The Hardy Boys of our generation?

Reviewed: Bad Machinery, by John Allison.

Bad Machinery: The Case of the Team Spirit
John Allison
Oni Press, 136pp, £14.99

This book has been a long time coming. The first collection of John Allison's Bad Machinery webcomic, it is being released as the web version finishes its fifth story. That's pretty far removed from the print collections of Allison's previous strip, Scary Go Round, of which Bad Machinery is a loose sequel. Those were usually available shortly after the arc they collected was finished, in small self-published paperbacks.

But the delay is for a good reason. Where Scary Go Round was frequently meandering, with story lines and characters fading out of view as he got bored of them and moved on, Bad Machinery is laser-focused. It takes the classic archetype of mystery-solving-teens, throws them in situations that are half-way between Scooby-Do and Buffy the Vampire Slayer (monsters are real, but generally they're more interested in being left alone than taking over the world), and polishes the whole thing off with Allison's unique, and wonderful, authorial voice.

He's been writing webcomics for fifteen years, starting with Bobbins until 2002, then relaunching the series as Scary Go Round, and then Bad Machinery four years ago. Each series has shared characters with the one before, but been a fresh beginning in story terms, and this is no different. But that still means fifteen straight years improving his craft, and it shows. Since an abrupt change in his artistic style in 2005 – moving from a heavily digital style to more traditional-looking cartooning – the focus was on refining the writing and art, until in 2009, Scary Go Round was put to bed and Bad Machinery was launched. As a third-generation webcomic, it skipped the false starts common to so many books with similar provenance, and launched straight into the strong story collected here.

That change – which, given it amounted to killing-off an eight-year-long serial with a devoted fanbase, was hardly minor – has resulted in a book which is perfect for people who don't read comics. And more than that: it's a book perfect for kids who don't read comics. Starring relatable schoolchildren, in a series of stand-alone cases, it stands a chance of being the Hardy Boys or Famous Five of our generation.

And that's precisely why the delay has happened. Because there's no point in writing a book which could be loved by a generation of children and then hiding it on a website and in self-published books. This needs to be in schools, on reading club lists, and in libraries, and for that, it needs a real publisher backing it up.

But finding one which was prepared to take a book which was still available for free online was easier said than done. False starts with some publishers who were unhappy competing against the internet pushed the publication date further and further back, but Allison didn't give up. At one point he was forced to launch subscriptions for the site – ranging from £2 a year, for which subscribers receive "nothing but my gratitude", to £100 a year, for which subscribers receive "nothing but my gratitude" – to make ends meet, but eventually it paid off. Step up Oni Press, the publishers of the Scott Pilgrim series, who have worked with Allison to make a print version with production values to die for. A massive book – roughly the size of two standard-sized comics next to each other – it includes the first case, as well as a short prologue, a chunk of back-matter, and a fair few reworked pages to take advantage of the differences between print and online.

Getting this book into the hands of real-life kids is obviously Allison's aim, but as with all the best children's authors, he's done that by writing a book which doesn't talk down to them. Like Pixar's films, an adult not reading Bad Machinery because it's for kids is missing out – and missing the point. The jokes are sharp, the plot is twisting, and the mystery is engrossing. If the fact that the main characters are 11-year-olds spoils that for you, I don't know what to say.

A little peek inside Bad Machinery, by John Allison. Credit: Oni Press.

Alex Hern is a technology reporter for the Guardian. He was formerly staff writer at the New Statesman. You should follow Alex on Twitter.

Kyle Seeley
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For emotional value, Emily is Away – a nostalgic instant messaging game – is this year’s best release

If you want to express your lingering teenage angst, there’s no better option.

Every now and then, a game is released that goes beyond what it may look or sound like. It goes straight to the pit of your insides where you thought you had no soul left, and jolts you back to life. Or at least it attempts to. This year, it's Emily is Away.

Firstly, anyone and everyone can virtually play this thing as it’s a crude Windows XP simulator displaying an AIM/MSN messenger client and can run on the PC equivalent of a potato. And it's free. It’s a short game, taking about 30 minutes, in which you play a person chatting away to your friend called Emily (who could be more), choosing from a set list of pre-selected instant messages.

Each chapter takes place in a different year, starting in 2002 and ending in 2006.

You’re instantly smacked with nostalgia thanks to the user screen of Windows XP and a fuzzed out background of Bliss, which was the default wallpaper in the operating system, and probably the most widely seen photo in the world. And your ears aren’t abandoned either, with the upbeat pinging sounds reminiscent of how you used to natter away with your personal favourite into the early hours.

The first chapter starts with you and Emily reaching the end of your last year in high school, talking about plans for the evening, but also the future, such as what you’ll be studying at university. From this early point, the seeds of the future are already being sewn.

For example, Emily mentions how Brad is annoying her in another window on her computer, but you’re both too occupied about agreeing to go to a party that night. The following year, you learn that Brad is now in fact her boyfriend, because he decided to share how he felt about Emily while you were too shy and keeping your feelings hidden.

What’s so excellent about the game is that it can be whatever you wish. Retro games used the lack of visual detail to their advantage, allowing the players to fill in the blanks. The yearly gaps in this game do exactly the same job, making you long to go back in time, even if you haven't yet reached the age of 20 in the game.

Or it lets you forget about it entirely and move on, not knowing exactly what had happened with you and Emily as your brain starts to create the familiar fog of a faded memory.

Despite having the choice to respond to Emily’s IMs in three different ways each time, your digital self tries to sweeten the messages with emoticons, but they’re always automatically deleted, the same way bad spelling is corrected in the game too. We all know that to truly to take the risk and try and move a friendship to another level, emoticons are the digital equivalent to cheesy real-life gestures, and essential to trying to win someone’s heart.

Before you know it, your emotions are heavily invested in the game and you’re always left wondering what Emily wanted to say when the game shows that she’s deleting as well as typing in the messenger. You end up not even caring that she likes Coldplay and Muse – passions reflected in her profile picture and use of their lyrics. She also likes Snow Patrol. How much can you tolerate Chasing Cars, really?

The user reviews on Steam are very positive, despite many complaining you end up being “friend-zoned” by Emily, and one review simply calling it “Rejection Simulator 2015”.

I tried so hard from all of the options to create the perfect Em & Em. But whatever you decide, Emily will always give you the #feels, and you’ll constantly end up thinking about what else you could have done.