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  1. We Descend : Archives Pertaining to Edgerus Scriptor, Volume One

    A story of our far future, unearthed by a Scholar to whom it is the distant past. But for that far-off scholar, as for every reader, the paths followed and the connections forged among the diaries, letters, confessions, and artifacts lead only to further questions. Some documents speak to us of Egderus, a young boy at the isolated Mountain House. What -- or who -- lives in the rocky hills around him? What secrets bind his superiors in fear and silence? What is it that creeps out, undetected, to drive a man mad, or to tear him limb from limb? Why must Egderus later leave the Mountain House as amanuensis to the Good Doctor, interrogator and torturer? What intrigue surrounds one prisoner, the Historian, that makes the Good Doctor so relentless in his attack? Why, ultimately, is this Historian the one victim that Egderus attempts to rescue? Years later, as an old man at the Mountain House, Egderus uncovers only more mysteries. What did the Historian learn that drove him to his death? Does something live, still, in the rocks around him? And how shall Egderus pursue this disturbing legacy that could shake the foundations of his darkening world?

    Scott Rettberg - 25.03.2011 - 23:43

  2. The Roar of Destiny

    Described by interactivecinema.org as "...a perfect example of thought and physical interaction working together... ", The Roar of Destiny is a hyperpoem constructed with hundreds of intertwined lexias. A dense interface of links that lead to fragmented story-bearing lexias, creates  an experience of environment and altered environment , and the reader, like the narrator, is involved in a continual struggle between the real and the virtual.

    Scott Rettberg - 02.07.2011 - 01:23

  3. Quibbling

    Through motifs of mothering, distance and intimacy, geography and labyrinths, art and writing, nuns and priests, the moon, and sexuality, Quibbling recreates the experience of writing, of assembling a story from fragments of the experience, connecting this empowering process of assembly with the process by which we assemble ourselves and our lives. What at first may seem purposely fragmented is actually as continuous and cohesive as any given time period in a person's life.

    (Source: Eastgate catalog description)

    Jill Walker Rettberg - 27.07.2011 - 15:43

  4. Down Time

    Down Time consists of twenty-one stories of the computer age, connected by shared characters, events and objects. A police officer, a terminal patient, a computer technician, and a high-school guidance counselor are just a few of the characters we follow as they try (and fail) to understand themselves, their lovers, and the strangers they meet. Interactive elements allow readers to create their own paths through different stories, revealing new correspondences and connections.

    (Source: Eastgate catalog description)

    Down Time consists of a set of twenty-one short fables named for, and metaphorically based on, computer jargon. In these stories a couple of dozen characters from many walks of life in a mythical Silicon Valley move and interact in complex ways through one another's lives.

    Jill Walker Rettberg - 27.07.2011 - 16:05

  5. Le Nœud

    Le Nœud

    Eric Dean Rasmussen - 17.08.2011 - 16:04

  6. Écran Total

    Écran Total

    Eric Dean Rasmussen - 17.08.2011 - 16:06

  7. Start at the End: a Hypertext Fiction

    This CD-based hypertext fiction is described as a tragedy, using words, music and images to "evoke three virtual spaces: the psychic space of memory, the public space of an internet mailing list (called Undertow) and the private space of a mail exchange between two people that are spearated by an ocean, a gender and a language." (from the blurb on the back of the CD).

    It is only available on CD-ROM and unfortunately the CD-ROM this ELMCIP contributor can access is faulty and most files will not show.

    Jill Walker Rettberg - 10.11.2011 - 14:16

  8. Mythologies of Landforms and Little Girls

    When I began writing Mythologies in 1995 I was thinking about gender in language and, informed by a poststructuralist feminist critique of the representation of the female body as landscape, I set out to explode these stereotypes by using over-the-top geological metaphors. I wanted to convey a moment of realization, when a number of ideas come together at once. It mattered little to me what order the ideas came in, only that they came together in the end. The narrative structure of this non-linear HTML version was influenced by the Choose Your Own Adventure books. The interface was based on the placemats you get at many restaurants in Nova Scotia, which depict a map of Nova Scotia surrounded by icons of purported interest to tourists: lobsters, whales, lighthouses, beaches and the Bluenose. The found images and texts came from a geology course I took in university, a civil engineering manual from the 1920s and a random assortment of textbooks found in used bookstores. The deadpan technical descriptions of dikes, groins and mattress work add perverse sexual overtones to the otherwise quite chaste first-person narrative.

    J. R. Carpenter - 28.01.2012 - 23:17

  9. RA-DIO

    In 1993 the first Italian hypertext novel, Ra-Dio, was published on floppy-disk along with a print edition. Lorenzo Miglioli aimed to break traditional schemes of Italian literature exactly as Sex Pistols’ punk renovated musical panoramas in the 70's. Thus, this work has not been corrected on its orthography aspects and it has some obscene and disturbing content, that had their ultimate success in the group of Italian writers named “Cannibali”, founded later on. “RA-DIO, 1993, was thought as a readymade […] Ra-Dio has to be kept closed, in its cellophane, that one is the exhibited work. Literary, construction of fiction and theory-fiction, parallel worlds and often alternative words [...] doesn't try to express the unexpressible. In case, to unexpress the expressible.” The Great Hypertext Swindle, «Neural», 1994

     

    Giovanna Di Rosario - 06.05.2012 - 20:06

  10. Clues

    Clues explores the nature of communication, knowledge, and identity through the language and postures of mystery fiction. It's a metaphysical whodunit that invites you to solve the mystery by uncovering clues linked to images throughout the work. The search becomes a game that leads you down wooded trails, back alleys, and empty hallways. Which characters should you pursue? Which objects should you investigate? To win the game, you must separate all the clues from the red herrings. Your final score determines the outcome of the text. But is the mystery really soluble? Is winning actually better than losing? Are the answers or the questions more revealing?

    (Source: 2002 State of the Arts gallery)

    Scott Rettberg - 16.06.2012 - 11:45

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