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Month: November 2012

Marvel Feature: Red Sonja 3

Marvel Feature: Red Sonja 3

marvel-feature-3-coverThis issue begins with Sonja being chased by a militia. Apparently, robbing men on the highways is illegal even if the men you rob are other highway robbers. I’m curious who reported her, but that’s neither here nor there. By the second page, she has to make a Dukes of Hazzard-style jump over a ravine and on the third page, doesn’t make it. As Sonja and her horse fall into the chasm, her last words are, “Conan … I never … let you …” before she breaks her neck on the rocks below. The militia mutter something about it all being a terrible waste before riding off.

At this point, we learn that the fall into a chasm was simply an illusion cast by the sorceress Neja, an illusion so powerful that even Sonja thought for a moment that she’d died (which means that her horse must be freaking out). Once they’re safe in Neja’s cave (or as safe as one can be in a witch’s lair), she explains the history of the key (stolen from a brigand last issue) and what it opens. Apparently, Neja’s great-grandfather created a giant metal idol in the shape of a dead king and animated by the demon Belak. The key fits into a slot in the giant’s back and is the only way to turn it on or off.

One drugged drink later, Sonja is chained to a cave wall as Neja winds up the big green robot and orders it to slay her. Tricking it into smashing the chains that bind her, Sonja spends several pages dodging the construct, killing the witch in the process, before finally turning the key again and removing it from Belak’s back.

It’s a nice wrap-up to last issue, although it’s hard to imagine Belak giving anyone the power to take over the world if it has such an obvious and easily exploited weakness as a key in its back. Frank Thorne’s artwork continues to shine. And we get another hint this time around that Red Sonja might think of Conan as “more than a friend.”

... get to ... second ... baaaaase ...
... get to ... second ... baaaaase ...

I believe this is the first time Red Sonja faces a genuinely overwhelming supernatural threat on her own. Until now, she’s faced either human foes or received help from Conan. She not only defeats the giant robot (twice), but also kills Neja, all without her weapons (which for some reason are included on the cover, even though chaining someone up without disarming them first doesn’t make a lot of sense).

(originally published March 1976, Marvel Comics) (reprinted January 2007 in Adventures of Red Sonja Volume 1, Dynamite Entertainment)

Next Week: Red Sonja and the Scooby Doo Mystery

Disney for the Win: Wreck-It Ralph

Disney for the Win: Wreck-It Ralph

wreckitralphOver the last few years, I’ve been a big fan of Disney/Pixar films, but not so much of the films put out by Disney itself. While I enjoyed Tangled well enough, when compared to the Toy Story franchise or Wall-E, the more mainstream Disney movies just don’t have the same emotional impact.

Or at least they didn’t. I think Disney may have broken that trend with their newest film, Wreck-It Ralph.

It’s not for nothing that this film marks a departure from Disney’s typical formula of repackaging classic fairy tales, either. By stepping outside of this traditional storytelling structure, they allowed for something new and adventurous. There’s a creative energy behind Wreck-It Ralph that was missing from The Princess and the Frog and Tangled.

This isn’t to say that Wreck-It Ralph doesn’t rely on classic stories as its inspiration. It’s just that these are classic video game stories … the fairy tales of the modern age.

The Basic Story (Minimal Spoilers)

Ralph is the “bad guy” in an 8-bit video game called Fix-It Felix, Jr., in which he lives in the city dump and comes down every day to destroy an apartment building, while the hero of the game repairs it. On the 30th anniversary of his video game, he has an existential crisis and decides he wants to be treated with respect. Toward this end, he decides to become a hero in another video game … throwing his own game into chaos.

That’s the basic story, the one that you get in the trailers, and there’s certainly no shortage of cameos and Easter eggs for those who grew up with video games in the 80’s and 90’s. (My 7-year-old missed some of the jokes that impressed me the most, of course.)

But what this description misses is how deeply plotted Wreck-It Ralph actually is, the many layers and plot twists that come up … but for that, we’ll need to offer at least a few high-level spoilers (nothing too major, though).

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Ursula Pflug’s After the Fires

Ursula Pflug’s After the Fires

After the FiresI don’t remember where I first came across Ursula Pflug’s name. I know I’d seen it mentioned in several places before I stumbled across a collection of her short stories, After the Fires, at a recent book sale. From what I’d heard, she was a Canadian writer of literary fantasy, which was enough for me to take a chance on the book. On the whole, I think that was a good call.

What I’ve since found out about Pflug, mostly from her website or her publisher’s: She’s been publishing short fiction since 1981, and has sold over fifty stories. After the Fire, published in 2008 by Tightrope Books, is her first collection. She has a novel out from Tesseract Books, 2001’s Green Music, and another, Thin Wednesday, now looking for a publisher. An editor and creative writing teacher, as well as an essayist and playwright, she was formerly on the board of SF Canada, the professional association of Canadian speculative fiction writers.

There are ten stories and a poem in After the Fires. I note that the first piece in the book, “Memory Lapse at the Waterfront,” was her first published story; it was made into a short film in 1986 which is viewable online. One of the other stories, “Python,” won a short fiction competition in 1997, but only saw print in 2003, in Jeff VanderMeer’s Album Zutique anthology of surrealist fiction — then was reprinted in Mapping the Beast, VanderMeer’s selection of the best stories from Album Zutique and the Leviathan anthologies.

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Making the Clock Your Friend

Making the Clock Your Friend

Howard's haunted clockI’m busy.

I know, I know, a lot of us are busy, and I’ve been busy for a long time. But I mean I’m busier than I’ve ever been in my entire life.

So busy that if I don’t figure out a way to manage the busy-ness I’m mortified that I’m putting my dream job at risk. It took me decades of hard work to make it to the point where writing is actually my day job, so I’m fighting like tooth and nail to keep it that way.

In brief, here’s what’s been happening over the last months, in the order that the events began to impact the household.

  1. I’m promoting the second Dabir and Asim novel, The Bones of the Old Ones, which will appear in print on December 11;
  2. I’m writing my next Paizo Pathfinder novel, and the deadline’s creeping ever closer;
  3. We’re undergoing a big bathroom/master bedroom remodel — we’ve been saving up for it for years, and there are constant interruptions and some consulting that has to take place;
  4. My mother had a heart attack followed by a triple bypass and is moving into my office until she’s well enough to move into the basement;
  5. The basement is currently unfinished, and I have to organize, clean, and trash what doesn’t need saving prior to it being turned into a small apartment for my mother; and
  6. Mom’s house has to cleared out and readied for sale.

Now I’m not complaining that we’re in a good enough financial position that we can afford to do some remodeling, and I’m not complaining that I have two separate series to work on, and I’m not sharing any of that because I need extra hugs. I’m just explaining what I mean by busy. I’ve got to take care of my mom, who was wonderful and supportive my whole life long, and I’ve got to keep my job going.

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Black Gate Online Fiction: “A Phoenix in Darkness” by Donald S. Crankshaw, Part III

Black Gate Online Fiction: “A Phoenix in Darkness” by Donald S. Crankshaw, Part III

donald-crankshaw-smallThis week, we present the epic conclusion of Donald S. Crankshaw’s short novel, A Phoenix in Darkness, as Seth, Aulus, and Nathan discover the breathtaking scope of the Necromancer’s plans, hidden for generations in their underground lair in the Hollow Hills.

Nathan shivered. He was trying to figure out whether it was the threat in Kulsin’s eyes or the chill air, when he realized it was neither. The chill came from inside, like an icicle impaling his chest. Aulus and Kulsin both looked around, feeling the same thing and searching for the source, but Nathan knew. He didn’t know how a sensation he’d never felt before could seem so familiar, or how he could understand its meaning so instinctively, but he did.

Nathan straightened up, trying to get their attention, and felt a weight slap against his chest. That thing the Necromancers had placed around his neck was still there. He could feel the chain now, but there were more urgent matters to worry about. “Wraiths!” he managed in a hoarse whisper.

They were coming.

Donald S. Crankshaw has published short stories in Daily Science Fiction, Aoife’s Kiss, and Coach’s Midnight Diner. He lives in Boston. Author photo by Kristin Janz.

You can see the complete catalog of Black Gate Online Fiction, including stories by Aaron Bradford Starr, Sean McLachlan, Harry Connolly, and Jason E. Thummel, here.

A Phoenix in Darkness is a complete 50,000-word short novel of dark fantasy offered free of charge, published in three parts. The story began with Part One, here.

Read Part Three of “A Phoenix in Darkness” here.

What Writers Can Learn From Joss Whedon’s The Avengers Audio Commentary

What Writers Can Learn From Joss Whedon’s The Avengers Audio Commentary

theavengers2012posterAbout a month ago, The Avengers (Amazon, B&N) came out on DVD and Blu-Ray. My guess is that most avid superhero fans have probably already gotten their copies. Even if superheroes aren’t normally your thing, though, I recommend getting the film, especially for those who are writers or aspiring writers.

When the film came out in theaters back in May, I wrote an article “What Writers Can Learn From Joss Whedon’s The Avengers.” All of those points are still valid and if you haven’t seen the film, the writing is top notch. The bonus materials on the blu-ray, however, give you glimpses into more than just the film-making process, but a good glimpse into how to craft a good story. Some mild spoilers will be revealed below, if you haven’t yet seen the movie.

Tor.com has compiled a pretty good breakdown of the commentary, for those who want a more complete glimpse of what Whedon discusses.

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2012 World Fantasy Award Winners Announced

2012 World Fantasy Award Winners Announced

osama-lavie-tidharThe winners of the 2012 World Fantasy Awards have been announced at the World Fantasy Convention in Toronto, Ontario.

This is the first World Fantasy Convention I’ve missed since 2009 and I don’t like to think about how much fun I missed. So let’s just get this over with.

Novel

  • Osama, Lavie Tidhar (PS Publishing)

Novella

  • “A Small Price to Pay for Birdsong,” K.J. Parker (Subterranean, Winter 2011)

Short Story

  • “The Paper Menagerie,” Ken Liu (F&SF, March-April 2011)

Anthology

  • The Weird,  edited by  Ann & Jeff VanderMeer (Tor)

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Adventure in the Spaceways with Perry Rhodan: The Cosmic League

Adventure in the Spaceways with Perry Rhodan: The Cosmic League

perry-rhodan-the-cosmic-leagueI’m willing to bet most of you have no idea who Perry Rhodan is.

Believe it or not, Perry Rhodan is the most ambitious future history ever written. Since its creation in 1961, over 3,000 Perry Rhodan novels have been published; the series has been translated into half a dozen languages and spawned at least one movie and a popular computer game, The Immortals of Terra.

Why haven’t you heard of him? Probably because the last English-language Perry Rhodan novel, #118 The Shadows Attack, was published by Ace Books in 1977. The English-language version was the brainchild of Forrest J. Ackerman, who hired his wife Wendy to do most of the translations. The series has continued in its native Germany, where it is published weekly.

I bring all this up because A) Perry Rhodan practically introduced me to science fiction, at the tender age of eleven, and B) I recently purchased Perry Rhodan: The Cosmic League, a two-player card game from Z-Man games that makes use of the Perry Rhodan license in a fast-paced game of interstellar trading and politics:

A newly colonized star system, populated by different peoples… Mysterious remains of age-old technology… Orbital stations to organize the trade between the worlds… and you and your spaceship right in the middle of it all…

Discover the Ambourella system with all its opportunities. Fight the adversities of gravity and do business with the planets. Your are the captain of a spaceship transporting goods and passengers. Invest your earnings early in valuable technologies and thus strive to become the most wealthy merchant of the Cosmic League.

Perry Rhodan doesn’t actually appear in the game, but it does draw on the rich backdrop of the Cosmic League. It comes with 60 technology and interventions cards, 6 planet tokens, 30 different cargo cards, and 2 spaceships. The average playing time is under half an hour. It’s a fairly simple game at heart, and the tie-in with Perry Rhodan is fairly light, but nonetheless it brought back a lot of great memories of 1970s pulp science fiction.

Perry Rhodan: The Cosmic League was published by Z-Man Games in 2007. It retails for $24.99, but I bought my copy new online for around 10 bucks.

Keep up on Fantasy Gaming with Kobold Quarterly

Keep up on Fantasy Gaming with Kobold Quarterly

kobold-quarterly-fall-2012-smallIn the early days of the adventure gaming hobby, the field was pretty diverse, with a healthy assortment of successful RPGs and board games. Much like today, as a matter of fact.

One major difference, however, was that each of the major titles was supported with its own magazine: Dragon (for D&D and other TSR games), Different Worlds (Runequest, Call of Cthulhu), Sorcerer’s Apprentice (Tunnels and Trolls), White Dwarf (Warhammer), Space Gamer (The Fantasy Trip), The Journal of the Traveller’s Aid Society (Traveller), and many others. Board gamers, too, weren’t overlooked on the magazine rack, with Nexus (Star Fleet Battles), Ares (SPI’s sci-fi games), The General (Avalon Hill), and others.

With the exception of White Dwarf, all those magazines are dead today.

And I miss them. Many were good, and a handful — including The Space Gamer and Different Worlds — were excellent. They kept us up-to-date on rapid market changes, talked-up overlooked games, and generally kept the level of excitement high around the whole industry.

I never expected the era of the specialized gaming magazine to return. For one thing, I know what it takes to keep a magazine alive these days (a series of miracles).

But Wolfgang Baur’s Kobold Quarterly has changed my mind.

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The Nightmare Men: “The Spirit-Breaker”

The Nightmare Men: “The Spirit-Breaker”

januscvr2‘His eyes were icy verdigris, but warm also, and piercing — in a kind way. He was dressed smartly in a long coat of an almost military cut and dark pants with gold piping.’ So writes the narrator of the 2012 story, “The Portobello Cetacean” as she first lays eyes on her host, Sgt. Roman Janus, late of Mount Airy, the man known as the ‘spirit-breaker’.

Created in 2012 by Jim Beard, Janus is equal parts Carnacki, Aylmer Vance, and John Silence, and was intentionally crafted as equal parts homage and successor to those earlier Edwardian occultists.

Like Silence, Janus is less a two-fisted hero than an agent of a higher spiritual power, doling out harsh justice and due kindness with equal determination.  And like Aylmer Vance, Janus’s kind-hearted nature is both a boon and a weakness, helping him at times and hindering him at others.

“I am Roman Janus. It is a pleasure to meet you.”

–Sgt. Roman Janus, “The Portobello Cetacean” (2012)

Janus first appeared in the aforementioned 2012 story, “The Portobello Cetacean,” which is the first story in the collection, Sgt. Janus, Spirit-Breaker. As with all of the stories in the collection, Janus is seen solely from the perspective of the narrator—in this case, a distraught, devil-haunted young woman. The perception of Janus changes with each story, from hero to conman, from saviour to sinister Svengali, depending on the narrator’s bias.

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