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Author: eeknight

Made For TV Movie-of-the-Week Flashback: Birds of Prey

Made For TV Movie-of-the-Week Flashback: Birds of Prey

Birds of Prey_1

Little did I know, when I was a pre-tween, that I was growing up in the Golden Age of TV movies. I was there for original showings of Trilogy of Terror, Don’t Be Afraid of the Dark, The Night Stalker and even Duel. Lucky me.

One that really made an impression on me at eight was 1973’s Birds of Prey. Like Duel it looked like it had a much bigger budget than it actually had. Story involves David Janssen playing a WW2 vet from the AVG in China who is now flying a civilian version of the Hughes OH-6 Cayuse “Loach” for a Salt Lake City radio station doing traffic. After a minimal amount of establishing his character and that of his fellow veteran police officer friend, he witnesses an armored car robbery and a hostage being taken.

The excitement is non-stop from then out, an elaborate chase, as he follows the murderous crooks and cleverly improvises ways to refuel and arm himself. There are hunter/hunted reversals, rescues, and even some dignified bonding with the hostage. Eight year old me was driven wild by the impressive flying and stunt work, including trips under highway overpasses and through factories and hangars by his handy little Loach. I think the pilots had fun making this movie, it seemed pretty clear they were doing crap they weren’t normally allowed to do for obvious safety reasons.

Even though I’d only seen it once, it stuck with me.

Imagine my surprise when I saw it flipping through Amazon Prime. I thought everyone had forgotten about this one, even though every time I came across David Janssen I remembered it.

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Plot Hooks, Apocrypha, and WTF: Degenesis by Six More Vodka

Plot Hooks, Apocrypha, and WTF: Degenesis by Six More Vodka

Degenesis-cartoon-art-character-art-small

I’ve been meaning to write a review of Degenesis, the doorstop of a post-apocalyptic RPG from the “there has to be a story behind that name for your company” SIXMOREVODKA creative team for a while now. The main problem holding me back is that I haven’t played it yet with people, just dinked around testing things. Luckily, John’s editorial standards enjoy a certain amount of flexibility when it comes to old friends, and let ye who have not passed judgement on a game without playing it cast the first stone.

There’s another reason I feel safe recommending this beast. The art alone is worth the purchase of the slipcased two-volume edition of rules Katharsis and worldbook Primal Punk (Retailing at USD “If you have to ask you can’t afford it”). I’ve never seen a game with this level art throughout. Page after page of imagery usually reserved for a couple of splash pages in most game books.

What is this world? Refreshingly, it’s set in Europe and North Africa five hundred years after a 2073 meteor storm changed the face of the world (called the “Eshaton” but I think they meant “Eschaton”). Maybe the year is a hat tip to Fallout, I dunno, but Earth went through hundreds of years of cloudy hell and now there are a few hints of a Renaissance for a radically altered world. To make matters worse, the meteors brought with them a spore-like form of life called “Primer” that is radically altering flora, fauna, and us. Humans who have been taken over by the Primer (the process is generally called Sepsis) eventually become Psychonauts or Abberants, two names for the same deadly syndrome. Some of the spores carrying the primer have been deactivated or neutralized for use in drugs called Burn, because if thousands of years of human history have proved anything, it’s that people will try to get high by any means necessary. A final existential confrontation of homo sapiens vs homo degenesis is building.

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Victoria II: When Peace Was Rare, and War Was an Old Friend

Victoria II: When Peace Was Rare, and War Was an Old Friend

Victoria II-smallWhile seeking an escape from the distressing politics of the early Twenty-First Century, I decided to plunge headlong into the distressing politics of the Nineteenth Century and picked up a game I’ve long been meaning to try: Victoria II. It was a good call. This civ-building game is quite an achievement. I find it a good deal more engrossing than the Civ series (admittedly, I have a tough time jumping the mental hurdle of Abe Lincoln building pyramids). Something about the era just hits the spot.

You might wonder how good a Civilization-type game can be if it covers just a hundred years from the 1830-1930s, but think about all the key stuff that happened then. Industrialization. Rise of the nation-state. Colonialism. Marxism. Revolutions in science and industry. La Belle Époque and the Great War.

The challenges in the game are quite convincing, and there’s all sorts of matters to juggle with everything from the immigrant balance of your population to your tech tree (“I’m going to rush Freudian psychoanalysis”). The game is both broad and deep, broad in that you can play just about any nation-state (some require a little jiggering — if you wish to play Poland you first have to control it as a Great Power, then free it. The game allows you to switch nations if you wish every time you do this) and deep in that it allows you to micromanage your economy, if your political regime allows it, that is.

The different nations do have some realistic flavor built into them. You can take Japan out of feudalism, or try to hold Russia together, wake the sleeping giant that is China, unite Germany, or be those miserable fat Belgian bastards in the Congo.

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PC Gaming Review: Endless Legend

PC Gaming Review: Endless Legend

Endless_LegendMy first experience with 4x gaming (“eXplore, eXpand, eXploit, and eXterminate”) was a 1989 fantasy game called Warlords. I have many fond memories of the Orcs of Kor and super-mobile wizards and played the bits out of it for about a year, in fact the game probably holds some kind of personal record for cost per hour in gaming in fractions of pennies. I’ve played them off and on ever since, and settled into being a solid Sid Meier fan sometime around Civ III. I’ve played just about everything he’s put out since. Frankly, he’s the king of 4x.

Sid’s throne is resting on an unsteady dais these days, as Amplitude, an upstart indie publisher, captured my imagination and my heart with Endless Legend. Legend is a fantasy 4x that expertly weaves ideas, art, and gaming interface into a synergistic RPG RTS whole that tests brain, bladder, and sometimes marriage (Me: “Just one more turn, hon.” Wife: “So, three hours, then?”). Auriga, the world of Endless Legend, is a place I have a great deal of trouble leaving.

It’s a fascinating tableau, once part of a high interplanetary civilization known as the Endless. They’re gone now – Auriga suffered some planetary catastrophe and the races are just now getting themselves back on their feet. While they have mostly forgotten their higher days, there are ruins filled with secrets that may give you an advantage as you rebuild.

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Game Review: Dead of Winter from Plaid Hat Games

Game Review: Dead of Winter from Plaid Hat Games

dead-of-winter-boxColor me rotting-flesh green and call me thunderstruck. I believe I’ve been playing the best board game in my thirty years of dice rolling this week: the Plaid Hat Games survival horror magnificence that is Dead of Winter.

Ron Burgundy “That’s No Lie” seal of approval. I know I often write here with tongue probing my cheek, but this time I’m undeadly serious. Maybe it was just the subject matter, or how dark the game can get as desperation builds, but I found it my most enjoyable gaming session in memory.

I’m not just trying to squeeze in another gore-dripped Zombie-related post before Halloween, either. I was perfectly willing to let my one sad little movie post for the month be my fall contribution, but honestly, this game has taken over my brain like a Venusian virus brought back to Earth and I must write about it.

Like tabletop gaming with friends? Like Zombies? If either of these conditions = TRUE, you can read through all my blah blah questionable-humor blah blah blah, or you can get off the Internet, utilize your preferred mode of transport (I don’t care about your hair, that’s why God created baseball hats), go to your Friendly Local Game Store and grab this jewel so you can read the rules and play it over the course of Halloween all the more quickly.

You’re welcome.

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Knight at the Movies: The Battery (2012)

Knight at the Movies: The Battery (2012)

GregBunburyTheBatteryMoviePosterAs Black Gate‘s resident oddball zombie movie reviewer (Honest! John O’Neill did it in style of Mad Men‘s Roger Sterling, he did a Jedi hand wave and anointed me thus) I have to say a little bit about the ultra-low budget 2012 movie The Battery.

The zombie movie has reached the arthouse at last. And the arthouse loved it, this micro-budget film won numerous awards.

Now don’t get me wrong, I love a traditional zombie movie as much as the next fan. I have a soft spot in my heart for 2008’s Day of the Dead, despite such howlers as the assertion that zombie Bud is safe because he was a vegetarian in life, as though that moral choice trumps thousands of years of cultural conditioning toward a similar moral choice against cannibalism.

But back to The Battery. Filmed on a budget of $6000, writer/director Jeremy Gardner put together a horror film that delivers the most entertainment per budget dollar since Blair Witch Project — though I expect The Battery, while not as original as that legendary effort, will prove more enjoyable on the re-watch.

Its strengths are the same as Romero’s original Night of the Living Dead: a limited budget means you have to spend your time on character and tension. Without money for a lot of extras in zombie makeup to be featured more than briefly, you have to make do with the sounds of zombies outside the windows, which is creepier anyway.

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An Addendum on Tie-In Fiction

An Addendum on Tie-In Fiction

I wanted to add a couple comments to John’s brief post about tie-ins. Much of the commentary revolved around Alan Dean Foster. He’s a favorite of mine and influenced my writing and career. He and King were the only two authors I took with me to college, and those battered collections are still on my shelves. I’ve corresponded with him over the years, but the only personal contact was when my wife and I shared a pizza with him at Archon (Stephanie did most of the talking, I was hopelessly tongue-tied at sharing pizza grease with a guy who wrote so many books I read to bits). I though I’d expand a little on him as well.

First, to get the curmudgeonly “back in my day” village elder/idiot stuff out of the way . . .

alien-alan-dean-fosterSome of the younger readers of Black Gate might have a hard time imagining how starved we were back then for more of our favorite SF movie worlds. These days, well before a major movie or game comes out, there is almost always a web presence filled with “Would You Like To Know More?” media goodness. But even for a big 20th Century Fox production like Alien, we didn’t have anything beyond a few brief TV spots, reviews, and the same press packet that went to every major paper in the country. If we wanted to know more about the movie’s world, rather than how Sigourney Weaver got along with the cat on-set, all we had to cling to were the tie-ins.

In this, we were very lucky to have a guy like Foster writing the tie-in. In most of his books, he filled in plot holes he spotted with a little business somewhere or other (like why putting the crew of the Nostromo in a single, relatively safe location and turning the rest of the ship into a vacuum wasn’t an option). He also liked to add some flavor to the movie universe, the Alien tie-in memorably begins with a description of the business of recording dreams for entertainment. Since he was usually working from a script, his tie-in also served as a form of “additional scenes” for those days before the advent of DVDs with bonus features. It was from Foster that I first experienced Ripley finding Dallas in the alien’s cocoon, with Brett turning into a facehugger egg next to him. It’s also the only place, even today I believe, where you can get the full scene of the crew getting lucky for a change and Parker almost blasting the damn thing out of an airlock. No need to tell you who sabotages that, I’m sure.

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An Open Letter to Amy Farrah-Fowler, Ph. D.

An Open Letter to Amy Farrah-Fowler, Ph. D.

Puzzled Indiana JonesDear Dr. Farrah-Fowler,

Regarding your erroneous conclusion that Indiana Jones played no role in the outcome of Raiders of the Lost Ark, I can only express disappointment that your usual disciplined reason failed you in this instance.

Let us explore your thesis and remove Indiana Jones entirely from the equation. The year is 1936 and the Nazis are exploring a sand-covered ruin of a largish ancient Egyptian city (Tannis, a major religious center, was comparable to Thebes) in search of the Ark of the Covenant. Without the headpiece to the staff of Ra, brute manpower would not have been equal to the task before them in the short time available to the Nazis. The only similar ancient city destroyed by catastrophe and quickly preserved in such a manner is that of Pompeii. As you are no doubt aware, Pompeii has been excavated and explored off and on since 1748, and intensively between 1924-1961, yet we still have not progressed much outside the main streets or into second floors and basements. The Nazis, in theory, would have until the outbreak of war in September 1939 at the very latest to carry out their dig, a span of 3 years. Unless you posit the British Army would have been willing to let a detachment of Afrika Korps poke around Egypt within spitting distance of the Nile in wartime. If you believe that, I have a piece of the True Cross made out of Georgia Sweetgum you may be interested in buying.

I think we can dispense with the idea that the Nazis would have found the Ark without the headpiece to the Staff of Ra.

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The Strange and Curious Tales of Carl E Reed

The Strange and Curious Tales of Carl E Reed

"The Last Flight of Major Havoc," by Carl E Reed, from Black Gate 9. Art by Bernie Mireault.
“The Last Flight of Major Havoc,” by Carl E Reed, from Black Gate 9. Art by Bernie Mireault.

I suppose I should kick off with a disclaimer. I’ve known Carl Reed since before I was professionally published in fiction.

I met him years ago, somewhere in the crazy 90s, when the dot-coms still had mercury-winged, lavishly-financed feet. I’d plopped down in the Arlington Heights Barnes and Noble to work on my draft and I saw a bearded man, near my own age and size, but a little broader, wearing a leather biker’s hat, pen in hand, peering at some handwritten words in a spiral notebook with equal parts concentration, wonder, and grief.

Yup, I thought. Has to be a writer. So I struck up a conversation and, in ten minutes, I felt I’d found a friend. I had discovered a man who takes pleasure in good reading and wants others to experience the same, a self-taught sage who puts each and every graduate-degreed friend of mine to shame with his scope of knowledge (living proof of the Good Will Hunting thesis that all you need for an education is a library card). Carl’s a skeptical iconoclast who currently works for the Jesuits in a publishing house. The Jesuits, no intellectual couch-potatoes themselves, probably admire his disciplined and rigorously-exercised mind.

We’ve drifted in and out of Chicago-area suburban writer’s groups and events. Even though my chosen arena of the writing world is the novel and he likes the fencing piste of the short story, we each found interesting aspects in the other’s writing and shared many a profitable critique session. Carl’s been published a few times (including in the old paper Black Gate with “The Final Flight of Major Havoc” in #9 “A tiny gem” -Lisa DuMond, SF Site), and in some ways, his successes are more noteworthy than mine, just because it’s so wretchedly hard to get any recognition as a short fiction writer.

How many short fiction guys who dabble in Sword and Sorcery have been featured on NPR? Yeah. That’s the mountain Carl climbed.

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Low Adventure: Clasp-knives and Fortunetelling in Carmen

Low Adventure: Clasp-knives and Fortunetelling in Carmen

Prosper Mérimée Carmen-smallWhy does it have to be the days of “high adventure?”

Low adventure can be extraordinarily riveting, as I recently found when I revisited Prosper Mérimée’s Carmen, the novella that inspired the Bizet opera. I’d read it once before, after seeing the (definitive, to my taste) Rosi film of the opera in the early 80s. Thanks to that film, I was so enchanted with the light and color of Andalusia that on my first trip to Europe I spent the better part of it there, on the coasts, in the alleys of Gibraltar, and especially in the stony mountains of Spain’s Sierra Nevadas. Thanks to a stay at an Andalusian cortijo (estate-farm) I was able to see some of the more remote areas on horseback, dragging a dutiful, saddlesore (need I say “ex”?) girlfriend behind who would have much rather been sunning on the beaches of Marbella or examining the wonders of the Alhambra.

Spain is a country of regions. The differences you might notice between northern Italians and southern are trebled in the expanses of Spain, divided as it is by mountains and joined by indirect routes reaching back into the dust of antiquity. There’s something of Robert E. Howard’s Zamora in Andalusia. Rome, the Caliphate, Catholicism, and for the history-minded traveller with a good guidebook, traces of the Phoenicians, Carthaginians, and Napoleon can still be found. Each province has its flavor, industrious Bilbao, pretentiously bustling Madrid, historic Toledo, artistic Barcelona, leaving a distinct impression. The Andalusians are famous for just living life. Every meeting is an excuse for a party, every parting as one between old friends. Visiting Spain revised my personal definitions of “courtesy” and “hospitality.”

I see I’ve imitated Mérimée in framing these notes, elaborating the circumstances of my acquaintance with Carmen and Don Jose and the search into their origins. So enough about me.

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