2026/04/18

Scientifiction for Froods

"A number of letters have reached the Editor's desk recently from enthusiastic readers who find fault with the name of the publication, namely, A M A Z I N S T O R I E S.
 
These readers would greatly prefer us to use the title "Scientifiction" instead.
[...]
Several years ago, when I first conceived the idea of publishing a scientifiction magazine, a circular letter was sent to some 25,000 people, informing them that a new magazine by the name "Scientifiction" was shortly to be launched. The response was such that the idea was given up for two years. The plain truth is that the word "Scientifiction" while admittedly a good one, scares off many people who would otherwise read the magazine.
[...]
We knew that once we could make a new reader pick up AMAZING STORIES and read only one story, our cause was won with that reader [...] A totally unforeseen result of the name, strange to say, was that a great many women are already reading the new magazine. This is most encouraging. We know that they must have picked up AMAZING STORIES out of curiosity more than anything else, and found it to their liking, and we are certain that if the name of the magazine had been "Scientifiction," they would not have been attracted to it at a newsstand."
 
Hugo Gernsback, opening editorial to the 6th issue of AMAZING STORIES (the first SF periodical) 1926/09
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The namesake for the Hugo Awards was a somewhat colorful character. Aside from being a total jew about contracts and payments, he could discuss topics in electrics and radio quite cogently but was himself a poor storyteller and in addition invented baffling gadgets like a helmet to block out distractions that couldn't possibly be more distracting in itself if it were Vonnegut's random noise-phones. Still, credit where it's due, his periodical got SF as genre off the ground, aided I would guess to no small extent by H.G. Wells still actively contributing stories at the timeAlso... I guess he was less racist than John W. Campbell? So that's a plus.
 
He wasn't wrong about the term "scientifiction" being a bit of a mouthful, either. Though, let it be noted, sixteen years later The Notion Club Papers apparently expected it to still be in use in the 1970s and '80s. (It was not.) Tolkien also had one of his characters (his C.S. Lewis placeholder?) mock the very notion of "ships" in outer space, when every discerning futurist knew you went to Mars via dreams or seance. Quite. (So that must be why Musk's SpaceX keeps blowing up billions upon billions of dollars of taxpayer-funded rockets; not enough pipe-dreams.) Hey, if it was good enough for Burroughs...
 
As this April marks the centennial of Amazin' Scientifiction's inaugural issue, what can we learn from the genre's first official century?
 
First off, Gernsback also probably called it straight when it came to their readership's gender skew. Was it because males are more open to the ridiculous or outrĂ© than their counterparts? Because the word "amazing" instead of focusing on content instead promises emotion therefore panders better to women's greater narcissism? Or was it simply that science, technology, the disinterested intellect interfacing with reality, is more compatible with masculine thought than with feminine interpersonal manipulation? In any case, the precept persisted through the generations, as my own experience by the '90s was of females of all ages turning up their noses at the mere notion of scienceyfiction as an obsession purely for twelve-year-old boys who were expected to grow out of it by dating age and join women in praising more refined fare, like, say, dating dramedies and sitcoms.
 
If you would contend not only SF but Fantasy and superheroes have been mainstreamed in the past couple of decades, I'll retort that no, those genres have instead been watered down and dumbed down for the mass market. Superheroes are the very measure of mass-produced schlock, outpacing even zombie flicks, fantasy became emo romantasy (thanks for nothing Anne Rice) and "science" fiction got bogged down in feminist scare propaganda with men in place of zombies, when it's not airheaded space wizard science fantasy (how many Star Wars are we up to now?) or painfully generic plots spackled over with some irrelevant robots to seem fresher.
 
But then, it's hardly the first time that's happened. 19th century fiction had its own waves of Hollow Earth and ghost stories watering down earlier exploration stories and gothic horror. Then Wells and Doyle were rapidly snowed under. Though Gernsback did encourage scientific oversight of SF plausibility, AMAZING STORIES did not so much usher in a golden era of intelligent futurism as popularize the unimaginatively pugilistic planetary romances and space westerns which cemented the early 20th century image of SF as tween boy pulp. Then in the latter half of the century it was Fantasy's turn to lose Tolkien's insightful grasp of myth and archetypes in favor of a decades-long flood of generic sword-and-sorcery paperbacks. Heinlein/Asimov/Clarke's brief golden era of more thoughtful SF was quickly diluted by that same wave into science fantasy with mad scientists standing in for evil wizards.
 
The 1990s saw our most recent such blip of intriguing futurism. You can see the flip from ST:TNG's early science fantasy plots to its peak in quality from '90-'93, then again descending toward ghost stories, space gods, etc. But by then Red Mars had come out in '92, and the middle of the decade saw a spread of personal computers, then internet access, X-Files-fueled arguments over UFOs, the more thoughtful Neuromancer diluted out to the more crowd-pleasing Matrix, etc. At that point though, computers were somewhat user-unfriendly and fiddly and inherently, stereotypically nerdy, to the point you hardly had to add "computer" to the word nerd to conjure up the image of a male shut-in sitting in front of a screen. Internet obsessions only hit the mass market a decade later during the 2000s, with cat memes and World of Warcraft. And once again, mainstreaming diluted and drowned quality. Only this time it wasn't just one genre at a time. It's everything: SF, Fantasy, Horror, Super-men, all of it.
 
But we can worry about that some other time. For now, note
1) Every upswing of futurism cannot help but skew toward males: computer nerds in the 1990s, Heinlein publishing in the Boy Scout magazine in the 1940s, rocketship exploration or Doyle's plateau rehashing the high seas exploration stories marketed to young boys earlier in the industrial era, or the SF stories published in Playboy, looking forward always depends on a core audience of intelligent, educated young males. Gernsback may have gloried in goosing his sales figures by marketing a feeling instead of a field of study, but he was reaping the existing interest of ganders in order to sell them out.
2) In the real world, it is technology, not feelings, which has lent us this brief period of relative well-being. "We believe the era of Scientifiction is just commencing." Yes, with good cause... and the era of the pugilistic monkey?
3) The mass market kills creativity, complexity, everything that makes for compelling Science in fiction. We can talk about the mainstreaming of "geek" interests or obscure genres at the start of the 21st century, but truthfully, they've been mainstreamed before. Supernatural stories were quite popular during the Victorian era, overlapping with the spread of actual belief in psychic, occult, and other supernatural charlatanism like Theosophy. "Science" fiction grew very popular a hundred years ago, so long as you accept a definition of science as laser six-shooters and every planet another Earth. And every single time, such fads end up as shameful historical footnotes, masses of chaff no-one in later decades will admit to having enjoyed, be it penny dreadfuls or the pulps or wearing pointy plastic ears to conventions.
4) A crucial feature of such decline is the transition from the scientist as hero to hero's helper. We descend from praising the heroic man of science building his own machine and venturing of his own accord "into futurity" to science fantasy, techno-wizardry in which the idiot hero need perform no more cerebral a feat than punching, but will be supplied, (either from offscreen or by a ridiculed throwaway nerd) with the technological means to achieve all his ambitions. He's just handed a lightsaber with no need to invent it. Stories of science subverted and enslaved to the demands of the everyman signal decay. 
 
Beyond those points I'm at a loss as to a specific finish to this page, except to point out that a movie about a platform jumping button mashing 'toon topped the movie market this year, and that the newest technological advance, Large Language Models and the automated manipulation of the public, has not passed through the futuristic speculation of the nerd cabal before working its way into popular fiction, or in truth popular fact. Unlike nukes or mutation or outer space, it has been fed directly into the mass market cesspit, before it could even be thought on.

2026/04/15

Memento mori in a half-shell

I think this was Donatello?
Weird how the scutes just sort of slough off.
Wait, that beak... was this a snapper? Those guys are assholes, I'm glad you're dead!

2026/04/13

Afoot is, apparently, the game

Mentioning foot fetishism twice in the past several posts got me wondering why it's so popular a reference for symbolic naughtiness. After all, I'm sure we could all cite sexual fetishes more morally questionable, or non-sexual transgressions far more harmful than those. So on one hand, maybe that's what makes it safe to reference. On the other, I do think it's also just too comically... random! I mean, come on, feet? Mouths, buttholes, abs, shoulders, hair, napes and thighs, okay, fine, plenty of spots carry some sensual implication by transgression, proximity or suggestion. Feet though? It's like saying "oooh, baby, that patch of skin a hand's breadth below your right shoulderblade gets me so hot!"
 
... and now thanks to Rule 34 I've probably invented "just down the right shoulder" fetish porn. 

2026/04/11

Sinking Dagon

Marilyn Manson - Thaeter
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Oh, it was island, not city, d'oh!
 
When I dug up the Lovecraftian FPS detective mash-up The Sinking City from my unplayed back-log and realized it wasn't what I'd mentally pictured, I'd apparently confused it with Sinking Island, the 2007 adventure game published by Microids. So now I remedied that misfire. I needn't have bothered.
 
The first Syberia game earned its status as a classic for its melancholic meander through scenic early 20th-century vignettes, but his other work seems to confirm Benoit Sokal's limitation to that one talent. As soon as you load it, Sinking Island manages to make even the pre-menu splash screen more annoying (much like Metro 2033 did) then needlessly complicates the save/load routine with user profiles. But we all suffer through such nonsense if a game's actual content proves good. Here it proves not.
Your name is Jack Norm, and wow, are you ever. Granted, Kate Walker was a bland everywoman protagonist as well, but such a role better fit the requirement of an audience viewpoint in Syberia's exotic clockwork locales. Sinking Island's tropical paradise attempts to recreate that feel, but all the elements are simply telegraphed: quaint natives and their pagan beliefs, the hated old Scrooge, girlfriend with a bad slavic accent, sumptuous yet repetitive resort with many, many pointless rooms and walkways. For something made in 2007 the graphic detail is both expansive and fluid, albeit stiff and stilted like anything from that era. But bland aural and visual decor aside, it's the writing that really kills the whole mess.
 
I'm trying to make some allowance for a possibly worse English version (though I cannot seem to change the language in any way) so maybe the French cast took a better stab at pronouncing Battaglieri than bat-a-glee-airy or bat-tag-leery. But them's small potatoes. The script, overall, attempts to flesh out an interactive whodunit by putting you through all the steps of an investigation, ignoring that all those steps are in fact painfully dull. For one thing, there are too many of them. Literally. Locales are split into several redundant screens each, which you'll need to traverse every time you want to triple-check whether you've pixel-hunted some patch of screen or a character acquired another line of dialogue. For another, the phraseology could stand to be far more terse. For yet another, your very professional investigator repeats the same questions to everyone.
"Good morning Mr./Mrs. Xyz, I am Boring McEveryman; I'm here to be very beige about this police investigation. Do you like billionnaires YES/NO? Now show me some FEET, BABY! Oooohh, yeeaaaaaah!"
Just kidding. I wish it were that entertaining.
Well if this ain't five kinds of awkward.
I especially like her boyfriend just placidly going through his idle animations while some rando interrupts their dinner to photograph his gal's feet. But for the most part the text's just... bad. Wordy and devoid of substance or flavor, choked with clumsy filler like "too bad the weather is so bad" and repetitive exchanges like
"Do these pearls mean anything to you?"
"No, not really, they don't mean anything to me."
Does that prose mean anything to you? Because it does not mean anything to me. 
 
I suppose a less cynical wer than myself might qualify it all as an attempt at naturalistic dialogue instead of obviously entertaining spicy fiction, but even as such it plonks. You'll find none of Syberia 1's charm here. A few quaint ideas like comparing clues in your inventory can't rescue this hopelessly boring paint-by-numbers routine. No point in continuing past the intro. Worth at most the 79 cents I paid for it, and not a centime more.
 
On the other hand, I also picked up a complete freebie called Dagon (which, the title assures us is "by H. P. Lovecraft" - thanks, here I was afraid I'd picked up the Dr. Seuss version by mistake*) which turned out not to be a "game" at all, stretching even the definitions of "walking simulators" and "visual novels" by merely having you click to advance screen by screen. And yet... I cannot believe I'm even saying it, but this one I really would recommend.
It's an illustrated, well-narrated, full read-through of Lovecraft's short work, word-for-word with some interesting historical background and character notes you can right-click here and there. A half-hour's read and listen and watch. A museum curator's notion of a video game... but it works. It is what it is, its few features handled both professionally and with dedication to the source material. Oh, and the irony of Dagon, of all stories, being illustrated by makers of DLCs for Ultimate Fishing Simulator is almost too precious. Had some 3D models left over, did you?
 
How much more funding went into that tedious piece of catalogue filler above? How much better can you handle a worse concept if you don't go into it as a contractual obligation or a lazy, disinterested cash-grab?
 
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* Y'know, I meant that as an honest joke, but a lot of Dr. Seuss really is kinda... non-Euclidean, in a "Mimsy were the Borogoves" flexible young minds style. 

2026/04/09

AoW4 Factions, 12

AoW4 has managed the odd feat, unequaled since City of Heroes, of inspiring me to not just write up a character bio but constantly create new factions and give them all more or less whimsical flavor text. So here they are, one by one:
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I wasn't quite sure what to make of the eldritch update's various gameplay changes, so just as when dragons launched I fell back on orcs as generic minions just as I did for my first dragon. Their aggressiveness worked well with the extra unit summons and crowd control, and a bit of order-affinity support kept it all together. Uninspired concept, but I like the way it plays. And nothing says faith in a higher power like chanting, gibbering, maniacal, bloodthirsty savages.

2026/04/05

Pie Dreams Squared

"No denouement to the drama of the real."
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Fry: "How can you people be so blasé? Here you are in the year 3000 or so, yet you just sit around like it's the boring time I came from."
Farnsworth: "Boring? Wasn't that the period when they cracked the human genome and boy bands roamed the Earth?"
 
Futurama S03E15 - I Dated A Robot
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I became so enamored of webcomics to a large extent as work put forth by one or two minds, freer from interference, albeit not from comment section pandering. As a bonus, their slow pace often led to the subject matter outgrowing itself. The following two examples are both slice-of-life (slice of > pie, get it? huh? get it?) a genre that rarely grabs me, and to be honest I was never particularly jazzed about them at the time. Both started in 2007. Both have become more interesting retrospectively.
 
Queen of Wands was standard early 2000s fare, lots of generic "they can't censor us now" interwebz naughtiness which inevitably slid into twenty-somethings' dating dramedy as its other gimmicks (wiccan heroine, glorified feminist abuse, etc.) quickly revealed themselves to be going nowhere. After its end, though, the author spun off and handed off one of her characters to another writer for a more consistent slice-of-life routine solidly fixated on the inevitable post-school concerns of sex and taxes. Aside from that, it mostly concerns the heroine's character arc growing out of her lingering adolescent emotional fits and unrealistic expectations and taking more responsibility for her own actions.
 
Octopus Pie
"My everyday anxieties don't seem so unique anymore. They don't play out on this lonesome, poetic level." - mid-series turning point. 
Heroine Eve(rest) Ning (get it? huh? get it?) works a shitty grocery job and gets a wacky stoner roommate, hijinks ensue and then sort of waver and peter out. More interesting for its commentary on contemporary middlebrow yuppie/art culture and its pretentiousness, including a quick jab at what's now termed wokedom shortly before its end. I stopped reading sometime before its middle years, when it kept oscillating unstably between trying to maintain its original sitcom zaniness and increasingly indulgent navel-gazing filled with unrealistic stabs at subtlety and deep meanings or just plain art major fappery - e.g. in this strip according to the author's later commentary: "That Eve is laying flat while he's holding onto her is meant to signify that he's in need." Pardon my derisive snort. I returned when, to my surprise, she posted a couple of new chapters long after the fact, with the cast now aging, pairing off, starting families, looking back on their youth less with nostalgia than bemusement. 
 
Wait, that's not a comic, how did that get in here?
It's not often I agree with film critics on artsy, slow-moving movies (especially concerning a befuddled everyman stumbling through life) but this one was just solid work through and through. If indeed the character-centered piece it superficially appears, it would be boring as all hell, its protagonist displaying all the charisma of mold. But the show's true star is the changing landscape, physical and cultural, personal and interpersonal. It packs the most detail you'll see in a movie about nothing.
 
I could never get into those pie comics while they were running, but they read much better on a binge. From '90s outrageousness to 2010s socially conscious posturing, from in-your-face cool kids to struggling to keep a middle-aged couple together, from the launch of World of Warcraft to smartphone addiction, it's not always easy to untangle the change in author or the author's personal growth from milieu. Futile efforts? Easily forgotten? Twenty years later, about as relevant as a lumberjack from 1920. But watch years' worth of panels grow into the realization that youthful rambunctiousness has stopped being cute or narcissism no longer satisfies a fading craving. There's a glimmer of hope in there for an entire culture to mature. Instead it feels like the end credits are about to roll. Someone did just launch some astronauts at the moon again. Whatever happened in between there?

2026/04/04

Cutting through the Treacle: The Tabletop Fetish

"You said that irony was the shackles of youth"
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"Are you being sarcastic, dude?"
"I don't even know anymore."
 
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On the lookout for any system to replace the increasingly obsolete D&D routine, I recently gave Gloomhaven a try.
If you get that character reference, you're too old.
To be fair there's quite a bit of potential there, but it's still fairly primitive with a tabletop version apparently not even a decade old. Leaving most of my bitching for some future date, I'm just amazed at how hard the computer adaptation works at preventing me from getting into it with an utterly bewildering interface feeling like it was designed by whichever librarian won the "most anal-retentive" award in 1973.
 
Sure, you've got the usual amateur designer pitfalls like the camera turning on its own or overextended animations for mundane actions like bending over to pick up coins.
 
Then it makes you pause to confirm the beginning of a new round like Battletech and lacks context-sensitive single-click shortcuts or double-clicks, making you separately confirm every action. And you can't click your other card to change action, have to manually un-click your current one. And you can't just spacebar-end a character's turn; must officially pass your remaining card and confirm. And you can restart round on your character's action but not if you're in the 'thinking' step of selecting an action.
 
But even beyond all that inexcusable stuttering, Gloomhaven's design enters a Very Special Boy category few others have managed to crater their way into. You kinda have to see it to believe it.
Yes, it makes you manually confirm your armour soak on every damaging attack. Wait! Oh god, oh god, oh god, did I remember to breathe and perspire this round?!?
 
So screw that, instead I've been devoting more time to Wildermyth, which will warrant more discussion of its greater creativity (even if it does stumble a bit in execution)
If anything even lower-budget and lower-tech than Gloomhaven, invoking 2D construction paper visuals much like Shelter did, and for the same old-timey storybook atmosphere. Or maybe its creators just watched The Secret of Kells one too many times. Look, at least they ain't chibis. It's a rare "back to basics" game which successfully revisits the core interactivity of the medium, placing heavy emphasis on your pieces clacking from square to square on a board and units and buffs being represented by "cards"
- but it's also significantly more playable than the first example, with more informative tooltips and more fluid commands.
 
On a completely unrelated topic, though I've been burned by Kickstarter projects several times (fuck Mark Jacobs) I got two e-mails in the past month from games I'm currently backing. One gaggle of fringe developers lamented their publisher deals all fell through and they're strapped for cash, laying off part of their team. The others bragged they've now implemented dice in their game. Colored dice! Rolling! Sparkling! Rolling sparkling colored polyhedral pixels! Never in the history of the Arr Enn Gee hath The Number been graced with such grace and gravitas!
 
I shouldn't have to reiterate my distaste for retro games, but they overlap so heavily with the turn-based or narrative-driven genres I favor that I keep running into this utterly shallow in-group appeal. I'm not buying a game about spaceships or fireball slinging to pretend I'm sitting around a table with a bunch of other apes. I'm not in it for the hipster meta-enjoyment of pre-post-ironic non-content. I'm not buying an escapist fantasy to pretend I'm pretending, but to pretend. That shouldn't be so fine a distinction. No cards. No dice. No placemats. No putting my little soldier figurines on plastic bases. Get that shit off my screen. 

It's like fetish porn. You know when you've hit the paraphiliac threshold because a minor detail begins replacing the core activity, be it humping or clicking. You expect a pornstar to have feet, you'd find it odd if they were missing, but you can also spot a foot fetish video if one pops up. Both extremes veer off the mark. Something in Gloomhaven's basic design philosophy emphasizes the wrong visual or interactive elements, consistently and intrusively. It makes you pause for cards to flips over, makes you backtrack through actions as if you're taking the time to physically put a card back in the deck, makes you confirm every sub-step of every step of every action every round as if the mechanical manipulation of imaginary cardboard and plastic were in itself your dungeoneering adventure. Wildermyth places you on a table with cards as well, but after that no longer belabors the point. It's still gratuitous, you can tell the fetish element has been included, but at least there's more to it than feet!
 
Yes, grids look like game boards. So? Yes, the small number randomization or random action drawing of tactical games obviously originated with dice and cards before it was electronic. So? An adaptation can never be a carbon-copy. You're making something that has to function here and now, on the screen, by the rules of electronic interaction, not by the rules of drunken munchkins smearing pizza grease onto cardboard. In 1993 Solitaire may well have been the most played game on Windows. There are reasons thats no longer the case!
 
You hit peak absurdity when you see start-ups on a shoestring budget selling Kickstarter stretch goals of dice animations and plastic feelies mailed to its audience. Could you have paid one more programmer for one more month with that cash? Three months? Look over at your neighbours packing their bindles and tell me again if you can afford to deliver a non-functional product for the sake of a handful of foot fetishists, when your entire industry's already in danger of getting automated into irrelevance.