nr The New Generation of Animation hits up Vancouver This new addition to the Spike & Mike family has received wide-acclaimed Angela Espinoza arlier this year, we were treated to another annual visit by Spike & Mike’s Sick and Twisted Festival of Animation. Sick and Twisted has become renowned for showcasing animated shorts of varying genres and ratings, maintaining a heavy focus on some of the more disgusting, disturbing, and raunchy animations from around the world. However, as much fun as a night of vulgarity is, Craig “Spike” Decker and Mike Gribble’s (1951 — 1994) original vision was to honour the animated works of obscure and established talents. Some of the better-known artists who got their start through the festival include Mike Judge (Beavis and Butt-Head), Craig McCracken (The Powerpuff Girls), and Matt Stone and Trey Parker (South Park). From September 17 to 30, Spike & Mike’s New Generation of Animation Festival will be held at the Rio Theatre on Commercial Drive, where Sick and Twisted was held in April. New Generation was helmed back in February as something of a replacement for the now-defunct Classic Festival. Its purpose is to show clips too sophisticated and/or clean for Sick and Twisted, bringing the festivals focus back down to a more civilized level. Decker’s reasoning behind New Generation was brought on by the numerous submissions he’d received for Sick and Twisted that wouldn’t fit the bill, but that were still “very cool, insanely humorous and cutting edge”. Decker’s goal was to reach an audience that can appreciate the shorts for what they are rather than their shock value. New Generation will be presenting nineteen largely international animations. Some of the titles include “How to cope with Death” (Spain), “KJFG Snake” (Hungary), “Western Spaghetti” (USA), and the Academy Award- nominated “Oktapodi” (France). Both vary in numerous styles, but unlike Sick and Twisted, New Generation doesn’t have a specific target crowd. New Generation’s films are typically rated PG (at best) so that a wider audience can view the festival. Although the festival is certainly more highbrow than its cousin, this shouldn’t scare away newcomers or those out of this particular loop. Most, if not all of the shorts being shown have been touring festivals for years, and are just as accepted now as they originally were. New Generation also aims to introduce, selecting the best animations at present time and exposing them, whether they be typical American cartoons or avant- garde stop-motion pieces For more information on the various Spike & Mike Festivals or the Rio Theatre, check out their websites: http://spikeandmike.com/ sitepages/festival .php http://riotheatre.ca/ Pop Culture Purchase: Limbo By Angela Espinoza, Arts Reviewer Limbo is a 2D side-scrolling puzzle- platform game on the Xbox Live Arcade that became available on July 21. It can best be described as a love child six years in the making for Copenhagen, Denmark’s Playdead Studios. Conceived by game director Arnt Jensen, Playdead’s goal was to take the most simplistic elements of gaming and use them to create something completely different. Aside from its basic controls (walking, jumping and grabbing), Playdead took ‘simplistic’ to a new level by leaving out any form of text or communication in the game. Players were to progress through what Playdead dubbed “trial-and- death”, meaning not only would the player be dying dozens of times, but they would have to rely on instincts over what I call ‘gamer logic’ (e.g. see enemy, shoot enemy — gun has been provided). Minus taste and smell, your senses are going to be your only friends when playing Limbo. Possibly the best example of an ‘art game’, you’ll often hear of Limbo’s visuals as being eerie, frightening, and stunning. Presented entirely in black and white, your only distinguishing factors between what’s right beside you (black) and what’s merely backdrop (white) are the multiple shades of gray. As you progress further, however, you’ll be seeing a lot less gray, again requiring you to rely heavily on sight and sound. I can’t stress enough how important sound is in this game — partially because there’s so little of it. Limbo contains no soundtrack, and anything resembling music is usually a violent, gruesome lie. Core sound effects come from questionable animal noises (forests and caves), environments (dirt, grass, water, metal), traps and deaths. In terms of average gaming, you’ll find the most amusing points of Limbo to also be the most sadistic. These include multiple ways of dying, using corpses of various characters for tasks, and getting your foes to horrifically kill themselves. Your own deaths fare no penalty, and will be your only source of humor in what is otherwise a very bleak and disturbing game. One of its most interesting features has to be the lack of a legitimate enemy. You’ll bump into the occasional opponent, but if your senses are your best friend, than patience is your worst enemy. Although there is no limit of lives, the environments and how they operate are going to provide plenty of stress. Floating on crates in ponds in basic forests switch to mastering electricity and gravity in mechanical nightmares. Unlike other games, you aren’t given a surplus of time; you have a split second, and you either make it or you don’t. Some complaints have come from Limbo’s lack of a plot. It’s very much like Portal in terms of its Kafkaesque setting — but here, you don’t have GLaDOS to provide exposition. Limbo is a self-journey; you’re alone, and between all and any hardships, you are the only threat. All Playdead have ever said of its plot are that the protagonist is on the edge of hell, searching for his sister; at no point in the game will you know any of that. When discussing the symbolic nature from its setting to its ending, Limbo is by far an art project more than a video game. If anything, it’s an interactive German-expressionist film. In what would otherwise be a perfect game, the only outstanding criticism is its cost (fifteen dollars) verses its playtime (three to six hours). When the only recurring problem with a game is its price — especially one as fascinating and unique as Limbo — that should say everything; Limbo is worth every penny. 5/5