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Author: Connor Gormley

An Intoxicating Blend of Steampunk and Gothic: Jeff Vandermeer’s City of Saints and Madmen

An Intoxicating Blend of Steampunk and Gothic: Jeff Vandermeer’s City of Saints and Madmen

City of Saints and Madmen-smallThere I was, quite happily dawdling through life, free of all unhealthy obsessions, more or less content, sleeping, eating, breathing and only occasionally contemplating suicide all without a care in the world. How can I, innocent young boy that I am, be blamed for not knowing what I was getting into when I saw City of Saints and Madmen languishing on the shelf of my local Waterstones, its nondescript, faintly pretentious cover standing out as slightly less nondescript and slightly more pretentious then all the book covers, how can I be blamed if, eager to seem like the haughty intellectual I think I am, I picked it up, plopped it on the counter and handed over the criminal £10.99? I was ignorant, I was foolish, I was young and naive and romantic. I was just trying something new, buying something on impulse because, let’s face it, my life is nothing if not a series of impulse purchases and suppressed subconscious truths like ‘Connor, maybe you shouldn’t jam that entire screwdriver down your throat.’ Don’t get me wrong, though, I don’t regret buying City of Saints And Madmen — it’s the big dog’s biscuit — it’s just that it’s too good; I’m a busy guy, you know? All this saving the world from the Neo-Nazis on the moon and wrestling bears and kissing pretty girls (right on the lips, too!) is pretty time consuming stuff — I just don’t have the time to sit and grow increasingly obsessed with ridiculously good books like this. It’s just not feasible. But I did, anyway. And I loved it.

How could you blame me, though? This book is beautiful. It’s this intoxicating blend of steampunk and gothic, the twisted and the strange, its equal parts romantic and surreal, decadent and utopic and as cynical as it is intangibly hopeful; it’s written with such indefatigable passion and energy that you can feel it sparking off the page, spilling out, breathlessly, into the room around you. It’s in the thick miasma of Vandermeer’s wonderful prose, the breathless detail of his lurid settings, the unrelenting weird of his twisted narrative. There are so many reasons you should read this book I don’t know quite where to start — it’s this huge, sprawling intimidating thing that excites on so many levels explaining it is like describing the Coliseum to a man with no eyes, and only the basest knowledge of human history.

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Why I Was So, So Wrong about the Standard Fantasy Setting

Why I Was So, So Wrong about the Standard Fantasy Setting

The Sailor on the Seas of Fate-smallSo I wrote a stonking great think piece thing about the Standard Fantasy Setting a while back and a lot of people read it. Some of those people liked it and some of those people didn’t; that’s fine, it’s got to the point where I only cry for fifteen minutes when someone criticizes me now.

The problem is, though, the more I think about it, the more I think about the points I made, the more I find myself in the latter camp, the more I catch myself bad-mouthing me behind my back and trying to suffocate me in my sleep. That’s a very bad thing when you’re a bona-fide messiah, chosen by the gods to lead the masses to enlightenment.

So yeah, I thought I’d write this follow-up post, explaining what was wrong with the article and to set the record straight. It’s more for me than anyone else… mostly because, goddammit, no one criticizes Connor Gormley better than Connor Gormley does.

I had good intentions at the start, yeah. It was going to be a much more balanced look at the standard fantasy setting, its pros and cons and a pretty mild critique; and you can still see elements of that initial idea kicking around in there, in what I actually said about the setting. The fact that it lets authors focus on narrative pacing, on character development, or outright, balls-to-the-mothertrucking walls action if they want, without having to worry about world building or introducing entirely new creations because most readers already know the characteristics of Elves, Dwarves and Orcs and what not, or at least the nature of a medieval-ish society. Michael Moorcock might be able to meet the compromise, yeah, but Michael Moorcock is essentially Jesus, so I don’t think it’s fair to count him (which, renders half of the article moot, anyway).

Where the problems arose was when I started spouting out things like “A genre that, by its very nature, should have no restrictions, that should be free of limitations and impossible to define has become one of the most rigid and easily distinguishable genres in our modern spectrum.”

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Shock Midnight Ambushes, Last Gasp Duels and Paraplegic Dwarves: I’ve Been Playing Mount and Blade

Shock Midnight Ambushes, Last Gasp Duels and Paraplegic Dwarves: I’ve Been Playing Mount and Blade

Mount & Blade-smallI’m not, by any means, a PC gamer: the laptop I’m using to write this is just about held together with duct tape and clumps of old twig, and I have no idea where I could even find a graphics card, let alone which one to get.

Mount & Blade, however, makes me want to become one. I’m running this thing on its lowest possible settings: reduced the character models to stickmen, the trees to papier-mâché, the textures to cardboard. I’ve stripped this game of all possible graphical fidelity to get it running OK. I mean it wasn’t all that much to start with, but now it looks like interactive diarrhea.

Yet, I’ve still decided that this is the most fun I’ve had with a game with ages. It’s one of the few games nowadays that can leave me transfixed for hours, or even days, at a time. It’s a shame then, that it’s still pretty darn obscure.

Just one little caveat before we start, though. I’m talking about the original Mount & Blade here, not the jazzed up sequel: Mount & Blade Warband. The two are pretty much the same; it’s just that Warband has a few minor improvements and tweaks, like a greater variety of quests, better graphics, better animations, the ability to flirt relentlessly with the ladies of the realm and a whole new faction to join.

There’s also multiplayer, really, really good multiplayer. If you can get Warband, get that, but the original ran better on my laptop, and I played it a load more, so I feel a little more comfortable talking about it. Although, really, everything I talk about here is applicable to Warband, even more so, probably.

Mount & Blade is an open world, action RPG developed by Taleworlds and published by Paradox interactive in 2008. Taking place in a moderately realistic fictional medieval world called Caladria, players take the role of a nondescript migrant from some distant land, come to make his or her fortune amidst the wars that have torn the country apart.

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Dark Comedy, Retro-futurism and a Bucket Load of Charm: Why Fallout 3 is a Bloody Good Game

Dark Comedy, Retro-futurism and a Bucket Load of Charm: Why Fallout 3 is a Bloody Good Game

Fallout_3I’m willing to bet that, at some point in your childhood, you wanted to be Mad Max, and why not? Mad Max kicks ass: he’s got a shotgun, an Australian accent, a really cool dog, and the most grizzled beard in history: the five o clock shadow. Right then, so take the aesthetics and feel of Mad Max, mix it in with some retro-futurism, a brilliantly realized post-apocalyptic DC, and a bucket load of dark comedy, and you know what you get?

Fallout 3. That’s what you get. And yes, it’s every bit as badass as it sounds.

Now, if I weren’t a rambling, borderline incoherent muppet, I would end this post here and tell you to buy it, but I am a rambling, borderline incoherent muppet, so now I’m going to waste the next 10 minutes of your life telling you why it’s so good.

In fact, no, scratch that, let me go over what’s going on first, give you some context. After slapping the disc in your Xbox or whatever and booting this bad boy up, you’re asked to create your character and call him something stupid (I called mine Moist Pete). From there you live out your childhood in the safe but subjugating arms of Vault 101, one of the underground vaults built before the apocalypse to shelter the world’s best and brightest from the nuclear bombs dropped all over the US by the Chinese. You’ll go through your childhood, getting bullied, going to school and passing your exams and generally having a pretty decent time of things.

Then you wake up one morning to find out that Liam Neeson, your dad, has legged it off out into the wasteland because, according to him, running around an irradiated wasteland and having his legs blown off by an unexploded mine sounds like a lovely way to spend an afternoon. You then find out that everyone in the vault is looking for you too, so, after beating all of your childhood friends to death with a baseball bat and a police baton you go off in search of him, because, let’s face it, a man as smooth as Liam Neeson doesn’t make it through the apocalypse unmolested. He’s gonna need help.

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Dwarves, Dragons, Wizards and Elves: Thinking About the Standard Fantasy Setting

Dwarves, Dragons, Wizards and Elves: Thinking About the Standard Fantasy Setting

Warhammer Elves-smallYou know, for a genre that should be based entirely around the thing, Fantasy really is lacking in that lovely little commodity everyone calls imagination.

I’m serious; there are three-book series kicking around called Elves, Dwarves, and Orcs respectively. That’s pretty much the holy trinity of fantasy clichés right there. And all the book covers I’ve seen lately feature these grizzled, Batman-ish, waylander types, which is fine, because Batman kicks butt, when he starts cropping up everywhere he just gets annoying, with all his gritty, gravelly-voiced sadness.

Despite the fact that fantasy is a genre in which the writer can do literally anything, put their characters in whatever situation they damn well please, everyone seems way too content with dwarves, dragons, wizards, and elves. We could have quadruple amputees with tentacles for eyes who fight off the slavering hordes of hell by playing rock guitar solos with their earlobes, but nope, we’re happy with elves.

My point is that fantasy, and all the genres like it, give writers a medium through which they can explore every facet of the human imagination, test the very limits of what we, as human beings, can envision and relate to, what’s within our power to articulate. Fantasy challenges writers to make social commentary and philosophical statements within the most fantastic and diverse circumstances possible. Fantasy has the potential to take its readers to places they could never conceive of, on adventures that transcend comprehension; with this tool, fantasy could become the most beautiful, poetic, and diverse form of escapism we have.

It could be, if we didn’t focus so much on the elves, the dwarves, and the dragons, but we do, because we’re idiots.

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Re-reading Michael Moorcock’s The History of The Runestaff: What I Missed the First Time Around

Re-reading Michael Moorcock’s The History of The Runestaff: What I Missed the First Time Around

The History of The Runestaff UK omnibus-smallI don’t do re-reads, not often anyway. I’m usually too busy fighting neo-Nazis in the far future and wrestling dinosaurs on Mars. (You know, normal, everyday sort of stuff.) I decided to make an exception for The History of the Runestaff, however, mostly because I realized I had been recommending the thing to friends for years, but hadn’t touched it since I was twelve, when one of my friends dug the omnibus edition out of some weird corner in our school’s library, plopped it into my hands and mumbled something about multiple universes.

I remember staring, wide-eyed, at the thing, fascinated; the Conan covers might have been brutal and bloody and prominently featured big burly men, but this was strange, this was something different entirely; its pulsing yellows and light greens were alien, steeped in the psychedelia of the sixties (which, as the inside of the book told me, was when the books were written), it completely dashed away my expectations, crushed them under an iron-clad boot, made my little eyes wide. It contrasted brilliantly with the pulsing purples and browns and blacks of the Conan covers, its swirling surrealism was as far away from Frazetta as I had been.

Despite all that, I didn’t get around to actually reading it until a few months later, when my friend convinced the librarian to delete the book from the school files and I, somehow, managed to get him to trade me it for a copy of some other book. So it wasn’t until a few months later that I discovered that it wasn’t actually that different from Conan, anyway.

The History of The Runestaff was what introduced me to sword and sorcery, what truly opened the gate to Fritz Leiber, Edgar Rice Burroughs, David Gemmel, Jack Vance, Karl Edward Wagner, and so many others; it was, ultimately, what led me here. If there’s anything I’m going to re-read, I thought, it should be this.

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Bloody Battles, Espionage, Dark and Beautiful Prose, & Lovecraftian Horror: A Review of Karl Edward Wagner’s Dark Crusade

Bloody Battles, Espionage, Dark and Beautiful Prose, & Lovecraftian Horror: A Review of Karl Edward Wagner’s Dark Crusade

Dark Crusade Karl Edward Wagner-smallYou guys are going to love for me for this. So very much. Someone, somewhere might have mentioned this already, but whatever, now it’s my turn.

All of the Kane books, both the novels and short story collections, have been released on Kindle for four or five bucks each, which is a mere three pounds if you live in England. It’s kind of bittersweet actually, because it means all that time I spent rummaging around in the musty corners of used bookshops looking for Bloodstone (which I reviewed, by the way) has kind of gone to waste, and anyone that spent around 100 bucks for a copy of Gods in Darkness or Midnight Sun is going to want to curl up in a big ball over there in the corner and have a little cry. So whilst you do that, I’m going to get on with the review, if you don’t mind.

Dark Crusade revolves around the rise of the dark Cult of Sataki, its meteoritic domination of the kingdom of Shapeki, the brutal regime it establishes and its enigmatic and mysterious prophet Orted something or other. When Orted’s fanatical cult of peasants try to seize the southern kingdoms, they are swiftly and brutally quelled by a superior military force, and that’s when Kane, a mercenary, steps in to help.

Kane really is the star of the show here, as anyone familiar with the series will tell you, but for anyone not in the know, Kane is a prince cursed with immortality who has wandered the world for eternity, plumbing its secrets, learning grim and interdicted sorceries, seeking out mysteries and conflicts and battle and war, and just generally trying to entertain himself during the course of his unending life.

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Original Fantasy? In a Video Game? It’s About Time

Original Fantasy? In a Video Game? It’s About Time

Dark Souls-smallThere he was; a sliver of midnight set against the deeper black of the room behind him. The Black Knight. When he moved, he moved with the easy lope of the master, the practised ease of the warrior. There was silence in the moonlit hall, silence save for the cold metallic chink of his armor and the hammering of my own heart.

He was twice my height, broad of shoulder and clad entirely in black armor. A sword, five feet in length, gleamed in his right hand. He didn’t seem to have a face; no flesh peeked from the slits of his face plate, there was nothing quite so fragile, instead a sulphurous yellow gas twisted and swirled, burning through the thick shadow of the hall. My hand tightened around the hilt of my sword, tightened so that my knuckles went white, so that my skin went taut.

Then, before I knew it that great black blade was arcing through the air towards me, splitting the thin rays of moonlight as it raced towards my heart. I only just parried it with my shield, then it was coming back again, this time from left to right, and I threw myself to the floor, rolling back out of reach and sprang back up again, already deflecting perfectly timed blows, expertly aimed thrusts.

Already I was being forced backwards, driven back into the darkness, back into the cold. Every strike sent pain rippling up my arm; every blow brought me closer to death, to defeat; I could already see that sword diving through my flesh, already feel its kiss on my skin. Desperate now, I struck back, and felt his armor give way, felt my sword hew through bone, felt his ghostly flesh shudder and saw black, oily, blood crawl from his chest. No sound escaped the Knight’s lips, but its sulphurous yellow eyes seemed to burn that bit brighter, all before his sword came crashing against my shield once more.

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Ghostbusters With More Swearing and Fewer Crappy Sequels: A Review of David Wong’s John Dies at The End

Ghostbusters With More Swearing and Fewer Crappy Sequels: A Review of David Wong’s John Dies at The End

John Dies at the End-smallThis book is the strangest thing I’ve ever read.

Within the first hundred pages, you’re treated to a seven foot man made of meat, wig monsters from another dimension, a man with the ability to communicate through a bratwurst, a dude taken over by small glowing alien things with a penchant for punching people in the balls, a hamburger that screams as you eat it, and a weirdo with a pseudo-Jamaican accent who can tell everything about you at just a glance.

And it never lets up from there; Wong somehow manages to produce a steady stream of balls-to-the-wall crazy throughout. It’s delirious, insane, and stark raving mad. If this book were a person, he would charge into the street and head-butt the first person he sees, before flying away with David Bowie and a dragon. This book is John Dies at the End by David Wong.

John Dies at the End follows the somewhat delirious exploits of David and his best friend, John, who’s never given a last name. This is where anyone else would talk about the plot, but it’s the kind of thing you need to actually read yourself to really appreciate. But I’m going to try anyway, just for you.

Dave and John are kind of like Ghostbusters, except with more swearing and fewer crappy sequels. They deal with paranormal occurrences in their town and its surrounding area, and in doing so have attracted something of a cult following, which arouses the interest of a reporter, Arnie, who interviews Dave about his experiences and the events leading up to him becoming a kind of paranormal detective guy. The story Dave tells Arnie is the story he tells us.

In short, he and John stumble across a drug called “soy sauce,” which heightens the user’s senses to an extreme level and gives them a window into another plane of existence. From here, the two embark on an adventure of Moorcockian proportions: uncovering a dark conspiracy, going to other planes, alternate dimensions, fighting aliens with a flamethrower made from a squirt gun, and meeting a supreme being called Korrok.

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Living it Large: How Larger Than Life Characters Work

Living it Large: How Larger Than Life Characters Work

conan-the-barbarian-with-sword-smallAn extravagantly rich man who dresses up like a bat; space Jesus in skin tight spandex, shooting lasers out of his eyes; a big Austrian charging around in furry underwear and hitting things with a big sword.

All of those individuals (and you know who they are) are examples of ‘larger than life characters.’ And such characters are at the center of what makes Sword and Sorcery what it is. These are creations that dominate their worlds, who capture our imaginations; these are characters that, for all their exuberance and strength, majesty and intellect, feel real. Their influence can be felt in every letter of every page. When done well, they’ll leap out of the page, wrap their hands around your throat and drag you along with them. They’re the guys who are at the center of it all, they’re the whole reason you’re reading the book. They’re not the host, they’re the main event.

But, at least conceptually, they shouldn’t be. These are characters that tend to be impossibly good at everything, who tend to be either extravagantly noble or impossibly evil; there is no middle ground when you’re dealing with larger than life characters. And this extremism make them a little difficult to relate to, and it’s relatable characters that are the most likeable, those that have the most impact, because it’s so easy to put yourself in their shoes. But larger than life characters, with their overblown motivations and rigid morals, don’t have that instant relatability.

Not only that, but larger than life characters (who I’ll refer to as LTLCs from now on) aren’t so much fully fledged characters as they are prototypes, often lacking depth, ambiguity, and complexity. By today’s standards, they’re nothing. Heck, these sorts of characters shouldn’t even be likeable; think about that one kid in class who, without fail, never missed an opportunity to flaunt his intelligence; he’s more likely to warrant a swift brick to the face than a warm pat on the back.

Yet, with all this, LTLCs tend to be pretty damn endearing: Marvel and DC make millions out of the guys; Robert E Howard created an entire sub-genre off the back of LTLCs, and western myths and legends are overflowing with the overachieving little guys. So it’s no secret that the characters are in demand. But, in the wake of all this, one has to ask: why are they so popular?

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