroll section. Thank you for reading this and, next time, I do plan to make something.

Excelsior, ladies and gentlemen.

What I Got Myself Into

I’m sorry this took so long to post, but I underestimated just how potent post-Game Jam lag can be. There have also been some tech issues, so you can look at the previous sentence as a double entendre if you’d like.

In any case, I had my first Toronto Global Game Jam! Yay TGGJ 13!

I started off the day by appropriately enough finishing off Anna Anthropy’s Rise of the Videogame Zinesters: How Freaks, Normals, Amateurs, Artists, Dreamers, Drop-outs, Queers, House Wives, and People Like You Are Taking Back an Art Form (which is an awesome book of historical and cultural perspectives as well as the seed to make you want to make more games) before making my way to George Brown College’s Game Design Centre.

There were many possible scenarios in my head as to how this was going to turn out. And I have to say that none of them actually happened. I registered as a Solo Jammer with the belief and understanding that I would have a chance to become part of a group. What I didn’t know, and what I should have realized in retrospect is that many people would be attending the Jam with their own pre-established groups.

I knew a few people at the Jam and I got to socialize a bit with them before the ultimate theme of the Game Jam was announced: which was the sound of a heart-beat. So after this really excellent theme idea was revealed, I found myself with two choices. The first was to actually Solo it and learn how to use Twine–a text-based choose-your-own-adventure video game maker–on the go while making an entirely new story from scratch, and the second was to find or make a group with whoever else was interested.

So I found a group of two other people: another writer and a graphic designer. We realized that we lacked a programmer or coder, so we decided to make a Board Game. There was a lot of brainstorming, debating and spirited arguing but together we managed to create some working game mechanics. I also kept using the quote from William Faulkner’s Banquet Speech that George R.R. Martin likes to bring out whenever he talks about character development, namely: “the human heart in conflict with itself.” This was an appropriate quotation on so many levels and one that helped me work with the Jam theme.

I don’t know. There was one point where the lack of sleep, food, and the concentration on game rules and content, began to intermix with Anna Anthropy’s Rise of the Videogame Zinesters and Hermann Hesse’s Glass Bead Game inside of my head. I started to realize or remember that games are rituals in which we interact with other people and a created reality: an experience. During those two days, we were all essentially working and manipulating cultural information to create an interactive art form: making some kind of new meaning: or add our own personal touch for others to experience in some way.

Or something like that. At least I didn’t start calling anybody Magister Ludi.

So our group finished the game dynamics and some of the background notes. My fellow writer was taking notes as I was throwing out various ideas. Unfortunately, he had to leave early and he didn’t come back on the last day. In his defence, he did say that I had this, ;P. Also, all printing shops in the immediate area were closed so even when it was just myself and the designer, we didn’t have an accessible way to make a material copy and I didn’t bring any supplies to make a crude prototype. In the end, I had to interpret my co-writer’s notes and charts and tried to make everything as simplified as possible for the designer and myself.

Then to top it all off, we and a good majority of the Jammers missed the deadline for uploading our games and writing files onto the Global Game Jam site. The rules were there, but they were surrounded by a lot of text and weren’t completely clear. I’ve heard that one of the organizers might be talking to the Global site about letting us upload our games, but I have yet to hear back about that. If this does happen, I will definitely give you all a link to the game on the site. If not, I will see what I can do about this.

I think some of the most fun I had at the Game Jam was when I could actually just work on the writing without feeling like I had to manage other aspects in addition to that. I am not technologically skilled and that was why I counted on being in a team to begin with so I could focus on the field that I was good at. But I did learn a lot and we completed what we set out to do.

We made a game.

I also got to socialize a fair amount. It is really something to be surrounded by a group of friendly introverts–volunteers and game-makers–working on their own thing, or sleeping, or drinking free Starbucks coffee and tea, and shooting each other with Nerf guns. I slept on a mat. Someone slept in my sleeping bag and then returned it to me. There was pizza.

And I also helped a new friend with his own game after both my teammates were gone. Talking with other game-makers (now I am getting a Hunger Games reference in addition to The Glass Bead Game, I’m sorry to mention), made me remember my own old attempts to create video games when I was much younger.

I was the kid that messed around with Mario Paint for animation purposes and had vague ideas to record the animations to make a continuous pixelated cartoon with my own music. I made Warcraft II scenarios. I also used Civilization II Fantastic Worlds’ editor to make my own icons and game scenarios. I won’t even go into the board games I’ve made as well: which I had much better skill in doing (inspired by Snakes and Ladders, Monopoly, and The Addams Family Board Game and such). When I talked to people at the Jam about Super Mario Brothers, it occurred to me that I had started playing it in the late 80s, while many of them had played it much later on. I remember when it was all new. It can feel strange to realize that you are suddenly old.

You know, I had a really good time. And I learned some valuable lessons too. If I do plan to be in a group, I will either come with a friend or with a pre-made group to do food runs, stand in lines, and do shifts as we work or whatever we decide to do. The second possibility is that I will learn how to use Twine and come Solo so that I can work on an interactive short story challenge and pace myself: allowing myself time to socialize and relax into the writing process. It all depends. I could go either way.

So, if I were to summarize GGJ 13 into an appropriately creative sentence, I would end it and this post in the following manner:

“I’m sorry, but your princess: she is in another castle … with some coffee and a machine gun.” 🙂

P.S. It also occurs to me that we were all recorded by camera people and even interviewed once. So I might have a link to that as well. I might even go into more detail on our game. We shall see.

There and Back Again

Potential Hobbit Book and Film Spoilers. You have been warned.

This past weekend, a day after its first official release, I saw The Hobbit: An Unexpected Journey. And it was important that I did.

I mean, yes, as a fanboy and someone who loves Middle-Earth I would not have been able to look at myself in the elven enchantress Galadriel’s mirror if I hadn’t gone to see it, but I’m talking about something else. It seems like I’m almost always talking about more than one thing these days when I look at, and share, what I love.

I honestly … didn’t know what to think when this movie finally became a reality. It reminded me of all the times back in the early 200os where, once a year on a cold winter’s night I would go with friends to Silver City in Richmond Hill and get to see these films unfold. There is a warm, epic feeling involved in watching something like these films in the heart of the season. I can’t even describe it, but the closest thing I can tell you is that it was like I was coming home.

Home.

Yes, that is the word and it is a very apt one. In 2001, I was nineteen years old. I had just entered University and it was overwhelming. After I’d graduated high school, my friends went to their separate Universities and jobs. Also at this time, I had been involved in an online roleplaying community that just … wasn’t meshing well with me. Or that I wasn’t meshing well with. Really, it was probably a bit of both. I couldn’t find an offline equivalent of this game with actual people–partially because I was shy and introverted–and there never seemed to be a game going on. And I always felt, at the time, that I could never say the right thing. The irony was that it was a game about magic.

In those days, I was pretty smart and I read what I could, but I was also in that age-range or with that personality type back then that either didn’t want to admit that I didn’t know something, or felt entitled to be educated, or by admitting ignorance somehow thinking that this excused it.

I was also not very happy with my life. So here I was at Lord of the Rings: specifically The Fellowship of the Ring. I had no idea what to make of it or what it would be like. And then … it happened.

I was transported into a whole other world that I had read to me as a child. The music was beautiful and terrifying and fun depending on the moments. The characters–as Hobbits–were very relatable. And the scene where Gandalf fell actually made tears come to my eyes. As I watched this movie, then, I thought about everything else in the back of my mind. I found it ironic that I was having so much difficulty and frustration with a game about magic and then it occurred to me that I was watching magic–real magic–right in front of me. I remembered what it was all about.

The only thing that really happened after seeing this incredible movie was that I dropped out of the game and tried to focus on the things that mattered: my work, my friends, my life and … my own stories again.

The long-winded point I’m trying to make is that the first Lord of the Rings movie clicked something back into place way back when. The other two never quite did it, though they were good, and as far as I am concerned Fellowship was the best film of the whole trilogy. It just had such symmetry, and life, and warmth in it. It was complete in itself. I was utterly in love with the magic of it.

So then The Hobbit comes out. It’s December 2012. I’m thirty years old and am in another transitional time. I have moved on from school. My friends tend to do their own thing now and my other friends and I have since drifted apart. I’ve graduated from Graduate School, but I’m still looking for work and money. I’ve been tired and frustrated. I have been dealing with depression and anxiety to the point where sometimes I barely go outside. In addition, I’d recently been delving into personal and creative matters that had left me in a really bad mood. Sometimes being a writer does that: you mine the material inside of you that starts to flame up like any Balrog, and you can delve a little too greedily, a little too deep into that black ore of you.

I used to go out a lot more and explore, but as time has gone on I have become more and more sedentary due to many of the above elements. I gave up on a lot of things, and ensconced myself in my hole almost as much as Bilbo Baggins himself.

A long time ago, my friend Lex forced me to navigate my way to her old place in Toronto on my own. It tells you something that I didn’t have the knowledge or the confidence to do so on my own. I was a very sheltered person and I pretty know that this trait has led me to some of the above difficulties: especially for a natural introvert.

One day, after I did indeed learn how to get to her place, I did something entirely spontaneous and went to a gathering of new and unknown people deep downtown on my own. I remember Lex actually saying that she was proud of me. That day I remembered Bilbo Baggins and something he said that I quoted as a heading on my old online journal. He said, “I think I am quite ready for another adventure.”

I look back on those words that I quoted and the years that I followed them. You know, people think that my role-models are wise figures and Dark Lords, and most of the time I would agree with them. But in that one moment, my role-model was a Hobbit: a particular Hobbit who after a lifetime of anxiety and adventure, very calmly and benignly realized it was time that he went on another one.

So now we have Peter Jackson’s movie opening the day before on Friday. And I pretty much gave up on seeing it anytime soon. I was going to wait maybe a few days or a week. I was in a really black mood: dwelling on things from the past and staying away from people. But somewhere I still hoped that Saturday that my parents and I could go see this film that I wasn’t sure I was waiting for. I was almost scared to see it for reasons that I wasn’t conscious of at the time. So my Dad came to the basement and I had every reason to not only say that there was no way we would be able to see that film the day after its first release, but that I really didn’t want to go out to a movie–or anywhere else–at all.

The truth is, I wanted to see this movie badly. So much that I had to convince myself that I didn’t. I know some people who got advanced screenings and I was a little jealous of this. My reasons for not going to see this movie were pretty sound: there would be a crowd, times would sold out, there would be no parking, I had to meet my friends the next day and so on and so forth.

I had every reason not to go except for one. And this one gnawed at me like a small ember coming a reluctant inferno. And the anger I was feeling towards a lot of things became something else. So I went to my Dad and said to him, “Well, we can try it. If not, well we had an outing and we can try it again some other time.”

So we eventually all left and went to Silver City. We were in luck. We had left early and the line wasn’t bad. My Dad got parking and we got the seats that we wanted. That ember was still burning in me and I didn’t want to fuel it too high, but just enough to get me through this. I was remembering the season of the first movies and how I role-played a custom made world with my friend Noah back when he lived closer by. How I felt then with that magic from that world and ambiance.

Then, in that line that was not as long as I thought it would be, I realized why I was hesitating throughout all of this. I realized I really needed to feel that magic again. I needed to feel it now. Right now. I delved into a necessary darkness, but now was the time to stop delving and writing and just experience something beautiful. And I was afraid–terrified–that The Hobbit wouldn’t provide that magic from 2001, and other times: that I would still be feeling the unhappiness–the sheer bitterness–in me and I just couldn’t bear it.

I’m no fool though. This was a movie: just a movie. It was–and isn’t–a cure-all for all woes. It isn’t a psychologist or medicine. It is a piece of entertainment. But that was exactly what I was looking for. Entertainment. And immersion into a whole other world: a familiar warm world in the cold of the winter night.

Experiencing The Hobbit at thirty was different than experiencing Fellowship at nineteen. Sometimes it felt like it dragged a bit. Other times the fighting got a little much. I over-thought some things and tried to remember the book it was based from. The singing … was strange in that my impulse would have usually been to wince, but I just couldn’t find the strength to.

I think the most poignant moment for me was when Bilbo woke up in his Hobbit hole–after Gandalf almost cheerfully “ruined his good morning” by inviting thirteen questing Dwarves that drank and messed up his place–and found the place spotless again.

And found himself alone.

I thought about that. I thought about Bilbo completely out of his element and Gandalf doing his damnedest to wreck his peaceful life out of very intrinsic good intentions. I thought of the laughter, mirth, the drunkenness, the storytelling, the sombre singing of the Dwarves that lost and wanted to reclaim their stolen home from an impossible monster, and I thought of Bilbo with his books and armchair encountering all of this and finding that spark growing inside him: making him uncomfortable in his comfort that was never really comfortable for who he was at all.

Then I thought of him finding himself alone in the peace and quiet again: with the adventurers’ contract that he never signed.

And I’ll be damned. I will be damned. I will be three-times damned if I had not felt the same way too many damn things (four times) in my own life.

So Bilbo ran like a crazy little man after the Company of boisterous Dwarves and a meddling old red-wine drinking Wizard. I sat there in a theatre seat and watched. I also watched as he entered and left Rivendell: first with wonder at its beauty, and then with longing for its peace. For me, that was the second poignant moment for me: because we all know that the next time Bilbo–now a young man–goes back there, he will be much, much older and with only one journey left to him then. After the film was over, I came home and went on my Facebook. I thought of writing this Blog entry: which in the end took much longer than I thought. Then I thought about how the next day I was going to be playing a favourite old game with Noah and the others.

It didn’t end up happening, but since I was out anyway I decided to explore a bit. I ran into an old friend on the subway, then I hunted unsuccessfully for a camera, and then came back home. That darkness I was feeling is still there. It will always be and I don’t pretend otherwise. But I’m feeling a levity. I’m not “cured” of myself. I have a lot of work to do and I know it will take one step at a time to balance out my life, but now I am remembering that I can actually adapt. I can work around the anxiety and the bad moods.

I might not have a meddling Wizard to carve a strange bit of graffiti into my door, but I guess I can fulfill dual roles for myself. I have to move at my own pace, a little faster than that of an Ent’s, but I will do it. I have plans. My journey isn’t over. The writing is just part of it and will benefit in the long run from the things I plan to do. Each day you live once and I want to do different things each day: even the small things.

So before I wrote this Blog post, I went on my Facebook and wrote the following as my status. And I quote:

“Matthew Kirshenblatt thinks The Hobbit was awesome. In fact, I think I’m quite ready for another adventure.”

So I did find the magic again. And it is home.

Going to the Moon With Kan Gao

“To the Moon, Alice! To the Moon!”

The obligatory Honeymooners reference aside– a bit of humour which Doctor Neil Watts, one of the game’s protagonists, would truly appreciate–I would like to talk a bit about Kan Gao’s video game To the Moon.

Before  last Saturday, I’d heard of neither Kan Gao nor his creation. I actually saw him at the Writing for Video Games Workshop organized by Gamer Camp and the Toronto Public Library. I am interested in writing for video games and so I attended both that Workshop and the Journalism for Games Workshop as facilitated by Jamie Woo, Perry Jackson, and Emily Claire Afan: all writers for the online geeky magazine Dork Shelf.

Both Workshops were very important to me: if only to create this review. I’ve made a lot of ad hoc video game reviews–mostly with regards to Super Nintendo classics–but there was one comment that was made in the Journalism Workshop that really hit something home for me. I believe it was Jamie Woo that stated that whenever video games are written about or reviewed, a lot of the history behind the creation of them or the culture surrounding them is almost never mentioned.

I myself find that really unfortunate and makes me look at some of the reviews I’ve made as a result. I’m not going to claim that this review will be any different but, like my others, I will give you a bit of background: if only to my own introduction to this game.

I came to the Writing for Video Games Workshop thinking that Kan Gao would talk about script formats and precise ways to segment your world for potential game company evaluators. Instead, in a soft-spoken but very direct voice he talked about how to tell stories. More specifically, he talked about finding that balance between game-play–actual interaction–and a coherent story-line balancing serious emotional gravitas and the levity of humour. This preview is best symbolizes the spirit of this game.

And this is exactly what he did in To the Moon. He showed us some scenes from the game: where the 16-bit pixel characters and background immediately reminded me of Chrono Trigger: of the graphics in the last days of the Super Nintendo before the push to 3D. You’ll find that happened a lot. Older consoles would continue to coexist with newer ones and improve on the design of some of their game graphics. Look at Kirby’s Dreamland 2 on the original Nintendo Entertainment System and all the variety and sharply defined colourful sprites as another example. Gao’s work seems to borrow from that last bit of graphic grandeur and expand on it into something else and new. This, however, will be the extent of my tangential parallels and where To the Moon is completely different from even the 16-bit reference I used.

To the Moon is an interactive psychological adventure RPG story created by the Independent company Freebird Games. It is about two scientists, the empathic and grouchy Dr. Eva Rosalene and mischievous slacker Dr. Neil Watts, who enter the mind of a dying old man named Johnny to “grant his wish” before he dies. They attempt to do so through using an advanced technology that allows for altering memory from childhood. Essentially, altering memories this way is fatal and that is why it is only used on terminally-ill patients who want to have a wish granted: to do something in their life over again if only in their mind.

Johnny’s wish is to go to the moon: but he doesn’t remember why. A few days after the Workshops, I downloaded the game for Steam and played it all the way through. If I had to sum up this game, I would say it has 16-bit graphics reminiscent of the Super NES’ last days, a lot of mystery, puzzles, a very intricate pattern of linked objects and events, a whole lot of incredibly poignant tear-jerking moments, and occasional interludes of hilarity.

Kan Gao is a masterful storyteller and musician. He and Laura Shigihara–the lead composer of Plants Vs. Zombies–created a soundtrack of haunting melancholic and heart-warming musical themes that represent memory and the past. What I really like about Kan Gao’s work here is how he integrates all of it together: to find that balance that he was talking about in our Workshop. In addition to combining a fine mixture of pathos and comedy, he interlaces his narrative with a whole lot of popular cultural references from the mid-nineties and beyond, and then even goes as far as to parody aspects of the video game RPG medium. If you have played the game, I am only going to mention two words: squirrel battle.

Gao doesn’t stop there however. He also really loves meta-narrative: placing moments where you can tell the video game creator or writer is winking at you through the characters. Essentially, as far as I consider it, one of the main criteria of a classic or a masterpiece is something that comments on the medium that depicts it. In other words, there is a very self-aware element to the storytelling of this game and it is very poignant.

I will say that it took me a while to get the hang of the puzzles. Essentially, most of them were Mementos: physical representations of way-points to travel farther back into Johnny’s memories. You have to decode them and take blocks away from them. I did figure it out after decoding the first Memento. Then there was the latter part of the game where suddenly there was combat and it confused me to the point of being very uncoordinated. It felt a bit like a break in the spirit that Gao was trying to make, yet at the same time it makes sense.

If someone were to ask me what my favourite part in this game was, I would say it is the place where things started to become fragmented and cyclical. If you have played this game, you will understand. Another thing I liked was the various ways that Gao graphically depicted memory. Sometimes you would see sprites interacting, and other times you would see duplicates of them frozen in sequential order. In a way, this game is also reminiscent of Chrono Trigger in that there is “time-travel” of a sort, but you are travelling through one man’s memories and not actual time: whatever that is.

But my favourite thing about To the Moon is how it really makes you think. I know very little about Game Theory, but I am intrigued by the idea of perspective in a video game. What perspective is this story being told from? I know that I said that Drs. Rosalene and Watts were the protagonists of To the Moon, but you could also argue that Johnny is as well: or that his character becomes the mindscape they traverse. You can even say that the game is a third-person limited narrative: a kind of sustained consciousness where we don’t see into the Doctors’ intimate perspectives, but we do see and determine what they discover about Johnny. Looking at perspective in a video game narrative always an intriguing thing to consider.

It also makes me wonder, if I were like Johnny–an old man on my deathbed–what kind of new memories I would like Rosalene and Watts to place in my mind and how I would feel if they had to go throughout my original memories to place that “seed” of a new one. If I really had to pick what my favourite element about Kan Gao’s storytelling in this game is, I would say that it is the characters and how he depicts human nature. I mean, he takes 16-bit sprites and he uses them as the litmus of human behaviour: as both flawed and incredibly beautiful. The relationship between Johnny and his late wife River–in how at times they don’t relate and yet at the same time actually do–and thinking about Johnny dying alone after a life of all these good, bad, awkward, regretful, joyful, and ultimately human choices he makes is just … humbling. I can’t think of any other word to describe that.

I will also add another comment that doesn’t make sense without context: Kan Gao is such a great storyteller that he made me cry over a platypus. A freaking platypus.

I will add a concluding note. In retrospect, I think it’s no coincidence that Kan Gao gave us the assignment he did in the Workshop. It was funny actually: here I was thinking the Workshop would be like a seminar with questions and references to new Indie games I had no idea about because I’m “out of the loop” (of which there were several references anyway) and that was it. Instead, Gao challenged us. He challenged us to take a memory of ours and make it into the last scene of a video game.

It was hard. I pride myself on being a writer and I had this challenge sprung at me. The trained perfectionist in me wanted it to be good. Gao also told us that when he created To the Moon, the last scene was the one that he wrote first and the rest of the story came from it. The Workshop and the game actually makes me want to do something. I’m not sure what yet–because I have a few projects already in the works–but we shall see.

To say that I would give this interactive story a five out of five is a foregone conclusion if you’ve read this article up to this point. Its atmosphere also makes for an excellent autumn game: something you can play on your desktop or laptop computer at home with a cup of tea at your side as the leaves change colour, the air outside turns cold, and the light of the sky becomes a faded gold. I would suggest that anyone that likes games with a powerful story-line should totally download this game: if only to play through Part One of what promises to be a transcendent epic story cycle.

So To the Moon, my friends. To the Moon.

Film Review: The Innkeepers

 

I’ve been meaning to make this particular review for a while now. I first saw Ti West’s The Innkeepers at the Toronto After-Dark last summer as the last film of the entire festival. It was also the best film to end it off.

I actually didn’t know what to expect from this film and I only got it because it was the last feature. The title of the thing itself along with the little bit of information provided didn’t really say anything. I will say that I knew it was a ghost story or a “ghost film”: about two employees at a hotel wanting to find evidence of a haunting before it closes.

It didn’t start the way that I thought it would. In fact, the film started off with Claire and Luke–the two employees–ribbing and scaring each other. Claire herself–the protagonist of the film–was energetic, positive and very likable. Luke himself had more of a weary, somewhat laconic personality but you could tell he loved what he did: which was managing his paranormal site online. In their spare time they were both ghost hunting enthusiasts. There is something really effective in a horror movie about making protagonists that are so relatable and likable people.

I like the fact that you look at both characters and how they are dealing with their lives. For me, I really felt invested in them and their relationship with each other and they were the kind of people I would like to be friends with. I especially liked Claire and every moment in which she would ring the bell on the front desk just to annoy Luke and just do … do it. Those little touches gave a lot of nuance to the film right there. They almost make you forget that this is a horror film. Almost.

The tone changes from light-hearted interactions and antics to something very creepy and disturbing and then … sad: ultimately so very sad. You see these very human characters pursue something in a very playful way and watch as this something seemingly becomes very serious, very dangerous and very real fast. And I am not just talking about the ghost-hunting either: but rather a divergence between these two characters that costs them. I find at the end that I really wish that didn’t happen to them. That was one of the strengths of Chernobyl Diaries–to have sympathetic characters–except unlike the stupidity in them, these two were really intelligent, if only somewhat more tragically curious and naive.

What the film lacks in blood and gore, it possesses in slow-mounting psychological terror and unexplained creepiness. The Innkeepers reminds me of the ambiance in Are You Afraid of the Dark? with finer tuning, three-dimensional characters and a plausible background made all the more terrifying by hints and moments of building paranormal activity: things made all the more disturbing in that you don’t know whether they exist outside the characters or in their minds. Either way, this film is both scary and tragic.

The Innkeepers gets a five out of five for an excellent story, pacing and brilliant character depictions and interactions. I could not recommend this film more highly than this.

Book Review: Stephen Andrew Lee’s Tales from Sanctuary: The Vampire Sex Bar

I’m trying to figure out how to begin this. Originally, I was going to talk about this book on Amazon but–back in the day–it had no entry to make a review about. This book is out-of-print. Its publisher Spitfire Books doesn’t seem to exist anymore and the author didn’t seem to have written any other books after this one.

For a book I didn’t even know existed up until four summers ago, it impacted me a lot and carries more resonance than I think most people in Toronto realize. First, before I go on let me give you some background. Sanctuary The Vampire Sex Bar is, as the name of an old Goth nightclub, a misnomer. From what I could tell, no sex happened in the club at all: though it was one of the first Goth nightclubs in Toronto. It was opened by Lance Goth in 1992 and it closed in 2000. The Club itself divided into the Bar above and the Catacombs, fittingly and sensibly enough, in the basement where it was apparently an all-ages space.

This was a time when Goth Nights and indeed the whole subculture was at its peak in Toronto: specifically in the Queen Street West area. There was a very interesting Goth fashion store in that area called Siren and a whole other series of clubs, but Sanctuary lasted for a very long time until its last location became a Starbucks. Sanctuary’s time was also a time of Buffy, the Toronto-based Forever Night series and the old World of Darkness’ Vampire the Masquerade: which I mention to create a little more ambiance before I go on.

Now, as for Tales From Sanctuary: The Vampire Sex Bar the book, it was created in 1997 by Lance Goth: also known as Stephen Andrew Lee. Like I said, I had no idea who he even was or what this book was up until four years ago. I only periodically went downtown in my teen years–to places like the Vatikan or Velvet Underground, even the Bovine Sex Club (another aptly named place, I wonder if anyone will or has written a book on that)–and when I moved out to live on York residence I went to the Neutral Lounge about once a week every Friday for their Goth Night.

So I came into all of this at the remnants of the tail-end of this whole time. Then one day a friend let me read her copy of this book. Apparently, during the late 90s when it came out it was easy to get copies of the thing but now it has become very difficult to do so. So here is my challenge: I want to talk about this book and not give away spoilers on the off-chance that someone can access a copy, yet I also want to give people enough information as to what I’m actually talking about and I feel kind of foolish reviewing a book that people most likely haven’t–or will never–read. But I will do my best.

Tales from Sanctuary is a collection of stories. Each story starts off with a quote of some kind that fits its tone. There is no Table of Contents so you just have to read through them really. I read most of the first story, “The Wind-Walkers” at my friend’s place before I actually ordered my own copy of the book from Alibris.

“Wind-Walkers” is the story of two last remaining members of a long-lived winged humanoid race that fed off of human blood and flesh. They once ruled a kingdom of human worshipers which was betrayed to the Roman Empire by someone they trusted. After being violated, and one of them also mutilated, the two hide for millennia until one day they find Sanctuary and learn to trust again. This story dominates a good seventy-eight pages of the book and it is not without its flaws. The grammar is atrocious. I recall there even being a few spelling mistakes as well. In addition–in the long scene where you see a flashback into the Wind Walkers’ past–they speak far too anachronistically. At the very least, some attempt to make the speech sound more formal or archaic could have gone a long way to suspend that portion of the necessary disbelief I needed to think I was looking at ancient vampiric rulers of Nabatea.

Yet we begin to see here an interesting concept: that beings with monstrous appetites can be sympathetic, even pitied, or emphasized with. Lee actually makes thinking and feeling characters of these Wind-Walkers and I know I wanted to be happy for them. It made me think that they weren’t human and it was not completely fair to hold them to human standards, but at the same time it showed that there was some pain and some compassion and understanding that transcended all of that. It was a bit awkward even there, but through them you begin to experience the club of Sanctuary: that strange dark place of mysteries and humanity where you feel with them as they actually feel like they fit in somewhere in human society after millennia on the run.

At the very back of the book, Lee explains all of his inspirations and some of his methods in crafting these stories. What is fascinating for me is how he crafts a mythological Sanctuary. It is obviously based off of his Club–under his persona of Lance Goth–and perhaps even people he knew or knew of. He plays with the idea of someone from the Goth subculture not feeling like they belong and that Sanctuary is not only a place for them, but also a place for supernatural beings–sometimes understated ones–that feel the exact same way. Lee mentions that when crafting the scenes that lead up to each character going to Sanctuary in each story, he actually amalgamates places from other cities into the background: adding to Toronto’s geography in that way. I don’t know how I feel about that because I hadn’t lived in Toronto city that long and I was–and am–still discovering a lot about it. But he does begin to capture a certain kind of spirit, if you will in that first story and in how he writes this.

So then I got my own copy of the book and proceeded to read through the rest at a relentless pace. In “The Cold Ones,” we see a story about another vampiric group: specifically three sisters that seem to frequent a dark corner of the club and come from a mysterious place with a cab fare of $14.95. Now, this story is from the point of a view of an ordinary person and apparent-staff member of the Bar who gets drawn into the world of these sisters’ and actually is called upon to help them. Again, there was something awkward about this story and while I know that revealing all of “the monster’s” background might be considered “info-dumping,” there were references made such as “the Weir” that in retrospect I kind of get (a thing that traps something) but I wasn’t sure at the time. Also, I’m not a geographical expert but I would assume that Mount Pleasant Cemetery is much farther from Queen Street West than the book portrayed. Still, there was something very compelling in this story in how something can be horrifying, and beautiful, and relatable while still very much a mystery.

I really liked the story “Lillith” which actually has references and a list to various kinds of plants … some of them potentially poisonous. It is about a young woman living downtown who feels awkward in her skin and is terrified of physical and emotional danger. Then something really bad happens to her and she eventually finds she has a problem: a very real and human problem. It’s only at Sanctuary: at a place of seemingly strange people and monsters that she finds a place where she actually feels like she actually belongs and feels safe. There is a bit of a crossover here with characters from an earlier story too and I was glad she got to meet them under those circumstances: and that it let me know what happened to those characters in the meantime.

I related to “The Elixir of Love” in a somewhat different way. It actually comes after “Pins and Needles,” but I wanted to mention it because it was a nice contrast to “Lillith.” It was a story about a young man who thinks he finds love and gets introduced to an eerie and then rather heart-breaking reality: where even if you support the idea that there are different rules for different beings, it isn’t just humans that can be shallow “douchey” people. The last is rather banal, but makes it no less painful for it. In this story, Sanctuary is less of a place where he belongs, and more the site of a humiliation and that sense of cognitive dissonance where you think you have found happiness but it is really the loneliness of a gritty past 4 am downtown night. It was somewhat unsettling, but captured what a friend of mine calls “moments of painful clarity” rather well. Both Lillith and Jayson are very self-conscious characters full of real fear and desire–that do not feel like they fit in–and when they find Sanctuary they meet two entirely different ends.

“Pins and Needles” was a disturbing story, but the build-up of the main character’s development into a self-proclaimed “doctor of bad blood,” is well done and is a nice study into morbidity and “a certain point of view.” Finally, there is “Ricky Las Vegas”: a story about a talented musician that only vaguely wonders why his bands keep disbanding, his friends disappearing, and why Lance won’t let him sing at his Club. It is only towards the end of this really short story that Ricky realizes what he is and what he will do from there. I really liked this story in particular because it deals with psychic vampirism and creativity and how they can be related.

Throughout all of these stories is the presence of a fictional Lance Goth who seems to have some mysteries abilities to sense people in his Club and even come on them without being detected. He is usually the catalyst for the characters wanting to tell their stories or find some information that is integral to us for the plot in some of the stories. He usually takes some small mementos from each person he tells things to, or has told to him. It took me a while to realize that Lance actually existed, and that he was actually Stephen Andrew Lee because I can be dim like that.

All and all, Tales from Sanctuary was not the best-written book or series of stories I’ve ever read. I had immense trouble suspending disbelief for “Wind-Walkers,” no matter how fascinating an idea it was. However, this book did something to me. It is hard to explain, but if I had to put it in writing I would say that it showed me the spirit of the Toronto Goth Nights that once existed or wanted to exist: a night that once flourished until morning came yet still existing somewhere in the city’s cracks. It showed me magic in an urban place that I lived in and in that way it did change me.

For one thing, it made me begin to write about Toronto. I confess I actually wrote three stories based on Tales from Sanctuary–The Wrong Club, To the New Millennium, and Another Time–and I wish I could locate Lee to thank him for making these. I bought a copy of the book for a friend that lost her own years before and it was worth it too to share even some of that understanding. If you are keen on reading a copy and you don’t have a friend with access to it, there are some that were being sold as Used on Alibris and Abebooks. Amazon itself is even advertising a seller that will sell a copy for $998.00, but personally I would check those other Used Book Places first or wait.

For all of its idiosyncrasies, I think that Tales from Sanctuary is an important part of Toronto’s subcultural history that now lost place where as the back cover tells you, “You can hunt, but you cannot feed.”

I give this strange book a three out of five.

Dreams of Lost Pixels, Hand Eye, and More Video Game Ramblings

I know I’ve said this before, but I am not a video game expert. Like I’ve said, I’ve played some video games in recent times but I have been very eclectic about what I will play, or even watch being played. It doesn’t mean I hate them and I do keep track of some that really catch my eye. I’m very partial to role-playing games and the only reason I hadn’t played as many as I would have liked is because I have had issues with time and money: in that I don’t always have a lot of either.

But I am interested in video games: specifically their game-play, their story lines or premises, and their choice of aesthetics. I like the idea of an interactive story that can translate itself or spread itself across multimedia.

I don’t say this often, but at one time I wanted to be a graphic designer in order to make video games and animation. Unfortunately, I didn’t really have the programming skills and the teachers that I had couldn’t teach me in a way that I could engage or absorb. It’s funny because, once, I really used to love technology. Some of you might laugh at this: those of you who know me personally. I used to think that video game technology, for instance, along with the Internet and computers would only get better with time and it could only go up from there.

I’m not sure what happened. I think I was into PC games a lot and I never had a good enough computer. I also didn’t want to get sucked into online games and I saw the quality of some console games change and not for the better. Also, in my How to Turn a Medium into a Genre I mention how I felt a misguided amount of shame for playing “old and obsolete childish games.” I’m also glad I really got over that nonsense. I do think the real reason I don’t like to play many video games is because I know I will get invested into them if they are really good and I get worried about losing time and also getting too … attached to something: to the point of being sad when it is over, or upset when my skills fail me past a certain point. Sometimes, as weird as this sounds, I get concerned about caring too much about a game.

Now, let me say this: I was really happy to be at the Comics Vs. Games element of TCAF this year. I really loved just playing some of the games with some person I just met there. It felt different and new. To make this story, if you want to call it that, even more interesting as a person who has not played a lot of contemporary video games and likes to watch a lot and remember old games, I have been interested in writing plots for and–really–just writing video games.

I know: now I am just a paradox. Now before anyone starts to tell me how foolish these thoughts are, I am aware of that. I have read and heard enough from some people in the industry–or who are getting into it–to have a little bit of an idea as to how hard it is to get into the industry and to do the amount of work and research to create a game. It isn’t something to do on a whim.

So, like I said, I came across Comics Vs. Games and saw this situation where artists were being paired off with video game creators to make games together. And … I don’t really know what to say: something in me just felt really happy to see that. Another part of me also felt immensely jealous because–once–it was a dream of mine. I am a writer. I have not really published anything for monetary gain as of yet and I am not exactly at a stage where my writing is popular. I know I am not there yet.

So I went back on to the above website and saw that Miguel Sternberg–the indie game designer and pixel artist who organized Comics Vs. Games–has been working on a new project. You should definitely check out his page Spooky Squid Games because there are a lot of very innovative and intriguing goodies on there that you probably all know about because you’ve kept with the times: including the game Guerilla Gardening: Seeds of Revolution where the object of the game is to play as protagonist Molly Greenthumb who gardens to subvert a totalitarian regime. Essentially, you grow plants to not only improve your city, to make it “green” again, but to also allow provide morale to other citizens to peacefully overthrow the State. It sounds like a cheerfully subversive game that creates a social commentary about our own culture and also refers to a few similar instances of this phenomena that have actually happened in our world. In fact, it has resonance with Roger Doiron’s TED Lecture My Subversive (Garden) Plot.

But the game that has really gotten my attention–just today–is one called They Bleed Pixels. God, I can’t begin to tell you just how beautiful I find that title. Imagine a pixelated Goth girl character who can change her hands into claws as she goes and kills creatures with pixelated stylized violence and blood. You literally see tiny squares of red gush in fountains as she creates combo attacks–with numbers appearing above them–in midair sometimes. I really like the deceptively simplistic aesthetic and the music suits the background.

It makes me genuinely happy to see something like this. There is also another interesting gameplay element in that “save points” have to be made by you and you have to expend your own points gained in battle to make them. In other words, it costs you to make save points and makes the game more challenging and forces you to be more versatile. It makes you interact with that world much more: giving you the power to manipulate your reality but also having to play by the ad-hoc rule you make for yourself. The controls are apparently very easy and precise to make without having to resort to ridiculously complicated button-mashing to fight, though I am just repeating what I have more or less read. Also, I read that they are making a silent comic to tell this character’s story about her interaction with a Necronomicon-like book and beyond.

I would definitely play this game: if only to relieve some blood-lust, which is always a plus for a game in my opinion. It might not be an RPG, but it looks fun and I like fun.

You know, sometimes I feel like I’m a fake for writing about video games and other things of which I do not have expertise. But do you know why I am writing about this? It’s because it interests me. It is partially the world-building and interactive parts, but it also appeals to a part of me I don’t always get to express. I’ll let you in on a secret too: I actually wrote a very rough script for a RPG video game: one that would definitely need a Restricted Sign if I ever posted it serially here or anywhere else: if only because of its sometimes tasteful, though definitely (if somewhat questionably) mature content. It was a 16-bit game with some ideas for interactive game-play. I actually think of it as a parody of an RPG video game script with a lot of meta-narrative fourth-wall breaking.

I’ll also say this: if I ever get to the point where I am considered a professional or well-known “artist of words” and someone ever offers to do a video game collaboration with me, I will probably not turn them down. In the meantime, I have been looking at the Hand Eye Society which is a non-profit organization that deals with organizing video game projects and supporting Toronto’s video game community. I’m not sure if they are still having socials, but they have mentioned volunteer opportunities on there and I am contemplating finding out more about this.

I may well be an amateur writer and general enthusiast, but when I look at these links I realize that these people do things with the medium of a video game that I never thought possible or really thought about and I think that is just bad-ass. I also really love creative things and it would definitely be something new. In any case, it is something to think about. I hope that this has been an interesting, if somewhat long post.

The End?