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Author: Matthew David Surridge

Fantasia 2018, Day 3, Part 2: Boiled Angels: The Trial Of Mike Diana

Fantasia 2018, Day 3, Part 2: Boiled Angels: The Trial Of Mike Diana

Boiled AngelsAfter my first two films last Saturday, I left the large Hall Theatre to see a documentary in the 150-plus-seat De Sève Theatre across the street. The documentary was called Boiled Angels, and it presented the case of zinester and comics creator Mike Diana, whose transgressive work led to him being arrested and put on trial in Florida in the 1990s. I’d followed Diana’s plight at the time through reports in The Comics Journal, and was intrigued to learn more about it now. But if I personally was interested in the film as a look at comics history, I was surprised to find that much of the rest of the crowd was drawn by the chance to see new work by horror director Frank Henenlotter, creator of works like Bad Biology, Frankenhooker, Brain Damage, and Basket Case.

Boiled Angels is his third documentary, and boasts interviews with comics luminaries like Neil Gaiman, Steve Bissette (Taboo, Tyrant, art on Alan Moore’s Swamp Thing run), Peter Kuper (The System, World War 3 Illustrated), and Peter Bagge (Hate). It’s narrated by Jello Biafra, and does a strong job in tracking down and interviewing people who were involved with Diana’s case nearly twenty-five years ago. We see and hear from Diana’s parents, from the prosecutors, from journalists, even from one of the women who protested Diana at the courtroom. They speak to an off-camera interviewer we don’t hear; we also see Diana himself, describing his background and life. Diana’s comics are dramatised by a live reading by the creator, the camera focussing on the panels as Diana reads out the dialogue. Other segments of the film, particularly early on, give background on things like the history of horror comics, underground comics, and early-90s zine culture. And there are clips of talk shows and news shows dealing with Diana’s case.

There’s not much debate over what actually happened to Diana. In the early 1990s, when he was in his early and mid 20s, he sold a few hundred copies of his obscure comics zine Boiled Angel through the mail. The content of the zine was brought to the attention of the Florida authorities (although there’s a minor dispute about how). Diana had written and drawn comics filled with horror, rape, mutilation, and various kinds of unpleasantness; seemingly as many kinds of unpleasantness as he could think of. For doing so, he was arrested, tried, and found guilty of obscenity. He was fined and put on probation. Drawing comics would potentially violate his probation and cause him to be thrown in jail. And he was subject to warrantless searches to ensure he was not in fact drawing. In other words: the legal authorities forbade an American artist from making art.

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Fantasia 2018, Day 3, Part 1: Maquia: When the Promised Flower Blooms and Unity of Heroes

Fantasia 2018, Day 3, Part 1: Maquia: When the Promised Flower Blooms and Unity of Heroes

MaquiaWeekend days are busy days at the Fantasia film festival. Weekends are when most people are most often free to see movies, so the programmers obligingly schedule a lot of films for Saturdays and Sundays. Last Saturday I had three movies I wanted to see. On the Sunday, I had five. Which meant that Fantasia was well and truly underway.

The first film on the Saturday was an anime from Japan called Maquia: When the Promised Flower Blooms (Sayonara no Asa ni Yakusoku no Hana o Kazaro, which according to Wikipedia translates directly as “Let’s Decorate the Promised Flowers in the Morning of Farewells”). Written by veteran anime screenwriter Mari Okada, it’s also her first feature as a director. Opening this weekend in a limited release across North America, and next weekend in the UK, it’s an elaborate secondary-world fantasy story that mixes the epic and the domestic startlingly well. Not only is it an early contender for my favourite film of this year’s festival, it’s immediately become one of the best high fantasy films I’ve ever seen.

In an idyllic forest live the Iorph, an immortal people who weave long cloths called the hibiol, which are symbols of their lives and destinies: “the work of a loom is like the flow of time,” we’re told early on, and this is a movie that is deeply concerned with time. For while the Iorph’s society is timeless, their world’s shattered by the invasion of a human army from the kingdom of Mezarte. The Mezartians ride dragonlike creatures called Renatos, and easily destroy the Iorph. Only one youthful Iorph escapes, Maquia (voiced by Manaka Iwami). In doing so she stumbles across a human infant, whose parents have been killed by bandits. She decides to save the child.

There are a lot of ways for the story to go at this point. Most of the standard ways would involve Maquia trying to overthrow the Mezarte, or maybe the baby growing up to fight them. Absolutely nothing like that happens. Instead the film follows Maquia as she wanders deeper into Mezarte, away from the ruin of her homeland, and tries to learn how to raise the child she’s now acquired. The concern of the movie is with how she lives over time, over the years as she raises her son, who she names Ariel (also Erial, according to the IMDB, in either case voiced by veteran voice actor Miyu Irino, who among other films had a role in Miss Hokusai and was the male lead in Spirited Away). The politics of Mezarte are important, but only insofar as they shape Maquia’s everyday life. We have to understand them to understand what’s happening to Mezarte society, and have to understand Mezarte society to understand what options there are for Maquia and Ariel and the other people they come to live with.

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Fantasia 2018, Days 1 and 2: Five Fingers of Death

Fantasia 2018, Days 1 and 2: Five Fingers of Death

FantasiaFantasy’s described by fantasy: consider John Crowley’s Little, Big, a novel about a faerieland where the further in you go the bigger the land becomes. A powerful image, it echoes the way fascinations gain in depth and scope the more you explore them. How familiar experiences can become strange the more you dig deeper into them, birthing mystery, growing weird. Art and story perhaps most of all. So I am about to begin my coverage of the Fantasia International Film Festival for the fifth year here at Black Gate, and I feel I have less of an idea of what I will see than ever. It is a place, a time, a state of mind, where anything can be seen; it is one of those notorious worlds whose only boundaries are that of imagination. And so the more you explore the more you learn how much more there is to explore.

This will be the twenty-second edition of the festival, North America’s largest genre film festival, featuring over 130 feature films from around the world. Last year more than 100,000 spectators saw a film at Fantasia, which is impressive in a time of declining theatrical attendance on this continent. But what’s most impressive is the range of offerings at Fantasia. Action-adventure films, experimental and underground films, rediscovered classic films — these things are only the beginning. I argued after last year’s festival that this is a new golden age of science fiction and fantasy film; spend time going through this year’s festival listings and you can see why. Modern genre film is in a complex dialogue with itself across languages and film industries, across years and filmmaking traditions. It is fluid, unpredictable, and international.

I write these posts in a diary format because I think that the experience of attending the festival is worth recording. Over the course of three weeks you see the same people in the media line, you talk with them, you get to know them. And then you see them again the next year. More than that, these are people you talk about films with, agreeing, disagreeing, asking questions, sharing information. I have a number of friends I only see at Fantasia. It’s a community that grows over twenty-one days or so, a little like a science-fiction convention — there’s even a bar where a lot of the festival community hangs out — but instead of (mainly) discussing works of art, we experience the art and then talk about it informally as opposed to attending a panel.

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The Storm Breaks: Torg Eternity (Part Two)

The Storm Breaks: Torg Eternity (Part Two)

Day OneLast Sunday I ran my first session of Torg Eternity, meaning I can now finish my review of the game by discussing how the rules worked in practice (the first part is here, with a description of the basic idea of the mechanics and of the game setting — an Earth invaded by seven different dimensions). Worth noting to start with that I’d been spending time on the message boards for the game, discussing the different realms and how I wanted to play them. Some minor questions I’d had about rule interpretation had been cleared up; more than fair to say I found the boards a useful resource for gamemasters, especially since one of the designers, Deanna Gilbert, is very active in responding to questions and comments.

Along with the Torg Eternity rulebook, I had two anthologies of short adventures, the Day One collection and the Delphi Missions: Rising Storm collection. The Day One adventures followed pregenerated characters through adventures set on the first day of the invasions. That was useful in giving me a sense of what the opening of the invasions was like, but I didn’t immediately see anything I wanted to adapt to a regular group — each of the Day One stories followed a group of Core Earthers caught up in the invasion of one specific cosm, whereas my players had characters from across the realms. The Delphi Missions adventures ranged from relatively brief scenarios to stories that’d clearly occupy a full session or more of play. Again, though, all the adventures focussed on one cosm. I could see the benefit for an introductory collection of adventures; each showed something of the feel of a given realm. But what always made Torg fascinating to me was the crossing-over of realities.

Both books had some very well-designed scenarios in them. I particularly liked “The Dumas Gambit” in Delphi Missions, which describes a setting in the Cyberpapacy occupied by various factions of street gangs and then introduces the players with an objective that sets the factions against each other. Meanwhile, there’s a moment in the Day One adventures that really gave me a feel for the splatterpunk reality of Tharkold just by describing a certain corpse the characters find. That sort of thing makes both books worth looking at for Torg Eternity gamemasters, I think, moments and descriptions that help establish the feel of the different realities, the kind of stories that get told in them.

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Roleplaying the Possibility Wars: Torg Eternity (Part One)

Roleplaying the Possibility Wars: Torg Eternity (Part One)

Torg EternityLater today, early tomorrow, sometime next week, the world began to end.

Imagine the Earth wreathed in storms spitting red and blue lightning. Imagine invaders from beyond reality turning the world piece by piece into something other than what we know. Imagine a cyberpunk theocracy in France, dinosaurs overruning the great cities of the United States, colonial gothic horrors in India, a post-apocalyptic wasteland in Russia haunted by decadent technodemons, zombies in East Asia, a mad pulp super-villain and would-be Pharaoh building a fascist empire among the pyramids of Egypt, and elves and wizards and dungeons and dragons in the British Isles and Scandinavia.

The storm has a name …

Torg is a tabletop role-playing game first published in 1990 by West End Games. I started running a campaign in 1991 that lasted for over a decade, off and on. Last year game publisher Ulisses Spiele launched a successful kickstarter to fund an updated edition of the game, Torg Eternity; they’re currently running another kickstarter for the rebooted game’s first sourcebook, The Living Land. The original Torg was the most explosively imaginative game I’ve ever played. The new is an intelligent update, refining the first version’s rules and concepts while respecting what made it work. Preparing to run the first session of a Torg Eternity campaign, I was shocked to realise how much power the original game had for me; and how well the new game not only maintained that imaginative power but added to it.

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Sublimity, Decadence, and Pulp: Venera Dreams, by Claude Lalumière

Sublimity, Decadence, and Pulp: Venera Dreams, by Claude Lalumière

Venera Dreams-smallThere’s magic in the linked short-story form. A series of interrelated short fictions can examine a setting from many angles, build a character through a range of perspectives, establish a set of overlapping histories, and create a whole world with multiple centres: many heroes, many protagonists, together making a world bigger than can live in any one of their stories. Claude Lalumière’s Venera Dreams is the most recent example of the form I’ve seen, an exploration of the past (and future) of a mysterious island in the Mediterranean not far from Italy that’s home to a range of powerful and subversive artists — as well as the mysterious sacred spice vermilion, and a variety of myths and goddesses including the fabled Scheherazade.

I know Lalumière well (so well I’d never normally refer to him by his last name, but such is the nature of a book review), and interviewed him for Black Gate seven years ago; as he was already engaged on the Venera Dreams project back then, the interview’s surprisingly relevant. He’s edited or co-edited seven anthologies, and had two collections of his own short fiction published (Objects of Worship in 2009 and Nocturnes and Other Nocturnes in 2013). In 2011 his book The Door to Lost Pages came out, a set of linked stories revolving around a magical bookshop. That store tuns up in Venera Dreams, notably in the opening story, but the first book is in no way necessary reading for this one.

The subtitle of Venera Dreams proclaims the collection “A Weird Entertainment,” and that’s accurate in just about every sense. It is strange and it is entertaining. But it’s weird in a more profound way; weird in the way of the pulps, in the way of Weird Tales. And it is an entertainment in the way the first English version of the One Thousand And One Nights called itself The Arabian Nights’ Entertainment. It’s a series of reveries about storytelling and art, about ecstasy and myth, about cities and history and yearning. About Venera the venerable: about venery and veneration.

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Fantasia 2017: Some Thoughts, Looking Back

Fantasia 2017: Some Thoughts, Looking Back

Fantasia 2017With another year’s worth of Fantasia reviews now finished, I thought I’d take the time once again to look back at what I saw and write a general overview of the films as a whole. Doing so this year, though, leads to thoughts about film on a slightly larger scale than just Fantasia alone.

I saw a bit more than fifty movies this year at Fantasia. That includes films from a range of genres, but I want to write here about the fantasy and science-fiction movies I saw. And more than that, I want to write about what I’m seeing in the cinema of the fantastic in general.

What I want to observe, mainly, is this: it’s becoming increasingly clear to me that we’re in a golden age of fantasy and science-fiction cinema. Obviously there are any number of summer blockbuster films coming out of Hollywood. But there are also epics from China, and lavish manga adaptations from Japan. And more than that, from around the world there are intelligent, gripping and more-or-less independent genre films being made. There’s a flood of work out there to watch. What surprises me, given all this, is how little I hear about it.

Distribution and marketing still play a significant role in determining what films make it to theatres, and, perhaps more important these days, what films get written about online. It’s easy to hear about a Marvel movie, or even about a major Netflix original movie. But there’s a lot out there beyond those things. You can’t help but notice, for example, that Netflix doesn’t carry the Japanese adaptation of Death Note; use that service and you’re stuck with the whitewashed adaptation for American audiences.

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Fantasia 2017, Supplemental: Satires and Wars (Japanese Girls Never Die, Broken Sword Hero, and God of War)

Fantasia 2017, Supplemental: Satires and Wars (Japanese Girls Never Die, Broken Sword Hero, and God of War)

Japanese Girls Never DieAfter the Fantasia festival had officially concluded I still had three movies to watch. During the festival I’d requested links to view screening copies of three films I couldn’t see in theatres due to schedule conflicts, but it wasn’t until Fantasia ended that I had time to sit down and watch them. These movies were a Japanese comedy-drama called Japanese Girls Never Die (also released under the English title Haruko Azumi Is Missing, in romanised Japanese Azumi Haruko wa yukue fumei); a Thai historical martial-arts movie called Broken Sword Hero (also Legend of the Broken Sword Hero, from the romanised original Thong Dee Fun Khao); and a Chinese blockbuster historical war movie called God of War (Dang kou feng yun, now on Netflix). They made for an interesting mix.

Japanese Girls Never Die was directed by Daigo Matsui (whose earlier film Wonderful World End I quite liked), from a script by Misaki Setoyama based on the 2013 novel by Mariko Yamauchi. I can find out nothing about the novel, but the film is wondrously, deliriously complex, bristling with different timelines, subplots, and minor characters who send the film spinning off in different directions. It’s quick, challenging, and engaging.

There is Haruko Azumi (Yu Aoi, of the Rurouni Kenshin movies), an office worker in her 20s who has an unrequited love for her neighbour. There are two young grafitti artists (Shono Hayama and Taiga), at a later point in time, who find a poster of the missing Haruko and make street art from it. There is a gang of teen girls who terrorise the same streets, so that men are advised not to walk those streets at night. There is an older woman at the office where Haruko works, mocked by the men there for not having children and not being young and not being their fantasy image of a woman. There is a girl who is involved with one of the graffiti artists, who in turn are using her more than she realises. There is a clerk at a convenience store. There is a park called Dreamland. There are characters who may or may not attain their dreams. There is an unexpected beginning.

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Fantasia 2017, Day 21: The Last Breath (Indiana, Fashionista, and Suspiria)

Fantasia 2017, Day 21: The Last Breath (Indiana, Fashionista, and Suspiria)

IndianaOn the last day of the 2017 Fantasia film festival I planned to watch three movies. First, at the De Sève Theatre, Indiana: a movie about a pair of ghost-breakers in the Midwest who may or may not deal with actual paranormal events. Second, I’d go to the festival’s screening room, where I’d see a dark psychological thriller called Fashionista. Finally, I’d close out the festival with a screening of a restored version of Dario Argento’s classic 1977 horror film Suspiria.

Indiana began the day for me, a film directed by Toni Comas from a script by Comas and Charlie Williams. It follows Michael (Gabe Fazio) and Josh (Bradford West), two ghost hunters in early middle-age who travel the roads of the Midwest hunting for spirits and people suffering hauntings. They’ve carved out a level of fame for themselves as the Spirit Doctors, doing radio call-in shows and occasionally arguing with skeptics — which latter role the more extroverted Josh takes to more naturally than the quieter Michael. Michael’s got another higher-paying job and is thinking about quitting his ghostbusting days, while Josh is dedicated to the profession, and even takes his son Peter (Noah McCarty-Slaughter) on the road with them. Meanwhile, a parallel narrative track follows Sam, an old man on a seemingly-nefarious mission. What drives him, and how his story links up with the Ghost Doctors, becomes part of the mystery of the film.

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Fantasia 2017, Day 20: Human and Inhuman (Lu Over the Wall, Spoor, and Nomad)

Fantasia 2017, Day 20: Human and Inhuman (Lu Over the Wall, Spoor, and Nomad)

Lu Over the WallTuesday, August 1, was the next-to-last day of Fantasia. I had three films I wanted to see as the festival raced to its end, all at the De Sève Theatre. Lu Over the Wall (Yoake Tsugeru Lu no uta) was an animated young person’s adventure about indie rock and mermaids, from the mind of Masaaki Yuasa. Spoor (Pokot) was a Polish-Czech co-production of a mystery-horror film about animals that may or may not be turning against human beings. And Nomad (Göçebe) was a Turkish science-fiction/fantasy film that promised mythic overtones.

Lu Over the Wall was the second movie directed by Masaaki Yuasa I saw at Fantasia this year, having watched Night Is Short, Walk On Girl just the day before. This one, written by Yuasa and Reiko Yoshida, is an original story about Kai (Shota Shimoda), a middle-schooler in a provincial fishing town, whose indie rock band draws the attention of a curious young mermaid named Lu (Kanon Tani). The mermaid’s fascinated by their music, and becomes more human the more she hears their songs: for as long as the band plays, her fish-tail becomes a pair of legs, which she uses for enthusiastic acrobatic dancing. But the town has reason (they think) to be suspicious of mermaids and the creatures of the deep. Still, when Lu joins Kai’s band, success for the group seems assured — but forces both above and below the water threaten the developing harmony.

The images here are bright and colourful, the linework loose yet clear while backgrounds remain detailed. Faces bulge and distort, pushing cartoon reality. Movement is appropriately fluid, and the whole film feels energetic, young, and vital. At the same time, it evokes atmosphere when it needs to; Kai broods, at times, and has much to brood about. Lanky, shaggy-haired, he’s a visual contrast of the brightly-coloured always-moving always-smiling Lu, and so out of the interplay of the two of them we get the movie.

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