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I Am Not a Serial Killer Film Drops (Someplaces) Tomorrow

I Am Not a Serial Killer Film Drops (Someplaces) Tomorrow

i-am-not-a-serial-killer-poster-2I am not particularly active on Twitter lately, but today I had a bit of time and hopped on, only to see the following headline shared by Dan Wells:

Retro-horror mashup ‘I Am Not a Serial Killer’ has an unexpectedly warm and fuzzy side

The tweet included a link to an LA Times review of the film I Am Not a Serial Killer which, according to IMDB, is set to release tomorrow, on August 26. Another review, over at the A.V. Club, proclaims “Psychopaths are people too.”

Despite being fond of Wells’ horror novel of the same name, I had no idea this film was on the horizon, and am definitely pleased to see it getting initial praise. If you want to really get a taste for what to expect, I suggest the fantastic trailer for it. (If you want to see the movie, check the bottom of this article for links, which I’ll update if I find more online availability after it is released. Feel free to skip there, if you have seen enough and want to avoid spoilers.)

The movie is based on the novel of the same name, which has gone on to spark a number of sequels featuring the main character, teenage John Cleaver, who is also a diagnosed psychopath. John’s fear is that his psychopathic urges will get the better of him, and that he will lose control of himself. To prevent this, he studies serial killers intently and has developed a series of rules that are designed to maintain his veneer of normalcy. One of the rules shown in the trailer, for example, is that when he feels an urge to kill someone, he instead compliments them. (A tip that is also helpful when maneuvering social media.)

John works in his family’s mortuary, which gives him some release for his interest in death. But he gets more than he bargains for when a series of murders in his quiet down prove to be the work of an actual serial killer. John’s expertise in this area leads him to discover who the serial killer is, and it turns out the police are not equipped to deal with the menace. In attempting to deal with things the “right” way, John finds events slowly becoming worse. He is forced to step up, breaking his own rules, and slowly getting in touch with his own darkness in order to combat the killer that threatens his community.

And that’s when things start getting really bad.

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A Historic Stroll Along the Thames Path

A Historic Stroll Along the Thames Path

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Part of the much-ruined Wallingord Castle

On a beautiful sunny day, there’s nothing I enjoy more than walking in the English countryside. Unfortunately, most of this August has been more like autumn, with overcast skies, unseasonably cold temperatures, and rain. Ah well.

But at least I got out for one walk, along an eight-mile stretch of the Thames Path National Trail. The trail took me from the old Anglo-Saxon burgh of Wallingford to the pretty little village of Goring-on-Thames. Like most of the Thames Path, it’s an easy, level walk through attractive countryside and historic sights.

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Steve Russell of Rite Publishing – RIP

Steve Russell of Rite Publishing – RIP

SteveRussell2Steve Russell was the CEO and man behind Rite Publishing, a third party RPG publisher that was quite active with Pathfinder, including the very cool magazine, Adventure Quarterly. Pathways, Rite’s free e-zine, is one of the best Pathfinder periodicals you’ll find.

Steve and his pregnant wife, Miranda, had just moved back to his hometown of Dayton, OH, in late June. They were embarking on a new phase in their life when, sadly, Steve was killed in an auto accident.

I backed his Adventure Quarterly kickstarter. We exchanged a few emails about it, but I don’t claim to know him. But he was friendly to me and he was very earnest about Rite’s deliverables.

You can read Steve’s obituary here (with almost two dozen comments from friends and fans) and also tributes from Matt McElroy and Boric Glanduum.

We here at Black Gate send our prayers and condolences to Steve’s family.

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An Epic Finale for Ancient Opar

An Epic Finale for Ancient Opar

BOAO-cover-small2Hadon-front-final1Over forty years ago, Philip Jose Farmer published a pair of officially sanctioned books recounting the history of ancient Opar, the lost civilization familiar to readers of Edgar Rice Burroughs’ Tarzan novels. Opar was the first of the author’s lost cities that survived undiscovered in the African jungle until the noble apeman came along. Burroughs’ lost civilizations, like his alien worlds, were fantastic places of adventure that allowed the author to sharpen his satiric blade and skewer organized religion and politics alike.

Farmer, in notable contrast, was interested in using Burroughs’ concepts as a springboard for more realistic and decidedly more adult adventures. Farmer’s histories are peopled with conquerors and king-makers who are not just noble savages, but also savage rapists and murderers. His Opar novels opened Tarzan fans’ eyes to the antediluvian kingdom of Khokarsa. While the sword & sorcery boom of the 1960s and 1970s flooded bookshelves with immoral and amoral barbarians, Farmer set his work apart by treating the material as realistically as possible. His characters die tragically and sometimes prematurely. Sexual intercourse leads to unplanned pregnancies that alter people’s lives as it changes the course of a kingdom’s destiny.

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Summer Short Story Roundup: Part Two

Summer Short Story Roundup: Part Two

oie_2363515CoUyIq9mIt turns out there were lots and lots of really good horror and science fiction short stories published this summer. Not as much swords & sorcery as I would have liked, but a bunch of good stories nonetheless. This week I’m going to give you a glance at roundup regular, Grimdark Magazine. I’m also going to take a look at two mags new to the roundup: the recently revived Weirdbook (read about the relaunch here), and newcomer Red Sun Magazine. You can read last week’s reviews of Heroic Fantasy Quarterly, Swords and Sorcery Magazine, and Cirsova at this link.

Right from the gitgo, I knew Grimdark Magazine #8 was going to be a “disappointment.” In the foreword, Editor Adrian Collins wrote “Issue #8 has a focus on sci-fi fiction, something I feel has been a bit lacking from GdM over the first two years (can you believe it’s been two years?).” It’s not like I hate sci-fi (though I find myself reading practically none at all anymore), it’s just that after last week’s thunderous blast of adrenaline-pumping, sword-swinging, monster-killing action, that’s what I was hoping for more of.

In its short life, Collins has made GdM a consistently exciting publication, and GdM #8‘s two sci-fi stories are not bad at all. The first, “Viva Longevicus” by Brandon Daubs, is about genetically engineered pets going very, very wrong. It’s told by a colonel in the U.S.S. AeroCorps sent to investigate an infestation on a colonial world. A monster hunt on an alien world just isn’t the most original plot, but if it’s told with verve and intensity (and just the right amount of crazy), it can be a blast to happily while away a few minutes on. This is one of those.

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The Public Life of Sherlock Holmes: Dungeon! – A New Kind of Board Game

The Public Life of Sherlock Holmes: Dungeon! – A New Kind of Board Game

Dungeon_boardTSR’s Dungeon! came out in 1975, just one year after Gary Gygax revolutionized gaming with Dungeons and Dragons.

The ground-breaking board game is still an excellent introduction to fantasy gaming over forty years later. The board represents a dungeon, divided into six areas (representing levels) of varying difficulty, differentiated by color.  There are monster and treasure cards for level and the harder the level, the tougher the monsters and of course, the greater the treasures.

The character classes have been changed over the years, but the player chooses from a Rogue, Cleric, Fighter and Wizard and each class needs to collect a certain amount of gold pieces (earned from treasure cards), ranging from 10,000 to 30,000. Also, each hero class performs at its best in certain levels. So you don’t want to take a Cleric to level six, but your Wizard is never going to win by traipsing around level one.

When a hero enters a room or a chamber, they draw a monster card (which might also be a trap). Every monster has a value assigned to each hero (as well as two spell values for the Wizard). The player rolls two six-sided dice and wins on a tie or greater. The monster is dead and the player gets a treasure card. If the Hero loses the fight, one of five things happens, ranging from nothing to dying and losing all of their treasure. The monster and any treasures remain in the room, waiting for another hero to enter.

Heroes explore until they gain the required amount of treasure for their class. The first Hero to make it back to the starting chamber with the requisite treasure wins the game. Bad things can happen on the way back to the starting chamber and the Hero may no longer have enough treasure. And once in awhile, it becomes a race to the finish.

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The 2016 Hugo Award Winners

The 2016 Hugo Award Winners

The Fifth Season Jemisin-smallIt was a delight to be in the audience in Kansas City for the 2016 Hugo Awards. I was sitting next to Rich and MaryAnne Horton, and we thoroughly enjoyed both the pre-show and the presentations.

There’s a lengthy list of winners, so let’s get to it. The complete list follows.

Best Novel

The Fifth Season, N.K. Jemisin (Orbit US)

Best Novella

Binti, Nnedi Okorafor (Tor.com)

Best Novelette

“Folding Beijing”, Hao Jingfang (Uncanny 1-2/15)

Best Short Story

“Cat Pictures Please”, Naomi Kritzer (Clarkesworld, 1/15)

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Need Some Cthulhu?

Need Some Cthulhu?

AP_Sanity1Way back in 2003, The Shackled City began appearing in the pages of Dungeon magazine. Spread over twelve installments, it let characters adventure in a connected storyline from first to twentieth level and really, it was the first incarnation of the modern Adventure Path. Paizo followed this up with two others, Age of Worms and Savage Tide. A post about the real evolution of the Adventure Path, going back to the ‘Giants’ modules from TSR, would be a pretty interesting read. But that’s not this post.

Paizo lost Dungeon when Wizards of the Coast brought it back in-house. As we all know, Paizo went from developing 3.5 materials to the massively successful Pathfinder RPG. And at the heart of Pathfinder has been the Adventure Path: a six module, linked storyline, written by multiple authors, covering levels 1 to 20. Rise of the Runelords kicked things off in 2007-2008 (I highly recommend the Anniversary Edition ) and later this month, Paizo’s nineteenth Adventure Path comes out.

That’s 114 modules of adventuring. Wow. They range all over the Pathfinder world of Golarion and really showcase what a fantastic campaign world it is. I put it up there with the Forgotten Realms as my favorite (I’m not a big Greyhawk guy, myself).

Bet you wondered if I was ever gonna pay off the post’s title, didn’t you? Well, I am. Here’s a description of Strange Aeons:

In a distant land polluted by an alien menace from beyond the stars, a great cancer grows within the earth. As its tendrils reach out through the dreams of those who learn and study its existence, a sinister cult grows more active in preparing the way for a devastation that will destroy more than the minds of would-be heroes. Can the adventures reclaim lost memories in time to stop the advance of a cataclysmic contagion that could threaten all of Golarion? Can they resist the mind-shattering truths revealed by the Yellow Sign, and the monstrous force it symbolizes? The Strange Aeons Adventure Path pits the heroes against the cosmic horrors of the Cthulhu Mythos, with new monsters, mind-shattering terrors, and explorations far beyond the known lands of Golarion.

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The Women of Andre Norton’s Witch World

The Women of Andre Norton’s Witch World

Witch World 1I don’t think there is any one today who doesn’t know that Andre Norton was really Alice Mary Norton, which makes her portrayal of female characters more interesting than it would be otherwise. Much of her fiction was written prior to the politicization of the feminist movement (or at least widespread public awareness of it) so it isn’t surprising that in many respects her characters reflect the traditional, male-centric, social attitudes that we would expect from that time period.

In particular we see the presentation and acceptance of women as “other” in the feminist sense, which is, stated simply, the idea that women are seen and defined not as entities and persons in their own right, but as “not men.”

The protagonist of Witch World is clearly the male human Simon Tregarth, who is transported from our plane of existence to that of the main setting of the book and its sequels and follow-ups. It’s primary world fantasy in that respect, and Simon is the “stranger in a strange land” through whom we learn about the new world.

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Enter: The Midnight Guardian

Enter: The Midnight Guardian

51FJ8Q35TMLDarkman_film_posterJohn C. Bruening makes a smashing debut as a novelist with a hardboiled pulp yarn that is so good, it immediately makes you set the author to one side with a handful of other standouts currently working in the New Pulp field.

The Midnight Guardian: Hour of Darkness frequently put me in mind of Sam Raimi’s underrated 1990 film, Darkman in that it is likewise evocative of The Shadow and Doc Savage and is set in a world familiar to readers of Dashiell Hammett and those who love old Warner Bros. gangster pictures of the 1930s (and Universal horrors and serials of the same decade). While much of The Midnight Guardian is the work of an author well-versed in the vocabulary and mythology of the pop culture of the last century, it is also the creative construct of a first-rate storyteller who has denied himself and his audience for far too long.

Pulp means a lot of things to different people. For purists, it is exclusively the fiction (adventure, crime, thriller, western, romance, war, humor) published in pulp magazines (not slicks) in the 1920s through the 1950s. For others, pulp fiction is any fast-paced, action-packed story with stock characters and situations set in a world decidedly less sophisticated, but much more visceral  than our own.

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