November 26, 2010

Wapsi Square Conversation FINALLY Ready

Hello devoted followers, devoted few!

Afters months on hiatus, the Tetrad blog is back with a vengeance! Up for your download on Mediafire is a 40-minute dialog between our members David Mitchell and Carlos Enriquez. This dialog concerns the ups and downs, the diegetics, and the overall themes of the long-running comedy/drama webcomic, Wapsi Square.


Keep an eye out for more updates soon, Tetrad fans.

June 15, 2010

YouTube Noir #1

There is always a point in a video maker's life where he or she wants to do a film noir video. This usually ranges from parody to homage to straight copying, but one thing can't be denied, it's out there in spades. And rather than criticize it for its plentiful existence and clichedness, I've decided to do the opposite and look these many videos as a movement like it's originators or as a point in a young film/video makers life. I myself have done a few films in the film noir mold, so looking at these videos gives me a chance to see how film noir is interpreted by others, whether it is the classic staples or some new ones. 

Rather than going through it all scattershot, I've decided that the best way is to view these works in order according to what shows up when I search for Film Noir. These two videos are among the first.

Film Noir by PlaxinProductions


Two things strike me about this movie: one, it's simple title, which is what it aspires to be and two: What it is. What it is is a Sin City homage. From the opening titles to the cinematography to the music. Initially, I have no problem with this as it is a well made video and definitely emulates what it is paying homage to. In fact, the scene where the main character and attacks his teacher and beats him was one of the scenes I found very striking, but because it tries to be like Sin City so much I feel as though it would be a long shot to title it simply as Film Noir. Being a fan of the graphic novels by Frank Miller, I understand where his work was coming from as well as the movie in terms of drawing from Film Noir, but going as far as paying homage to an homage to film noir and then titling it as such seems too much like a stretch and ultimately displays a lack of understanding of the genre and movement itself. This is a good example of taking something that looks like the original and thinking it's the real McCoy. If there is anything that connects it to what it is trying to be it is the voiceover's resemblance to Fred MacMurray's voiceover in Double Indemnity, but as soon as that's over the credits start and we are back in the world of Sin City again.

Film Noir by ynikomarov


Where as my first discovery of YouTube Noir, mislead me in terms of content, my second one completely caught me off guard. From the beginning, the lighting and cinematography and jazzy musical score evokes the classic or cliched look of what Film Noir is to us. The Handheld camera movements and shots of musicians and use of negative space establish this piece as a minimalist work. But as setting starts to reveal itself a little more, we start to see sparkling and shiny surfaces that evoke less Film Noir and more the visual style of Josef von Sternberg. Already, there is a different take on what I'm watching. Then we're introduced to two characters who have a little conversation in another language. Rather than go look for another video to watch, I've become too involved with the visual style and mood to look away. A few more minutes into their conversation I can see that it is a simple one (they talk about jazz music), and because of its simplicity it becomes somewhat refreshing. Rather than seeing another piece about revenge or infidelity, I get a nice little scene between two people just having a good time. No beatings or shootings or affairs, just two people enjoying themselves. That in itself reminds me that half of Film Noir isn't just mood or rough stuff, it's these little moments in between where characters show a side that is often forgotten.

-Carlos F. Enriquez

May 29, 2010

New Work from this Year

Work by the Tetrad completed in 2009/2010.

Black Horizon: Our first completed work pre-formation. It is the story of a breakup gone horribly wrong involving a femme fatale, a hitman, a man in black, and henchmen. B/W 16mm.



Invasion Radio: Our first real collaborative project after forming our collective. It is about a ham radio alien conspiracy theorist and his assistants and a mysterious disc that is sent to them. Color 16mm.




Retrato de Gente(Portrait of People): My first work on Super 8. A solo piece, it is a documentary about the lack of interaction between people in the city. The footage is juxtaposed with the sound of a family singing together. B/W Super 8mm.




B for Body/C for Canal: Another solo piece, it is a docufiction about children and their stories about a fictional dead body underneath a bridge in a canal. Color Video.




"Goner!": My second film on Super 8 in collaboration with Barbara Little. It is about a girl and her dissatisfaction with society and her reactions to it. B/W Super 8mm.




The Cops: Shot back to back with Invasion Radio, this is considered a light piece with the intention of multiple versions. This mine. Color 16mm and super 8mm.





-Carlos F. Enriquez

Between Personal & Autobiographical Films

I know it's strange to start off a post without a concrete idea of where you got a quote, but I once read somewhere that, it it might of been for either comics or film, it is always a bad idea for your first project to be autobiographical or personal. I found that idea kind of strange, as most people who make films or comics always do that first. Why? Because you do something you know about. Yet, at the same time, it seems too easy to do that. And it's even easier to do something that is directly about yourself. But does it make it bad? I think yes and no. But that's where the line is drawn.

In a personal film, you do a film about something that affects you or has something to do with you. It's usually an experience, point of view, an opinion, an idea, etc. The film can be about an entirely different group of people from you, the protagonist can be someone else, but what you put in is entirely yours. Rainer Werner Fassbinder is a good example as is Francois Truffaut. Both directors made films that dealt with ideas or experiences that were very close to them. For Fassbinder, it was about postwar Germany, his postwar Germany. For Truffaut, it was about his childhood experiences and relationships with women. Woody Allen and Federico Fellini fall into this category as well in that case. What separates these films from autobiographical films is their the directors detachment from the material. And thus, their acceptability is put slightly away from that fine line I mentioned.

Autobiographical films, on the other hand, are problematic because of how close they are to their subject. Granted, directors who these sort of films have the ability to bear themselves to the public, but the other task at hand is how important what they're showing about the audience is. In a fictional film, this would be acceptable as their experiences become accessible to the public in the form of a character that doesn't exist. When it is the director telling us about themselves, then the question is why? Why are we watching this? What do you have to say that is new or different, let alone important? In comics this could be interesting, but on film, I feel it is the amateur's initial idea. Perhaps this is why it is no longer a common occurrence. 

The day of the autobiographical film is over, but remnants of it still show up in spades on the internet in the form of vlogs. But that is a different matter all together. Now, the only situation left to deal with is the safety net that is being created by the personal film. It is becoming the first thing beginning filmmakers are turning to. And as it grows, the amount of personal information put in these films will grow. If this allowed to happen, then I fear that the personal film will become part of the pantheon of amateur work.

-Carlos F. Enriquez

May 18, 2010

Restraint & Cinema

Restraint- restraint is an easy enough word to define as a noun, but as a characteristic which can be held by a person or thing, it is a more vague notion. It's a subjective quality that works in tandem with potential and vision- restraint is the ability to have potential and choose not, a significantly different quality than the lack of potential or vision and therefore the inability to choose. In a CGI age, potential has become virtually limitless- plausible and possible have become par for the course when any vision may be realized by the digital wizards behind films. In an age where potential and vision have no restraints (noun), it's become more important than ever that filmmakers learn restraint (verb).

I'm no Luddite, mind you. I'm not anti-CGI, and I don't think CGI is "ruining movies". CGI is a tool used by filmmakers who choose to use it, and like a tool of carpentry, it can only ruin a piece if it's used incorrectly. Some pieces may need it more than others, and some may not need it at all. I consider the uses and non-uses of CGI today after completing my viewing of 2009's live-action remake of "Blood: The Last Vampire". The original film was an animated feature put out by Production IG in the year 2000, and it happens to be among my favorite anime films. With a total run-time of only 45 minutes (opening and closing credits included), the original "Blood" was a film which showed great restraint in many regards- the short length was reminiscent of a horror short story, giving you enough time and information to understand the world but ending quickly enough to leave the mystery and atmosphere intact, never allowing you to become comfortable within the fiction you have entered. Characters in the original film are few, and dialogue is sparse and economical- we understand characters through their actions rather than via monologue, narration, or flashback. This deliberacy- of the classic film mantra "Show, don't tell"- is more akin with Roman Polanski than Rob Zombie.

The original "Blood" was not just an exercise in good storytelling, however- the masterminds at Production IG made "Blood" one of the premeire vessels through which CGI could marry into the traditional cel-animation canon. Using digitally animated paintings first experimented with in Ghost in the Shell (1995) and Princess Mononoke (1997), "Blood" showed technical advancement which enabled it's animators to visualize the world of "Blood" in ways which animation could never had done before- the CGI is used cautiously but effectively, allowing for gentle pans, perspective shifts, and scenes of great crowds which would have simply not been possible by hand. It's the cautious and deliberate use of CGI which make the original "Blood" so exemplary in the world of contemporary filmmaking, but it tragically underlines the flaws of it's live-action remake, which is far less judicious in it's digital rendering and is ultimately symptomatic of the problem with far too many modern films.

The new "Blood" is a mess of a film in all too many ways, chief among them being the substance for which the title is named- for some reason, the considerable amount of blood spilled from slashed enemies is as CGI as can be imagined. Globby and in particle-effect "strands", the CGI blood (which is supposed to be no different than the blood in the veins of you or I) is unfortunately more akin to the CGI blood of Rob Zombie's "The Devil's Rejects" than it is akin to the gallons of colored corn syrup in classics like "Evil Dead". But why CGI blood? What's the point? What does it bring to the table? I can't imagine hundreds of man-hours developing L-system subroutines for liquid physics (I have no idea if any of those are applicable terms, but bear with me) is somehow easier than having Saya slash open a ziploc bag full of corn-syrup and dye. The computer synthesized plasma paired with 300-inspired slow-motion, cheap and ugly "magic smoke transformations" for the vampires, and altogether too much digitally enhanced wire-fu made for an aesthetically unpleasant film that didn't even have the decency to tell it's story properly. The flashbacks were forced in to tell a story that couldn't be shown (and didn't need to be, for that matter), the characters were elaborated upon to a degree at which all mystery was lost, and too many subplots distracted from the atmosphere that all great horror films need.

I'm not against CGI by any stretch, but please, filmmakers, show some restraint. Take a look at why "Blood: The Last Vampire" (animated) is so darn good and why "Blood: The Last Vampire" (live-action) is so darn terrible.

May 11, 2010

A Few Good Reads for Horror Fans

Sorry for not writing something more original this week, but I'll direct you to some really great reads to hopefully make up for it. We at the Tetrad Initiative are all fans of horror, but I must confess to myself being the most intense of the horror aficionados. Or so I would estimate myself, while my partners may disagree. A timid child, I never particularly liked horror movies at all- in fact, I was easily scared of virtually anything more intimidating than the mundane. Regardless, I've grown into an enormous horror fan due to my love of horror atmosphere and aesthetic, and I've seen all too many horror films due to the beautifully cheap rentals at my local Family Video store. Here are a few great articles to check out-

http://www.guardian.co.uk/media/2008/nov/04/television-simon-pegg-dead-set

This is a nice little write up from Simon Pegg, star of Shaun of the Dead and zombie fan extraordinaire. In this opinion article he wrote for the Guardian, Pegg discusses the merits of traditional slow-zombies and argues for their relevance in an increasingly fast-paced horror world.

http://io9.com/5524998/what-sick-john-carpenter-moments-will-the-thing-prequel-explain

This is nice little interview from io9 with the screen-writer of the upcoming prequel to John Carpenter's The Thing. While most horror fans will remain cold and cynical about the 20+ year late sequel to one of the greatest horror movies ever made, this interview actually gives me some hope for the project. There's an intensity and passion behind the writer's words which make me think there may be some great love for this project. Let's keep our fingers crossed.

http://www.americanpopularculture.com/journal/articles/fall_2002/harper.htm

This one is an oldy but a goody. From one of my favorite journals of essays comes this decent gem about consumerism in Romero's Dawn of the Dead. Now, it's old hat, I'll admit. Everyone has probably read an essay about consumerism in Romero's magnum opus, and everyone also probably knows my pathological love for the film. But really, it's worth reading, I promise! This is probably the best essay I've read on Romero, largely thanks to the pedigree associated with the journal. Definitely worth checking out, whether or not you've read Romero in the past.

That's my offering for the week, I'll try to throw up something totally original next week.

- David Mitchell

May 04, 2010

The Tetrad Initiative Salutes King of the Hill

Whenever I bring up King of the Hill in conversation, I tend to be met with a fairly lukewarm response- amongst the hordes of educated, liberal, upper-middle class white artists who make up a significant portion of your average art school, my mention of King of the Hill tends to be met with some variation of "Isn't that just white-trash Simpsons?" They couldn't be much more wrong, and "ignorant" doesn't even cover it.

King of the Hill was born in a peculiar time and place- January 12th, 1997 on the typically conservative Fox network, but was the brain-child of Mike Judge- creator of the highly controversial early-1990's MTV series Beavis & Butthead. Alongside former Simpsons writer Greg Daniels, Judge created the fictional town of Arlen, Texas (clearly, NO connection whatsoever to Garland, Texas where Judge had previously lived) and it's many colorful characters- propane (and propane accessories) salesman Hank Hill, his housewife Peggy, and their boy (who ain't right) Bobby and niece Luanne, along with neighbors Bill, Boomhauer, Dale & Nancy, and Kahn, plus a whole host of others. The intro to the pilot begins with Hank and his friends working slowly and diligently on determining the problems with a truck engine, and then begin to discuss their love of Seinfeld, a show about nothing. Cue the title sequence. This first scene would kick off a 255 episode run over 13 years, and while that scene meant to imply King of the Hill would be a show about nothing, it failed to deliver on that promise.

While the Simpsons and, yes, Family Guy love to revel in the cartoonish and absurd, King of the Hill grounds itself in to a muddy, brutal, and loving realism. Hank is oblivious and sometimes acts without thinking, but he isn't even in the same league of oafishness as Homer Simpson or Peter Griffin. While the Simpsons and Family Guy devote scenes to Homer getting repeatedly bit by rattlesnakes or Peter getting into fights with giant anthropomorphic roosters, Hank's role on King of the Hill is that of any real working parent- he goes to work, he spends time with his family, he works on projects around the house, and when he has time, he spends it with his long held friends. And while Homer has been choking Bart Simpson for 21 years now and Peter has been farting in Meg's face for longer than I'd prefer to say (really, has this show ACTUALLY stayed on air?), Hank has been trying to raise his son Bobby with all the moments of embarrassment and pride that any real parent should hope to have. But that's the kind of show King of the Hill is- it isn't about hill billies or rednecks or "white trash" as my upper-middle class peers might attest, it's about blue collar, real-world Americans who live and breath their lives and take pride in their job, home, and family.

Though King of the Hill was cancelled in September, 2009 after it's 13th season, 4 new episodes went unaired. Join the Tetrad Initiative in celebration of one of television's most realistic shows by watching the remaining episodes, which are syndicated this week on local stations. The episodes run from the 3rd to the 7th, so sorry to those who missed last night's episode. All four members of TI are KotH fans, and we may someday reflect back more on the care and love that went into such a great television series.

- David Mitchell

May 03, 2010

New Work Coming Up

Aside from our documentary excursion we had at C2E2, there will be other film and video projects from the group (or within the group in my case) coming up as well. In terms of group projects, I am currently working on a Super8 project mainly involving Barbara Little about social disillusionment and its reactions. As for my own solo projects, I am also working on a video about children and myth making and an animation about different types of lightning. I have other future projects that I have planned for the summer, but I'd rather start working on them before I post anything about them. I know I should be posting the next installment of my essay on restrained cinema, but I feel like I haven't posted anything about what I am doing. I guess to make up for that I'll post this link to my first work in Super8: http://vimeo.com/10971341

-Carlos F. Enriquez

April 17, 2010

C2E2 Day One

The Tetrad Initiative returns triumphant from their first day documentary shooting at C2E2, the Chicago comic and entertainment expo! We got 12 professional interviews done, and two fan interviews with three fans each. We were only turned down by two interviewees, but special thanks to all the fantastic responses we got from artists and writers all around the convention! Our interviews were as follows-

KC Green - http://gunshowcomic.com/ - Enthusiastic and extremely nice to us, KC was our first interview of the day and the best first interview we could hope for!
Evan Dahm - http://www.rice-boy.com/ - Well spoken and very appreciative, Evan had some very unique perspective on fans and his fantasy epics Rice-Boy and Order of Tales.
David Willis - http://shortpacked.com/ - Toy fan and comic artist extraordinaire, and very funny in person.
Joel Watson - http://hijinksensue.com/ - We didn't interview him so much as he interviewed us! OUr only interview of the day to call US over! Extremely smart guy with a lot to say on our subject.

Fan Group One

Fan Group Two

Erika Moen - http://www.darcomic.org/ - Amazing humorist and comic artist in general, sharing a booth with SAIC's own Lucy Knisley.
Kevin Mellon - http://www.kevinmellon.blogspot.com/ - Very well spoken and fantastically talented artist behind Gearhead. One of our best interviews of the day.
Gary Friedrich - Creator of Ghost Rider! Getting on in the years, but a really nice guy to talk to, and with a lot to say about his long-held cult-following.
David Mack - http://www.davidmack.net/ - That's right, David Mack, writer and artist of Kabuki! Great talks. He had a lot to say about every subject, and everything he said had a genuine and sincere enthusiasm. Great to talk to, and he was nice enough to give us a lot of free stuff!
Jesse Rubenfeld - http://www.jesserubenfeld.net - Funny guy with a lot of really clever art. Got a totally awesome Dalek postcard!
Joan Varitek & Alayna Lemmer - http://www.joanvaritek.com & http://alayna.net - Dual interview! Two very different but very talented illustrators producing both original and fan work.
Gail Simone - The very talented writer behind Birds of Prey, Secret Six, and Wonder Woman! We accidentally ended up eating lunch at the same table as her husband, and we ended up getting a great interview with her out of that good fortune. Really awesome interview.

We'll be heading back to C2E2 tomorrow to capture more footage with fans and hopefully talk to some more artists & writer out there.

- David Mitchell

April 01, 2010

Restrained Cinema: The Deadpan

This is the first of my analysis of a category in film that I call Restrained Cinema. Restrained Cinema is a type of film style and film narrative that features certain characteristics that range from minimalist films to Deadpan comedies to the current style of Indy films. I'll cover with the best of my knowledge each of these areas starting off with what I call the problem of Indy film.

The Indy film is the independent film, the films that are produced outside the mainstream that still appeal the mainstream. In the beginning, most independent films varied in style and content. You couldn't compare a John Cassavetes to a John Sayles, two giants of the independent film. Cassavetes concerns with pragmatism and relationships wouldn't be on the same plane with Sayles' ventures in society and culture. The same could be said with the likes of Spike Lee, Steven Soderbergh, and Todd Haynes. The main features these directors have in common was the introduction of a new voice. Directors working outside the mainstream to do what they wanted to do on their own terms. In contemporary film, those terms are starting to become similar. Independent film has become the Indy film. And the Indy film has led to the Deadpan. The Deadpan is a recurring characteristic or to be more exact, a recurring film style that features either emotionally restrained characters who speak in stilted dialogue. They are then shot from the farthest distance possible so as that the audience cannot relate to them due to the detachment. On a visual, verbal, and emotional level this is what we get. And what we get is both an original idea and a new trend. The idea harks back to likes of Buster Keaton, Robert Bresson, Aki Kaurismaki, and Jim Jarmusch. The trend is what most Indy movies look like now. Take any of them. The main focus it appears is the awkwardness that each character feels. The dead end lifestyle they live. Lack of emotion that in the end damns them or delivers them if they lose it. It all sounds familiar, right? Rather than use examples and "name names," I've decided to make a list so you can point out the similarities yourself.

1) Restrained Direction (long shots, minimal camera movement, flat compositions, hard cuts)
2) Restrained Dialogue (stilted dialogue, laconic delivery)
3) Restrained Emotion (deadpan)
4) Three kinds of Plots (dead end slice of life, wacky misadventures)
5) Two kinds of characters (unemotional, awkward outcasts, energetic eccentrics)
6) Emotionally detached audience ("why should we feel?")

These characteristics is what's becoming popular with indy directors and audiences. The same folks who wanted to escape the world of mainstream excess and familiarity are creating a world of independent dearth and familiarity. It's becoming a niche in the world of cinema, and more than a niche it will become an establishment. This is what Indy film is. Independent film is film outside the mainstream. Indy film is film feigning that. A true independent film is completely outside the norm, a film not made with in a certain rule set. Indy film is creating a new rule set. That rule set is Emotional Detachment, or the Deadpan, and the Deadpan is a trend. Thus the problem of Indy film.

-Carlos F. Enriquez

March 13, 2010

Tetrad News for March

For our few followers out there, sorry for the lack of delays! Despite the lack of news, the Tetrad Initiative is moving ever forward. In the coming week, the four members of The TI will be northward bound towards Wisconsin to film some Super 8 footage, as well as some comedy shorts on video. In addition, we're making preparations to begin recording "podcast" style entries, possibly as often as on a weekly basis.

Stay vigilant, the Initiative moves forward!

February 11, 2010

Part 2 of Webcomic Dialog - Two Gamers and a Couch

Sorry for the long delay, and sadly, this ended up shorter than I wanted. I wrote out something to the effect of 5 pages and then realized that I had long since stopped making sense, and in the few moments of clarity I had, it was redundant and pointless. So I eventually cut it down to about a page and a half, getting closer towards 2.

---

To say that print is dead would be inaccurate, if only for a number of bastions which remain eroded (and eroding) as they stand against a rushing river. But then, to say that print is anything less than dying would be an understatement. No… perhaps the better phrase would be to say that print is in a coma. Living, but not alive, with a few persistent functions, but essence of a truly living body is not all there. In the sad reports of print’s condition, people rarely take note of how comics as a medium would be affected by the changes.

As newspapers die down, the circulation of daily and weekly comics are equally so hit. Many comics are read simply for their being there, and readers will not go out of their way to find them via a sparse online newspaper interface. Comic specialty shops are seeing troubles as well- the proliferation of graphic novels and trade-paperbacks (bound collections of individual issues) has been enormously successful, but some in the industry are displeased with the trend. These bound volumes are expensive to print, and therefore, have a high MSRP; consumers aren’t likely to purchase them for franchises that they are unfamiliar with. Big pre-existing titles can survive the format, earning repeat profits from the avid collectors of single issues, casual fans who will purchase the collections, and completionists who purchase both. Smaller titles which have not yet established a following have difficulty surviving in this shift towards TPB’s: avid collectors may delve into the single issues, but they’re not likely to sell collected editions, which seriously hurts business.

In a publishing world where comics are having difficulty in print, where to do the writers and artists turn? To the internet, it seems. While some artists like the aforementioned Tom Siddell seem to prefer the internet and choose it when their comic is otherwise worthy of print, other artists are forced into using it for any number of reasons. Some artists simply are producing a product not physically printable, a phenomena which will be discussed in greater detail in part four of my dialogs, regarding The Infinite Canvas. Other artists are simply producing comics which simply are not quite sellable to a broad audience- comics regarding niche interests (such as the sometimes preachy but most entertaining Loxie & Zoot, a comic for nudists), for example, or comics featuring content too explicit to be carried by major distributors (such as the truly phenomenal erotic steampunk comic Chester 5000XYV by Jess Fink). Other comics still simply would not appeal to distributors, simply because of a combination of factors- my next dialog will concern Rice Boy, a lengthy full-length comic with psychedelic elements and simple, childish art. This would be a tough sell to many consumers, and a tougher sell to profit-minded publishers.

But then, there are also the comics that simply are not very good. While print is dying, the internet is flourishing, and this has opened new doors to everyone. “Everyone,” includes the artists and writers who simply were never good enough to have their work picked up or appreciated by those around them, or by publishers. Because the internet allows enormous proliferation of work, and through such wide exposure, eventually find an audience, no matter how small. A creator with a point and purpose is all the more likely to find such an audience- regardless of quality, a work that speaks to a niche audience will be, in part, adopted by that audience.

This phenomena manifests itself in many regards, which is to say, regarding many subjects- Furry fandom has found interest in webcomics since the earliest days of the internet. Modern Furry fans have a broad number of quality titles to select from, however, in the early days of the medium, many comics of poor quality grew significant fanbases. By the late 90’s, a number of video-game-centric webcomics rose to prominence amongst webcomic communities, and to this day, such webcomics remain a dominant force in the medium. Penny Arcade in particular was an enormous hit, and remains to be one of the biggest success stories of webcomics- however, Penny Arcade’s own success spawned a movement perhaps large enough to be considered a genre unique to the medium.

Two gamers and a couch- not just a random set of nouns, but a description of a formula. Penny Arcade hit it big by connecting with video-game fans on a very natural level. It told the tale of two friends, both video-game fans, and followed their antics and conversations whilst playing video games sitting on their couch. The simple formula was revolutionary for comics as a medium- similar humor had been employed by newspaper comics for decades, but never for the gamer culture, nor appealing to generations that young.

This formula connected with gamers on a very visceral level, reminding readers of their own friends and weekly experiences with those friends. The comic not only spoke of life as a gamer, but openly name-dropped major video game titles, making the humor all the more inclusive to gamers and gamers alone. Penny Arcade was more than just a popular success, but a financial success, and for both reasons, it spawned hundreds (thousands, and more, really) of imitators. Every gamer with experiences on their own couch decided that their tales were worthy of being told to an audience, that their commentary on video games needed to be heard. And for every one of these gamers who felt they needed to be heard, there was an audience willing to hear it.

January 28, 2010

Tetrad Initiative Member Speaks at University of Chicago Anime & Japanese Culture Confrence

Tetrad Initiative member Barbara Little will speak this weekend at UChi-Con in a panel discussion about Gothic Lolita fashion and community in Chicago. Along with other members of the Chicago Gothic Lolita community, Barbara will be available to answer all questions and comments concerning Japanese street fashion as a phenomenon in Chicago and the Western world, as well as Gothic Lolita in general.

Come join us!

Uchi-con 2010 takes place
Saturday January 30th
11 am - 7 pm
At Harper Memorial Library
1116 E. 59th Street Chicago, IL 60637

January 26, 2010

Part 1 of Webcomic Dialog - Gunnerkrigg Court

To begin my investigation of webcomics, I will explore and extol the passages of Gunnerkrigg Court- passages literary and diegetic, I might add. For the first five parts of my journey, I have established a line of logic through which the writings will flow:

1. Gunnerkrigg Court, a comic whose content and execution might otherwise be executed in print media with no hinderence, but is carried out digitally.
2. The phenomena of “Two Gamers an a Couch,” and the idea of the internet as a distribution method as a necessity versus as a choice.
3. Rice-Boy, a comic whose content and execution might not be financially viable in print form, and therefore, must be executed through the web.
4. The abstract concept of Infinite Canvas, and content in webcomics which can only be executed through the web.
5. Platinum Grit, a former print comic adapted to the web whose content can now only be executed digitally.

This forward progression through the subjects seems most simple to me, and without further delay, I will begin my dissection of Gunnerkrigg Court.

Gunnerkrigg Court by Tom Siddell

The tale of Gunnerkrigg Court begins with Antimony Carver, the series’ protagonist. Beginning a tale with an introduction to its protagonist isn’t particularly unusual, however, this is not to Gunnerkrigg’s disadvantage. The tale excels in its quality execution, rather than slavishly pursuing individualism or exploitation of the web medium. Gunnerkrigg could very well survive as a print comic, and in that way, it is an intriguing read. Why read the series rather than a print comic, and in what ways does it differ? Does its quality execution set it apart from other webcomics, and does its choice to embrace a “regular,” print-comic format ultimately make it unique in the field of webcomics?

Gunnerkrigg Court follows Antimony’s adventures within her titular school, which she notes on the very first page resembles an enormous industrial complex more than it does a boarding school. The complex serves many purposes, most of which remain a mystery to Antimony, a new arrival to the School, and twelve years old. The comic follows her time at the school, exploring its empty halls and investigating it’s shadowy conflict with Gillitie Wood, an old and mystical forest which exists opposite the Court across the River Annan.

Alongside empathic but stoic Antimony is her best friend, Katerina “Kat,” Donlan, a genius of mechanics, whose parents both act as teachers at the school. The parental figures too play a role in the story- Antimony’s mother, now passed, once worked as a medium for the Court, and her missing father too played some role at the Court, yet unknown. Akin to Harry Potter, learning about the elder generation is a major plot point to the story. In addition to the two girls’ parents, there too are Mr. Eglamore (games teacher, and, so it seems, the school’s designated dragon-slayer), and an icy instructor, Jones, who works to train students with potential to become mediums.

With these in mind, the series also walks with nobility into fantasy territory- less like the aforementioned Harry Potter and more to the effect of Neil Gaiman. Pan-European trickster fox Reynard (or Renardine) is a major player in the series, having accidentally possessed Antimony’s stuffed animal and now unable to escape. In stark contrast to the bleak industrial expanses of the Court, Gillitie Wood is an old world forest which acts as home to all sorts of beings, ranging from fairies to Gods, such as the Pan-American trickster fox Coyote. The Court itself isn’t free from supernatural events, however- friend to Antimony is Mort the Ghost, and she too holds a shaky alliance with a demonic girl and her reality-warping partner.

Technology and magic are key players in the tale, though, the resolution is not yet known. They represent man and nature, mechanical and organic, masculine and feminine, order and chaos. Consider Antimony, her mother a medium and with potential herself, who wears dresses and make-up, and sports long pink hair, and compare her to her best friend Kat, her parents scientists and herself a mechanical genius, with interests in “boyish,” pass-times and clothes, sporting short-cut hair and inept with make-up. Antimony, clearly the more mystic of the two, is clearly reflective of feminine archetypes, while her scientific and orderly friend the more masculine. Antimony acts on intuition, Kat on planning. But while the girls are best friends, the Court and the Woods are seemingly at a shaky ceasefire in a long-time war.

This being the general outline of Gunnerkrigg Court, one must question why not in print. The formula is sound, and the plot certainly not outside the range for popular media. With names like “Harry Potter,” and “Neil Gaiman,” thrown around in description of the series, publishers should be chomping at the bit for rights to the franchise. The series remains unprinted in any form, even in the most benign CafĂ© Press binding. Then we question why it is not available in print- is it the uneven chapter length? Certainly a possibility, given the financial demands of color printing. In an androcentric comic world, is the pair of non-sexualized female leads “unsuitable,” for business? Also very possible; so goes the old clichĂ©, “Sex sells,” and Gunnerkrigg remains innocent from sexual content or implication.

Perhaps there is the consideration of the production- as is the case with many webcomics, Gunnerkrigg Court is executed only by a single person. Tom Siddell writes and illustrates the comic himself, seemingly without help from any other “team members.” The standards of the current comic industry are that of a rigid team system, with a writer, penciller, inker, letterer, colorist, and a whole slew of editors to go through. An individual, no matter how talented, is not likely going to convince a comic syndicate to syndicate his or her work. But then, this is also not true- many independent comic authors and artists have self-supported for quite some time.

At the end of the day, it may just be a preference of Siddell- the internet allows him to publish the content he wishes to publish, on the schedule he wishes to work. He has full autonomy on the internet, despite producing content which is of high enough quality to pass the standards of print.

And quality it certainly is- beyond its intelligent themes, Gunnerkrigg Court is an all-around well-executed effort. The impressively large cast is memorable to highly entertaining, and each new character introduced brings something new to the table (without taking away attention from others). The comedic edge of the series is sharp, capable of properly timing a variety of styles including situational irony, wordplay, slapstick, and visual humor; conversely, the series is very capable of more serious aspects, ranging from touching sentimentality to dramatic and tragic. There’s an adventurous edge to the series, with the Court itself and the Woods alike as seemingly endless realms to explore; the unique light in which both are portrayed brings a metafictional adventure to the tale, as we the viewers explore settings we have not yet seen before, especially in the case of the Court and it’s shady past.

Even now twenty-five chapters into the story as I write this, the series is over-flowing with potential energy. Each new page released is eagerly awaited by myself and the series’ large fan-base- including Neil Gaiman himself, who admitted to loving the franchise in a blog entry not long ago. Tom Siddell (who openly speaks of his series to fans and critics alike) has stated that he has an end in mind for the series, however, the length and events leading to that end are yet unknown by him. Here’s to hoping Siddell maintains his quality and keeps this cleanly-executed fairy-tale going weekly for a long time to come.