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Saturday, January 28, 2012
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Current Issue

Issue #19

The New Beginnings issue, the first quarterly edition. Contents include the Gnomen School of Visual Effects and interviews with Yanick Paquette and Raphael Lacoste. Available online or in stores.

 

Innovation Through Stagnation

Innovation Through Stagnation

Does stagnation lead to innovation?

It’s 2016. You shoulder off your jetpack and head inside your gleaming, silver podhome in New New York City, Mars and plop down on your couch to play some videogames. Your choice of consoles includes the PlayStation 3, the Xbox 360 and the Nintendo Wii. Each system has a robust digital distribution storefront, fantastic operating systems and an immense library of games. As your robot housekeeper fixes dinner you enjoy a brand new game on one of these old consoles, made by a great developer.

Silent Hill Shattered Memories, An Appreciation

Silent Hill Shattered Memories, An Appreciation

Phil Brown looks back at Silent Hill Shattered Memories

This is going to be a big year for Silent Hill fans. A new title Silent Hill: Downpour is on the way, Silent Hill 2 and 3 are getting a loving HD re-release, and a new movie will be hitting screens (ok, so based on the last one a new movie might not necessarily be great news, but it’s still a big year). There’s going to be a lot of Silent Hill talk clogging up the interwebs in the coming months and justifiably so.

Dance Central 2 vs. Just Dance 3

Dance Central 2 vs. Just Dance 3

Tim busts a move to find the best dance game on Kinect

In the words of legendary MC Maestro Fresh Wes, “This is a throw-down, a show-down hell no, I can't slow down. It's gonna go!” Dancing games have come a long way since I first saw some kids stomping their feet to the beats of the pioneering Dance Dance Revolution.

Turn Based Relief

Turn Based Relief

Wayne looks at turn based strategy

I surprised myself over the last couple of weeks by experiencing a sharp, penetrating sensation that wasn’t my appendix rupturing.

Looking Ahead

Looking Ahead

Reid looks ahead to 2012

Now that we’ve all had plenty of opportunity to read over Best of 2011 lists from every publication caring to compile them, the first week of 2012 seems like an appropriate time to do a neck-twisting look back at the year just passed and forward at the one to come

2012: The Twilight Year

2012: The Twilight Year

Wayne Santos thinks 2012 the end of this console generation

I don’t think by this point anyone seriously believes the world is going to end this year. But for gamers, I think it’s that period in the cycle of a console’s life when we start feeling the transition towards the end times.

The 3DS Ambassador Program 2 – Electric Boogaloo

The 3DS Ambassador Program 2 – Electric Boogaloo

Phil Brown looks at more of the The 3DS Ambassador Program

As one of those people who bought a 3DS in the pre-Super Mario 3D Land days when the system offered little more than promise and disappointing third party software, I can proudly call myself a 3DS Ambassador. At first all that seemed to mean was that I overpaid for what seemed to be a doomed system.

The New 52

The New 52

Adam Chapman tells us all why the New 52 is not that bad!

With the end of the year fast-approaching, it’s a perfect time to look back at the year that was in comics, and talk about the developments of the year in the world of comics, and look at what ultimately shaped the past year

Game Length is not a Selling Point

Game Length is not a Selling Point

Matthew O'Mara discusses what makes a game great for the price you pay.

About two month ago, I ordered Dark Souls from a certain unnamed Canadian store. They ran out, and as a result I got the game for about half the price. I’m a pretty big fan of getting games for cheap and an even bigger fan of getting them for free. And buying the game for a little less that day made me a little happier.

Marginal Motion

Marginal Motion

Wayne takes some time to talk about how motion controls affect gaming

It’s been a few years now, but I’m starting to wonder, “What exactly is the stand that the audience has on motion-based gaming?”

Baby, It’s Cold Inside

Baby, It’s Cold Inside

Reid talks all about the cold enjoyable side of video games

Since it doesn't appear likely that my (and C&G’s) home city of Toronto, Ontario will receive much of any snow this holiday season — and because I apparently no longer play anything but Skyrim — I’ve been thinking a great deal about winter.

Halo: Combat Evolved Anniversary

Halo: Combat Evolved Anniversary

Tim Ashdown shoots the Covenant with fratboys (the best ammunition).

Ten years ago, Halo: Combat Evolved was the toast of college dorm rooms all over North America.

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Latest Articles

  • The Nintendo Nerd: Silent Hill Shattered Memories, An Appreciation
    Written by
    The Nintendo Nerd: Silent Hill Shattered Memories, An Appreciation

    This is going to be a big year for Silent Hill fans. A new title Silent Hill: Downpour is on the way, Silent Hill 2 and 3 are getting a loving HD re-release, and a new movie will be hitting screens (ok, so based on the last one a new movie might not necessarily be great news, but it’s still a big year). There’s going to be a lot of Silent Hill talk clogging up the interwebs in the coming months and justifiably so.

    Written on Thursday, 26 January 2012 15:20 Be the first to comment!
  • First-Person Perspective: Innovation Through Stagnation
    Written by
    First-Person Perspective:  Innovation Through Stagnation

    Follow me on a brief thought exercise:

    It’s 2016. You shoulder off your jetpack and head inside your gleaming, silver podhome in New New York City, Mars and plop down on your couch to play some videogames. Your choice of consoles includes the PlayStation 3, the Xbox 360 and the Nintendo Wii.

    Written on Thursday, 26 January 2012 13:42 Be the first to comment!
  • Dance Central 2 vs. Just Dance 3
    Written by
    Dance Central 2 vs. Just Dance 3

    In the words of legendary MC Maestro Fresh Wes, “This is a throw-down, a show-down hell no, I can't slow down. It's gonna go!” Dancing games have come a long way since I first saw some kids stomping their feet to the beats of the pioneering Dance Dance Revolution. Long gone are the days of simply stepping on a dance pad while arrows scroll across the screen. These days if you really want to get your groove on there is no finer way than by using the Kinect motion controller.

    Written on Monday, 23 January 2012 15:19 Be the first to comment!
  • C&G Movies - Haywire
    Written by
    C&G Movies - Haywire

    There will probably never be a movie that successfully combines intense physical combat with an art film aesthetic, but Haywire comes pretty close. That’s not to say that the movie is pretentious. Far from it, this is probably Steven Soderbergh’s most conventional movie in years and no screen time is wasted in setting up and paying off the hardboiled payback narrative. However, it also boasts the director’s detached style, his affinity for non-chronological storytelling, and a cool funky score from David Holmes that couldn’t be farther removed from the manipulative pulse-raising music we’re used to in the genre.

    Written on Friday, 20 January 2012 19:42 Be the first to comment!
  • The Gripe Vine - Turn Based Relief
    Written by
    The Gripe Vine - Turn Based Relief

    I surprised myself over the last couple of weeks by experiencing a sharp, penetrating sensation that wasn’t my appendix rupturing. Instead, it was a long buried sense of anticipation, a particular giddiness that feels a little bit like a kid realizing he just might get the #1 toy on his Christmas wishlist. For me, this feeling came when it was announced that XCOM: Enemy Unknown was an actual game, in development that was going to respect the roots of the original. It is, for better or worse, going to be a strategy game, on consoles as well as the PC, that is turn-based.

    Written on Wednesday, 18 January 2012 21:22 Be the first to comment!
  • The Nintendo Nerd: Looking Forward To 2012
    Written by
    The Nintendo Nerd: Looking Forward To 2012

     Hello fellow Nintendo nerds and nerdettes. We did it people. We got through one of the worst Nintendo years in recent memory. 2011 was a rough one for Nintendo fans. Sure there were highlights like Legend Of Zelda: Skyward Sword and Super Mario 3D Land, but overall it was rough. So few Wii titles were released that it would be impossible to even think up a Top 10 list and the 3DS’s slow start and price cut made it seem like the sweet new handheld was on a fast track to becoming Virtual Boy 2.

    Written on Monday, 16 January 2012 16:53 Be the first to comment!
  • The Gripe Vine - Did Games Get Too Serious?
    Written by
    The Gripe Vine - Did Games Get Too Serious?

    Over the last few months, I’ve been catching up with some of the older games of the past generation, replaying HD collections of classics like Ico, Prince of Persia: The Sands of Time and most recently, Sly Cooper and the Thievius Raccoonus.

    Written on Friday, 13 January 2012 16:34 2 comments
  • CG Movies - Contraband
    Written by
    CG Movies - Contraband

    Contraband is one of those movies with ambitions so low, it can’t help but succeed even if it doesn’t amount to much. Star/producer Mark Wahlberg found himself a decent, if unspectacular Icelandic heist movie and remade it as a decent, if unspectacular Hollywood heist movie. The result isn’t a particularly bad movie or particularly memorable one.

    Written on Friday, 13 January 2012 14:57 Be the first to comment!
  • First-Person Perspective: Looking Ahead
    Written by
    First-Person Perspective: Looking Ahead

    Now that we’ve all had plenty of opportunity to read over Best of 2011 lists from every publication caring to compile them, the first week of 2012 seems like an appropriate time to do a neck-twisting look back at the year just passed and forward at the one to come. 2011 was either a landmark in quality game releases or 12 months of atrophy depending on who you ask (I’d lean toward the former view) but, regardless of your own perspective, now’s the best time to look ahead and see how the recent past could — and should — affect 2012.

    Written on Wednesday, 11 January 2012 14:06 Be the first to comment!
  • The Gripe Vine - 2012: The Twilight Year
    Written by
    The Gripe Vine - 2012: The Twilight Year

    I don’t think by this point anyone seriously believes the world is going to end this year. But for gamers, I think it’s that period in the cycle of a console’s life when we start feeling the transition towards the end times. I have no proof for it, but after going through so many console generations, I think what we’re looking at with 2012 is the beginning of the end. This is going to be the last “pure” year for Sony and Microsoft to support their respective machines with total commitment.

    Written on Friday, 06 January 2012 19:44 1 comment

Kenk3Igor Kenk has been dubbed “the world’s most prolific bike thief”. In fact, if your bike was stolen from the streets of Toronto anytime in the past two decades, it most likely ended up in Kenk’s notorious Bike Clinic. Unfortunately for Kenk, a 2008 raid uncovered 2,865 stolen bicycles and produced 58 criminal charges—but fortunately for Pop Sandbox, Igor Kenk’s sensational 2010 trial coincided with the release of their first-ever title, KENK: A Graphic Portrait. This marked a startling feat in the world of alternative comics—an independent comics publisher who made international headlines, and for their first-ever title, no less. C&G Monthly spoke to the Pop Sandbox team behind KENK’s writing (Richard Poplak), filming and design (Jason Gilmore), product and conception (Alex Jansen) and illustration (Nick Marinkovich).

C&G Monthly: Richard, as a writer who has worked in memoirs and non-fiction, were there any challenges that arose from Jason Gilmore’s KENK documentary footage?

Richard Poplak: Absolutely. The writing process was a question of picking through dozens of hours of material and teasing out a coherent story that has some form of momentum. Structurally, the book draws in comics, prose and film to find itself, which meant that that there isn’t really anyone on earth qualified to write it, including myself.

CGM: What drew you to the story of Igor Kenk?

RP: Very simply, we are defined by characters on the extreme edges of our society. As much as I’d like to write about the upstanding citizens of the world, they can play a little dull. KENK: A Graphic Portrait is as much about what it means to live on the fringes of a tightly regulated society as it is about bike theft. And if I had to define the book in a quick sentence, I’d assert that it’s about a man without the art to implement his ideas, without the moral compass to realize his ideals, pulled out to sea by the power of his compulsion. And don’t worry, the prose in book is nowhere near as purple as that.

CGM: As someone who grew up in South Africa and later came to Canada, how do you regard Kenk’s apparent struggle to balance the Canadian values he lives with now compared to the massive differences of the Slovenian culture he grew up in? Kenk4

RP: For me, this is the central component of the story. In many respects, the Canadian tale is an immigrant tale: our country is a result of the brutality and ingenuity that comes with immigration. For any newcomer, the process is one of reconciling old values with new values, and this can be a very fraught process. It might be healthy for the broader culture, but it can destroy individual lives. And Igor was unable to reconcile. He imported Slovenia of the eighties wholesale, and slapped that mixture of the hyper-communist and the hyper-capitalist right in the middle of Toronto. He refused to play the game. And it has cost him dearly, but he has maintained an iconoclasm on account of that decision.

CGM: Jason, since you were responsible for video and design, I assume you spent a lot of time with Igor Kenk while filming—what was he like to be around?

Jason Gilmore: Igor was one of the most compelling subjects I’ve ever captured on video. His actions, motions, words and facial expressions were vividly linked to the workings of his mind. He was as unpredictable as he was driven, so a lot of my time with him was spent trying to physically keep up. At times, he would become so consumed by his task at hand—whether it be emptying his truck at the dump or collecting scrap off the street—that he was only half aware that my camera and I were even around.

CGM: Kenk always seems be talking about his point of view. Is this something you encouraged, or was he always eager to share his philosophies with strangers?

JG: Igor loves to talk about his philosophies, so it was always in my best interest to keep quiet and allow him to pontificate with minimal direction. He was passionate about his beliefs, and in his excitement, would usually wind up steering our conversations in completely random directions. In cases like these, we would sometimes have to reign him back in to the subject we were discussing. For the most part, however, we would get the most compelling and poetic answers from him when he was left to speak completely freely.

CGM: Did Kenk ever appear uncomfortable with your filming? He seems to stand completely behind his actions at The Bicycle Clinic but did it ever seem as if you were capturing something he didn’t want recorded?

Kenk5JG: Igor never had any objections to our filming, and was never uncomfortable on camera. I have shot many subjects who completely freeze up when a camera is around. In Igor’s case, however, I got the sense most of the time that he had completely forgotten we were even filming in the first place.

CGM: Nick, speaking as the illustrator, could you describe the process that would go into creating a single panel or a single page?

Nick Marinkovich: I would start with a page layout provided by Jason. This would include all the source imagery, in the case that I needed to make any tweaks, as there were many times that what looked clear in a colour still simply did not translate well into a hard contrast photocopy. That being said, my first step was always to grayscale the page and really push the contrast. Any snags in the process would always be encountered here, as we were working with low-res video stills that were extremely grainy.

Once eliminating all the colour values, clarity was a huge issue. My methodology to work around this was to stroke out all the characters (or objects of focus) from the backgrounds. This was done very liberally, to create an almost collage-type aesthetic, to really push the lo-fi style reminiscent of Slovenian FV or early Soviet constructivist posters.

Then, in a rather amusing twist, after having taken the time to clean up the page and clarify it as much as possible, I ran it through an old photocopier and destroyed it as much as possible, using razor blades, solvents and simply my hands to crinkle, tear and rough up the page as much as would be allowed. I made a point of not doing any digital post rendering after I had finished “distressing” the page, with the exception of a critical detail having been torn away accidentally. So, what you see in the book is what was left in the end.

CGM: Alex, since you were responsible for conception and production, could you describe the conception of KENK. When was the decision made to begin documenting Igor Kenk?

Alex Jansen: I first met Igor in April 2007 after having already lived in the West Queen West (area) for 3 years; I avoided him for the same reasons as a lot of people. Igor and his shop stood out like a sore thumb in a neighbourhood that had completely changed around him and his reputation preceded him as the stolen bike man. But when I stopped in one night and engaged with him I was really surprised.

Here was an exceptionally bright street philosopher and childhood math prodigy; a former police officer from Slovenia; married to a Juilliard graduate and one of Canada’s top pianists; a radical environmentalist who captures his own shower water to feed his plants; a preacher against western consumption, spouting his own brand of communism, yet all the while acting capitalist in the most vicious way, hoarding countless bicycles, exploiting somewhat of a grey area or loophole in our legislation in regularly buying hot bikes from crackheads.

But the people buying them back weren’t crackheads—it was us. Though I wouldn’t have predicted an arrest of this magnitude, you knew that this man and this neighbourhood were on a collision course.  I came back the next day with Jason Gilmore and we began shooting for the next year leading right up to his arrest.

The plan was always to use the raw footage as source material for a new type of graphic novel. By the time Igor was arrested in summer 2008 I was well into my new production and publishing venture (Pop Sandbox), and as it became a larger journalistic story I stepped down on plans to write to bring on Richard Poplak in fall 2008.

CGM: What were the difficulties in getting KENK ready for print and sale? Could you describe the process leading up to its release? Kenk1-1

AJ: As much as Igor’s arrest drew a whole new level of awareness to the project, it also created a really ambitious timeline. Competing projects started cropping up and it was important to get the book out while public interest is at a high and as near as possible to Igor’s release from jail. And no one knew our plan was to tell this as a comic book, which isn’t fast to turnaround.

KENK was also the first release for Pop Sandbox, which I’ve structured as both a production and publishing company, so in addition to preparing the actual work I was also paving the road to get it to market, which meant securing distribution, finding printing partners, building a publicity and marketing team, creating media contacts and so forth.

CGM: How is Pop Sandbox handling the success of KENK?

AJ: We’ve been very fortunate with KENK. Igor’s arrest certainly drew a whole new level of awareness to the project and has helped us reach an audience outside of the traditional graphic novel audience.

At this point we’re a month into release and already in to second printing, and we’re currently locking down international plans. We’re working with Craig Small from the Juggernaut on a fully animated film treatment that we hope to have ready in 2011. We’ve posted the first teaser of the animation on KENK.ca and what he’s come up with is nothing short of astounding.

Pop Sandbox is in production on a graphic memoir surrounding the Canadian residential school system with esteemed native artist and filmmaker Nadia McLaren and last fall we won the NFB-TVO Digital Calling Card for an interactive magic realism documentary built around interview with participants who’ve attempted suicide and survived.  Both projects will release in 2011.

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