Cracks in the great wall

Comics, games -- and, yes, experimental novels -- all occupy cultural interstices, tenuous gaps not covered by "comfortable old hierarchical" forms.

What is a comic -- a novel with too many illustrations, or a very fast film? What is a [Cyan] game -- a novel with no characters, or a film with too many cuts?

Interstitial fictions represent breaks in the illusion of necessity foisted by major media forms.

They reveal unauthorized vectors; they make us aware of interfaces, of media, of different ways to go.

All of which may be meaningful...

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