Author Archives

Carol

Carol Borden was editor of and a writer for the Toronto International Film Festival’s official Midnight Madness and Vanguard program blogs. She is currently an editor at and evil overlord for The Cultural Gutter, a website dedicated to thoughtful writing about disreputable art. She has written for Mezzanotte, Teleport City, Die Danger Die Die Kill, Popshifter and she has a bunch of short stories published by Fox Spirit Books including: Godzilla detective fiction, femme fatale mermaids, an adventurous translator/poet, and an x-ray tech having a bad day. Read and listen to her other shenanigans at Monstrous Industry. For her particular take on gutter culture, check out, “In the Sewer with the Alligators.”

Some preliminary details about a computer game based on the Bone comic: “We plan on executing the story as it is told in the comics. There will be added interactivity and we will take some license, but we are trying to stay true to the comic.”

Mike Sterling takes a brief look at the (possibly one-joke) comic, Here Doesn’t Come the Flying F—!: “The eponymous hero is a slovenly sort, fighting for truth, justice…well, actually, just fighting for his right to watch television uninterrupted, mostly.”

Ah, the perennial music nerd topic, Desert Island Discs. On the Beatles’ Help: “This album falls on the trailing edge of their original Beatlemania phase and the beginning of their brief folk-rock/art-pop phase (a phase I wish had lasted a little longer before they went pepperdelic).”

Over at Maisonneuve, Michel Basilières writes a heartfelt appreciation of the career of Fritz Leiber, a writer who “was equally at home with science fiction, modern or urban fantasy, horror stories and sword & sorcery—an expression he coined.”

Joystiq reports the clumsiest product displacement yet, where Electronic Arts removed a reference to Sega in House of Pain’s anthem “Jump Around” from NBA Street v3. The corporate revisionist megamix in yo face!

The Grumpy Gamer (Ron Gilbert, creator of some great old Lucasarts adventure games) goes off on cutscenes: “There is a very different visual and structural language needed to tell a story in an interactive and malleable environment. You can’t just lift that structure from a linear form like […]