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Fun with the Original Star Trek Crew

Fun with the Original Star Trek Crew

I saw Star Trek Into Darkness last week, and quite enjoyed it… although overall, I tend to agree with those critics, like Gary Westfahl at Locus Online and Keith Decandido at Tor.com, who’ve pointed out that it’s kinda a mindless action flick with more in common with contemporary summer blockbusters than Star Trek. Still, my kids loved it — and so did the packed house — and I firmly believe that any filmmaker who can successfully re-imagine Star Trek, and ignite fresh interest in a whole new generation, deserves praise. Even if it’s not exactly the same Star Trek I enjoyed 40 years ago.

Besides, no one’s done anything to tarnish that Star Trek. So I’ve been quietly enjoying it at home. I watched “Space Seed” on DVD, and Star Trek The Motion Picture and Star Trek II: The Wrath of Khan on Blu-Ray. And I’ve recently discovered a host of Trek-themed advertisements from the 80s, including this delightful ad for a British power company starring William Shatner and James Doohan:

If that’s not enough for you, there’s also this AT&T ad from the late 80s, featuring virtually the entire cast… and a nice surprise at the end.

Enjoy!

Tor.com Reviews First Edition Advanced Dungeons & Dragons

Tor.com Reviews First Edition Advanced Dungeons & Dragons

Over at Tor.com, Mordicai Knode has captured a lot of my own thoughts on First Edition Advanced Dungeons and Dragons. Here he is on Gary Gygax’s original Monster Manual:

Even if you don’t play the game, you can still flip through it and think chimeras and hook horrors and mindflayers are awesome. Which follows through; even if you aren’t going to use any given monster, you can still find them interesting, and who knows, maybe flipping through you’ll find something that inspires you. I’ve built entire adventures, campaign tent poles, around a monster that tickled my fancy… I was very impressed with how closely the 1e Monster Manual adhered to my monster design philosophy: make every monster a mini-game.

Yes — exactly that. Even today, virtually every new adventure I design begins with flipping through MM (or MM II) until I see something that inspires me. These are books I’ve used more or less continuously for three decades. That’s my definition of a classic. The reprints, compliments of Wizards of the Coast, are geared towards the curious, and the exploding population of Old School Renaissance gamers.

Here’s Mordicai on the Dungeon Masters Guide:

The items, frankly, are neat as all get out. There is a good reason that all of the items here have been re-imagined in every subsequent edition — they are fantastic… The section on artifacts is…a mixed bag. First off, the Hand of Vecna! We all agree that the Hand and Eye of Vecna are the best artifacts, right?… While the backstories are wonderful, and I appreciate the impulse to leave artifacts open for DMs to tweak…a blank list of powers is just not helpful. Which is what you get, literal blank lines printed in the book. Come on, at least give a default suggestion!

What he said. Read the complete review here.

We last covered Tor.com with C.S.E. Cooney’s review of Paul Park’s poem Ragnarok.

Goth Chick News: Blade Slays Again…

Goth Chick News: Blade Slays Again…

tomb of dracula 10 1976I might be one of the few fans of the Marvel comic Blade to actually admit to liking the screen adaptations staring Wesley Snipes.

New Line Cinema released the trilogy of Blade movies between 1998 and 2004. They were based on the half-breed vampire slayer character created for Marvel Comics by Marv Wolfman and Gene Colan debuting in 1973’s The Tomb of Dracula #10.

Granted, not all three movies were created equal, but I thought the first one was solid and though by the third installment, Blade Trinity, fans of the comic might not have recognized much, the snappy dialog written for Ryan Reynolds and the overall eye-candy made it at least entertaining, if not wildly successful.

In fact, at this year’s C2E2 I overheard an interesting bit of Blade Trinity trivia which maybe helps explain why.

Actor and comedian Patton Oswalt — who played weapons expert Hedges in the third Blade movie — was signing autographs.  He told a fan that all those Ryan Reynolds’ sophomoric one-liners followed by Wesley Snipes’ dead pan stares were largely the result of Snipes not speaking to screenwriter / director David Goyer.

Apparently Snipes would only communicate to Goyer via post-it notes and generally refused to cooperate during the production, causing the rest of the cast to take up the uncomfortable slack in an attempt to save the film. Oswalt explained:

We would all just think of things for him (Reynolds) to say and then cut to Wesley’s face not doing anything because that’s all we could get from him (Snipes).  That was an example of a very troubled shoot that we made fun. You have to find a way to make it fun.

Interesting.

Even more so when you consider that the entire franchise might be getting a chance at a Snipes-free redemption.

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Sean T. M. Stiennon reviews Twenty Palaces

Sean T. M. Stiennon reviews Twenty Palaces

Twenty PalacesTwenty Palaces Cover
By Harry Connolly
Self-Sabotage Press (E-book, $2.99, November 2011, available on Kindle and Nook)

This seems as good a time and place as any to say a word about the tragic fate of the Twenty Palaces series. The books gathered critical accolades, high Amazon.com rankings, and a blurb from the prince of urban fantasy, Jim Butcher himself. However, after the third novel in the series, Circle of Enemies, the series was cancelled by Del Rey due to underperforming sales. Harry Connolly had a fourth novel — a prequel exploring Ray Lily’s introduction to the bloody world of the Twenty Palaces society — already written. Rather than allowing it to be consigned to the bottom drawer of his dresser, the deepest recesses of his hard drive, or the bottom of the Hudson River, Connolly did the world a favor and produced it as a self-published e-book.

I’ll be writing reviews of the second and third volumes in the series (watch this space!); but for this week, I wanted to look at that prequel, Twenty Palaces, for three reasons. First, sales of this book will put more money in the author’s pocket than sales of remaining copies of the other books, and I’m a big enough Connolly fan to think his labors deserve it. Second, if you’d like to give the books a shot, but are too profoundly avaricious to lay down $7.99 for Child of Fire, you’ll be delighted to learn that Twenty Palaces is available on Kindle and Nook for the fantastically low price of $2.99, payable in one easy installment. Third, it’s a good book.

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Vintage Treasures: Valkenburg Castle

Vintage Treasures: Valkenburg Castle

Valkenburg CastleAll this recent talk of Star Fleet Battles and Metagaming’s classic microgames like Ogre and Wizard has me thinking of other great pocket games of my youth.

Now, “great” is a relative term. The elements that make a typical fantasy board game great — things like style, richness of setting, and diversity of play — don’t apply to microgames. The things that make a pocket game great are inventiveness, fast play, and simplicity.

Although a great setting and a little style don’t hurt, either.

Task Force Games was the king of pocket games in the early 1980s. Much of that was by virtue of its one runaway success, Star Fleet Battles; but it had an impressive line of other fantasy and SF titles, including Swordquest (which I discussed last June); Starfire (which eventually inspired a series of science fiction novels from David Weber and Steve White); Intruder, which pits a desperate crew against a lethal alien in deep space (clearly inspired by the movie Alien); Spellbinder; City States of Arklyrell; and over a dozen more (there’s a nice survey here and a complete list here).

But Valkenburg Castle was the first, and it’s still my favorite. It was almost completely unique in 1980 — a board game that captured the essential gestalt of fantasy role playing, although in a slightly abstracted fashion: penetrating a dark and foreboding stronghold, confronting the unwholesome creatures within, and winning glory through cleverness and force of arms.

The premise of Valkenburg Castle was simple. You play as the young Lord Hobart van Valkenburg, rightful heir, returning at last to the place where his grandfather was murdered and his family first driven into exile. The castle is now monster-infested, home to sinister and powerful beasts who lurk somewhere in its depths.

To win back his ancestral home, Lord Hobart must explore the twisting ruins of a castle he has never before seen and drive out the dark forces who have made it their home — including the powerful creatures who lair at the deepest dungeons levels.

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It’s Dark Inside by Karen Heard

It’s Dark Inside by Karen Heard

It's Dark Inside by Karen HeardThere’s a sub-genre known as “quiet horror,” an alternative to the explicit gore or overtly supernatural fare that’s been prevalent in horror since the eighties. Charles Grant’s much-praised Shadows series is one of the best examples you’ll find of this type of writing. There aren’t a lot of writers today who try this type of story and even fewer who succeed. Karen Heard is one of those rarely talented authors who can unsettle a reader without ever explicitly stating what has happened. It’s Dark Inside is her first collection and these six stories are hopefully only the beginning of many more to come.

The collection begins with “The Lighthouse,” a tale of isolation in the wake of some manner of unspecified disaster. “Snap” is set in what may be a not-too-distant future, wherein a photo-journalist is on a quest to find and photograph the last living elephant. “The Picture” is a different type of ghost story, where we learn about the things that can scare a man who is already dead. “Out of Order” surprises the reader by starting as one type of standard horror story before shifting into something very different as the reader is left unsure of not only what the “monster” is, but where exactly it is hiding. “The Promise” was a bit frustrating, as it depends on the protagonist not figuring out what is fairly obvious to the reader, but makes up for it with a wonderful twist ending. The collection wraps up with “Inside,” a story that leaves the reader unsure if the protagonist is beset by a supernatural menace or merely losing her mind, still managing to surprise with an unexpected (yet in retrospect completely logical) solution.

It’s Dark Inside is available in paperback for the low price of $6.50. For those of you on a budget, there’s the even lower-priced e-book edition for only 99 cents. For those of you on an even tighter budget (come on, already), you can preview one of the stories, “The Lighthouse,” on Ms. Heard’s blog, Misheard Fiction. Check it out and then decide if one of the best quiet horror story collections you’ll read this year is worth the cost of half a cup of coffee.

Vintage Treasures: The Amazing Space Race

Vintage Treasures: The Amazing Space Race

Amazing Stories January 1969A few weeks back, I purchased a lot of 27 Amazing Stories digests from the mid-60s and early 70s in great condition, for $35 (including shipping) — or about a buck an issue.

This was simultaneously delightful and dismaying. Delightful, of course, to get a fine set of SF magazines for not much more than they cost on the newsstand 45 years ago; dismaying to find that pristine vintage copies of one of the most important SF magazines command such little interest in the market.

Seriously, this doesn’t bode well for the thousands of SF magazines I’ve been gradually accumulating in my basement for the last 35 years. I  consider them treasures, but it seems the number of people who share my interest is shrinking every year. I just hope they don’t all end up getting recycled when I shuffle off this mortal coil.

Well, all collectors can really do is delight in those treasures we find, and share our enthusiasm with those around us. To that end, here I am, talking about a handful of issues of Amazing Stories, starting with the January 1969 issue, at left.

The late sixties was a bumpy time for the Granddaddy of Science Fiction magazines. Perhaps its finest editor, the talented Cele Goldsmith, left when the magazine was sold to Sol Cohen’s Ultimate Publishing Company in March 1965. At the time, Ultimate was simultaneously publishing Great Science Fiction, Science Fiction Classics, and other profitable reprint magazines — profitable chiefly because they didn’t pay for any of the reprints. Cohen wanted to pursue a similar strategy with Amazing.

Cohen hired Joseph Wrzos to edit both Amazing and Fantastic magazines, and indeed for several years Amazing offered almost exclusively reprints — although Wrzos reportedly did get Cohen to cough up funds for one new piece of fiction per issue. Wrzos left in 1967, and Harry Harrison was briefly editor from September 1967 to February 1968, when the talented Barry Malzberg stepped into his shoes.

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Weird of Oz on the Art of Rating 2 (of 3)

Weird of Oz on the Art of Rating 2 (of 3)

cs_lewis
C.S. Lewis

Last week, I began my reflections on the art of rating. These thoughts are based on my own 25+ years of reviewing literature and film, as well as on being an avid reader of reviews and follower of particular critics.

To recap, in last week’s post I covered the selection of a ratings scale, which can vary from the most simple “thumbs up/thumbs down” to a more nuanced 10-point scale such as I use (five stars, with half-star increments). I also touched on the implications of being either a stingy or a generous rater.

This week, I’ll delve a bit deeper by considering the importance of establishing one’s viewpoint and communicating that viewpoint (with all its preferences and prejudices) to the reader.

After I see a film, there are two additional pay-offs besides the film-viewing experience itself: 1) (social) discussing the film with friends, family, colleagues who also saw it; and 2) (solitary) paying a visit to rottentomatoes.com, the aggregating site that links to hundreds of reviewers, to find out what amateur and professional critics thought of it. It’s fun to see how one’s own impression compares to the general consensus, and I enjoy those “A-ha!” moments when a critic deftly articulates some emotional or intellectual response the film also evoked in me (or when they wittily trash an aspect of the film that I also abhorred). Doesn’t always happen, even when a critic has assigned to a film the same rating I’ve given it. It goes without saying that we can like the same thing for different reasons; likewise, we can dislike something equally vehemently, but on completely different grounds.

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Explore History Through Tiny Cardboard Counters with Against the Odds Magazine

Explore History Through Tiny Cardboard Counters with Against the Odds Magazine

Against-the-Odds-magazine-35-smallI discovered something fascinating while I was trolling eBay for vintage fantasy board games this morning: Against the Odds, a magazine published out of Southeastern, PA, which includes a complete game in each issue.

Now, it’s true that I get a little giddy around magazines. If I didn’t, I wouldn’t have published one for a decade. And I also love games. So magazines that include games? I had to go have a bit of a lie down.

Against the Odds is a quarterly periodical of history and simulation, and it looks remarkably similar to the great gaming magazines published by SPI, Strategy & Tactics and Ares, both of which included a game with each issue. Ares, published between 1980 and 1984, was one of my all-time favorite magazines. In that short span it brought over a dozen highly regarded games into the world, including Barbarian Kings, Star Trader, Nightmare House, The High Crusade (based on the Poul Anderson novel), Citadel of Blood, and many others. All 17 issues are currently available as free PDFs at Archive.org.

Against the Odds doesn’t have the same focus on fantasy and science fiction as Ares, but that doesn’t mean it’s not fascinating. The first issue I came across, #35 (December 2011), includes the game Boudicca: The Warrior Queen, featuring an historical clash between the Roman Empire and a loose collection of Celtic tribes on the barbaric island of Britannia in 61 A.D.

She meant “trouble” for the Roman occupation of Britain. After her revolt succeeded in burning three major towns and slaughtering tens of thousands of Roman citizens and allies, the Emperor Nero seriously considered whether this distant land was worth the cost to stay. Governor G.S. Paulinus’ remarkable victory – perhaps at the location later known as “Watling Street” – reaffirmed Roman domination. They would remain in Britain for over 300 more years.

But it might have been different. Can you as the leader of a various cluster of independent Celtic tribes cause enough trouble and loss to make the Romans leave your island? Can you as the commander of scattered Roman troops snuff out the rebellion more effectively than Paulinus? Will London burn or be saved? These are your challenges in ATO issue #35, Boudicca: The Warrior Queen by Richard Berg.

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James McGlothlin Reviews Writing Fantasy Heroes: Powerful Advice From the Pros

James McGlothlin Reviews Writing Fantasy Heroes: Powerful Advice From the Pros

Writing Fantasy HeroesWriting Fantasy Heroes: Powerful Advice From the Pros
Edited by Jason M. Waltz
Rogue Blades Entertainment (202 pp, $14.99, trade paperback, February 2013)

In recent days, Sarah Avery has been doing some excellent in-depth posts reviewing Writing Fantasy Heroes, a collection of essays from some of the best fantasy practitioners in the field. Having recently been one of the winners of a contest for this book, Black Gate has allowed me the opportunity to give my two cents concerning the book as well. I won’t pretend to improve on any of Avery’s review here. Rather, I’ll offer some comments on just a few of the essays that I reacted most strongly to.

For me, hands down, the chapter by Howard Andrew Jones concerning character development through dialogue was the best essay in the book. Jones, along with Saladin Ahmed and Ari Marmell (who also has a chapter in this volume), is part of a small but seemingly growing band of authors who are writing fantasy fiction in a Middle-eastern milieu — think 1001 Arabian Nights! In his essay, Jones shows how the discussions among characters in a story can go a long way towards fleshing out these characters. His examples were quite apt and I especially enjoyed the McCoy and Spock dialogue taken from the original Star Trek series.

Jones’s discussion reminded me of at least one reason why I enjoy books like George R. R. Martin’s A Song of Ice and Fire series as well as, say, Quentin Tarantino screenplays. Both artists do an excellent job of making their characters multi-faceted, and thus compelling, by the use of dialogue in their stories. I think Jones’s essay shows how poor interchanges among characters do more to make a story feel artificial than the use of fantasy tropes!

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