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Goth Chick News: Hansel & Gretel: WTF…?

Goth Chick News: Hansel & Gretel: WTF…?

Hansel and Gretel PosterGet ready to put this little morsel under the heading, “You’re Kidding, Right??”

Partially because it is my sworn journalistic commitment to bring you all things scary and partially because of Jeremy Renner, I actually paid full price to sit through Hansel & Gretel: Witch Hunters in its bombastic entirety.  Little did I know when I entered the theater that I really wasn’t getting a private screening due to my Black Gate creds, but was just far more optimistic than the rest of the viewing public by showing up to see it.

I occupied my favorite location in the dead center rows of seats that Saturday night, very much alone as I watched a Pepsi commercial with extremely high production values, yet filled with hope that what I was about to witness would be a reimaging of a well-known tale in the vein of Abraham Lincoln: Vampire Hunter.

Eighty-eight excruciating minutes later I realized I should have bailed after the Pepsi commercial.

Dialog: lame, special effects: marginal, acting: vapid (yes even my beloved Mr. Renner), and plot: so thin you could read War and Peace through it, which would likely be a far better use of your time.

And, by the way, how is that even possible when a good chunk of the story has been in existence since 1812?

It wasn’t until weeks later that I learned Hansel & Gretel cost $50M to make and grossed only $54M in the US, which should have labeled it an unqualified bomb and immediately relegated it to a local RedBox.

But that’s before considering the audiences in what must truly be the global movie wastelands of Brazil, Russia and Mexico.  Because, lo and behold, Hansel and Gretel grossed a whopping $150M more internationally, thanks primarily to those countries.

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Red Sonja 15

Red Sonja 15

Red Sonja 15 coverI know I’ve gone on about this before, but cover spoilers can ruin an otherwise great story. Seriously, click the cover to Red Sonja 15 and tell me if you can guess the secret of the three dead kings. Honestly, even the title (The Tomb of Three Dead Kings!) practically gives it away.

So it is a little surprising when we open to page one and find … a mummy. Just some guy wrapped in cloth strips, surrounded by a circle of swords in the snow. Sonja stops at the sight of him and is about to take a closer look when she sees three men dressed like kings (spoiler, they are) riding in the distance. So what’s an adventurer to do? Investigate the mummy or the three kings riding together in the dark?

Sonja opts for neither. Instead, she heads in the opposite direction to a sleepy little town where she finds a warm inn to relax in.

Of course, Red Sonja’s idea of relaxing includes beating everyone at dice until her satchel is full of coins and everyone at the inn is mad at her. She gets invited into the backroom by three of the losers, only to get attacked. Even though she’s expecting it, one of them gets a lucky shot and Sonja’s quickly stripped of her sword and purse, then thrown out in the snow.

Even with her cloak, that bikini isn’t helping much in the snow. And, honestly, why would she still be wearing a bikini in the dead of winter? In fact, a metal bikini would get even colder than a regular cloth one. Even her horse is wearing a blanket.

Fortunately, Red Sonja always keeps an emergency coin in her boot, so she has enough to cover a crappy inn on the other side of town. Before she goes, she manages to steal a sword by holding a passerby at knife-point. Near as I can tell, this is just one of the shlubs she beat at dice a few hours earlier. He’s not one of the guys who attacked her and he didn’t even try to hold out on what he owed. He just happened to be at the wrong place at the wrong time and now Sonja has a new sword.

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Weird Western-on-Demand: The White Buffalo from MGM Limited Edition Collection

Weird Western-on-Demand: The White Buffalo from MGM Limited Edition Collection

White Buffalo One SheetWarner Archive has so far received all the attention in my recent veer into the world of the manufacture-on-demand DVD, a dazzling universe where the big studios serve the niche movie lovers with titles that would otherwise only surface in North America on bootlegs swiped off Japanese laserdiscs. (Yeah, you own a couple of those.) Tarzan’s Greatest Adventure, The Bermuda Depths, and The Last Dinosaur all come from Warner Brothers’ MOD division. But two other studios have their own extensive MOD programs: MGM Limited Edition Collection and Universal Vault. It’s through MGM that we get the strange 1977 combo of Western and monster movie called The White Buffalo.

My first experience with The White Buffalo, aside from seeing ads on local television stations when it ran during “Charles Bronson Tough Guy Week,” was on an awful first-generation VHS tape I watched during college as part of an independent study of the 1970s Western. The movie was drab and a cruel disappointment considering how exciting the plot description sounded: “Wild Bill Hickok and Crazy Horse team up to hunt down a giant, possibly supernatural, white buffalo on a rampage.” How could such a crunchy high-concept result in such a bland film?

Blame “VHS goggles,” which turned the movie’s photography into mulch. The difference in The White Buffalo experience between VHS and DVD is substantial. Although the MGM Limited Edition Collection DVD is rough compared to today’s Blu-rays, it is about as good as the picture could look in standard definition without undergoing hefty restoration. The movie isn’t a lost classic, but it wins in the realm of atmosphere: eerie and bleak. The artifice of the limited budget, which puts most of the nighttime and snowbound scenes against the Buffalo on obvious interior sets, contributes to the dream-like atmosphere. That may be an accident of filming, but it’s a positive creative accident. The White Buffalo never succeeds as an action thriller, but it remains a fascinating piece of odd Western cinema of the 1970s, a decade filled with plenty of oddness for the grand ol’ American genre. The current popularity of the Weird Western and steampunk subgenres gives the movie a freshness that moves it beyond being only a “Manifest Destiny” take on Jaws.

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Weird of Oz Revisits Fighting Fantasy

Weird of Oz Revisits Fighting Fantasy

0426111757Rogue Blades Entertainment continues to put out fine new projects — though, I lament, with far less frequency than in days of yore.

Also in those days of yore (about two years ago, to be precise), for a brief, shining, halcyon period of time (a few months, to be precise), RBE hosted a website that ran regular blogs under the banner “Home of Heroics.” It was my good fortune to be invited into HoH’s stable of bloggers, and I made a couple contributions before that heroism-vaunting home vanished like the fabled city of Xanadu. I only got in two or three posts, mind you, because I was on a monthly rotation rather than the weekly slot I enjoy here on Black Gate.

One of those posts that I wanted eventually to follow up on was an account of my experience revisiting Fighting Fantasy gamebooks. My report touched off similar nostalgic reminiscences from several readers.

Since, as far as I can tell, the material that ran on HoH is no longer accessible, I’d like to use this St. Patrick’s Day edition of Weird of Oz to resurrect that post here — with an eye to reviewing other single-player gamebooks down the road.

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Red Sonja 14

Red Sonja 14

Red Sonja 14 coverSo this issue begins with Red Sonja walking through an unnamed town at night, minding her own business. Not sure how small the town is or how late, but on page one, we see only one other person on the street and he’s sleeping on it. I’ve probably mentioned before in these reviews that I find the preponderance of unnamed towns and unnamed demons to be a bit annoying, especially coming from Roy Thomas, who’s fairly knowledgeable about all things Hyborian. Seriously, just make up a name for the town or use a real city name. No one’s going to check.

Watch. Evanston. Red Sonja’s walking through Evanston, trying to forget her beloved Suumaro (the mommy-fixated boy-king who treated his wives like slaves and wanted Sonja to join his harem – what a catch). Now let’s move along.

So Red Sonja is just minding her own business, which is pretty much all the invitation anyone seems to need to bother her. She’s approached by a glowing nobleman named Gonzallo (see, no one cares that it’s a stupid name), who offers to pay her a diamond if she’ll act as his bodyguard for a few hours. When she asks why he’s glowing, he dismisses the question by saying that he’s eccentric.

The diamond looks real, so Red Sonja lets herself be hired. The first thing Gonzallo does is guide her to his gondola (oh, so they’re in Venice) and his requisite deformed gondolier, Karon. As the three of them make their way through the canals of (Venice? Evanston? Lower Aquilonia?), Sonja notices the surroundings have begun to change and soon they’re moving through an underground canal. The chamber is lit faintly by phosphorus, just enough for Sonja to see an iron gate rising up out of the water to block the way they’d come.

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If, July 1961: A Retro-Review

If, July 1961: A Retro-Review

Worlds of If July 1961-smallI’ll get back to Cele Goldsmith’s magazines soon enough, but I happened to grab this issue of If, so it’s up next. This issue comes from very late in H. L. Gold’s official tenure as editor – Frederik Pohl became editor (officially) with the first issue of 1962. (I believe it’s generally regarded that Pohl was editor in all but name for some time prior.) During this period, the cover and spine read only If Science Fiction, though the title page still had “Worlds of” ambiguously placed, so that one could read it either If: Worlds of Science Fiction or Worlds of If Science Fiction.

The cover is by Dember, called “Operation Overlook,” not illustrating any story. (It’s a depiction of a manned satellite orbiting Earth, apparently watching for rocket launches and the like.) Interiors were by Wood, Larry Ivie, and West, and someone unidentified in one case. (Sometimes the illustrator was credited, sometimes I could read the signature, and in one case there was no signature and no credit.) There’s also a page called IFun, with two single panel comics, by Wagner.

Advertisements include the ubiquitous Rosicruans, U. S. Savings Bonds, and some in-house ads. Other features include Science Briefs, a puzzle, and a brief article about the Wendigo, by Theodore Sturgeon (on the masthead as “Feature Editor.”) There is also an attempt to start (restart?) a letter column, to be called Hue and Cry, though this single page only briefly quotes a letter from one Lawrence Crilly, requesting a lettercol.

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Weird of Oz: Scooby Meets Buffy (a Postscript)

Weird of Oz: Scooby Meets Buffy (a Postscript)

scooby-dooLast week’s post was prompted by a term I used fleetingly in my review of the new Scooby-Doo series two weeks ago: “post-Buffy.” Rather than go off on a tangent explaining what I meant by that in the midst of discussing Scooby-Doo! Mystery Incorporated, I promised any interested readers that I would devote a whole column to this concept of “post-Buffy” in my next installment.

So last Sunday I posted “Weird of Oz Considers Postbuffyism,” primarily to reflect on how Buffy the Vampire Slayer (1997-2003) influenced later television.

Buffy_the_Vampire_Slayer_CoverartWhat caught me off guard was the pushback I got to my assessment of Buffy and its significance in television history. Of course, one or two people questioned the merits of the series itself — that’s okay; some people just don’t dig Buffy. Others asserted there were earlier series already using narrative innovations to weave multiple plot threads over several seasons, which I did acknowledge — my premise was not that Buffy was the first, only that it generally has been one of the most influential.

But then one commenter brought up a series that gave me pause: The X-Files. Here was a series to which much of what I said regarding Buffy could also apply, and which has arguably been as influential on genre television. This prompted me to formulate a response that itself grew into a post-script or a sequel to the original post, but before I get to that I’d like to take a moment to tie the last two posts more closely together: to explain why the new Scooby-Doo series got me to thinking about Buffy in the first place.

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Vintage Treasures: Shadows of Yog-Sothoth

Vintage Treasures: Shadows of Yog-Sothoth

Shadows of Yog SothothLast week I wrote about the death of Lynn Willis, the legendary editor at Chaosium, who gradually became the mastermind behind Call of Cthulhu, one of the finest RPGs ever made. While at Chaosium Lynn helped write and edit no less than 54 Call of Cthulhu books and supplements like Cthulhu by Gaslight, as well as a host of other board games and products, including Arkham Horror, RuneQuest, Thieves’ World, King Arthur Companion, Stormbringer Companion, Carse, Tulan of the Isles, Atlas of the Young Kingdoms, and dozens more.

In honor of Lynn, I dug around this week to find those products that first captured my attention all those years ago. They weren’t hard to find, as they still occupy a place of pride in my collection.

When Sandy Peterson’s Call of Cthulhu was first released as a boxed set in 1981, the entire industry took notice. Here was the first truly appealing contemporary (or, at least, semi-contemporary) role playing game, which drew on the horrifying cosmic milieu and fabulous bestiary of none other than H.P. Lovecraft. It was an instant hit. But by itself, Call of Cthulhu was just a fascinating oddity. It wasn’t until Chaosium released Shadows of Yog-Sothoth, A Global Campaign to Save Mankind a year later that we realized what the game was truly capable of.

Shadows of Yog-Sothoth is an epic, self-contained campaign which first introduced role players to the kind of play demanded by CoC. Players who treated Cthulhu and his minions as simply big D&D monsters, chubby creatures ready to be harvested for their experience point value, were in for a rude awakening.

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Oz Fluxx – A Great and Powerful Card Game

Oz Fluxx – A Great and Powerful Card Game

ozfluxxA while back, the classic card game Fluxx got a makeover in an edition that merges the game with a classic film. This certainly isn’t its first makeover for Fluxx, nor even the first time it’s merged with a classic film (there is a Monty Python Fluxx, for example), but given that Oz: The Great and Powerful is hitting theaters today, the version of Fluxx I’m going to talk about is Oz Fluxx (Amazon).

If you’ve never played Fluxx, here are the basics:

  • The game continually changes, as players use Rule and Goal cards to modify every aspect of the game.
  • Rule cards can modify the number of cards drawn, number of cards played in a turn, overall hand size, and pretty much any other asp
  • Goal cards redefine the objectives needed to win.
  • Keepers are cards you keep in front of you. Most Goals involve getting a certain combination of Keepers in play to win. Examples from this game include “The Artificial Heart” and “The Cowardly Lion.”
  • Creepers (which are a type of card not in the original edition of Fluxx) are sort of negative Keepers, which get stuck in front of you and prevent you from winning … unless the Goal in play requires the Creeper as a condition of victory. Examples include “The Wicked Witch of the East” and “Angry Trees.”
  • Action cards allow other actions, such as drawing extra cards, getting cards out of the discard pile, stealing or trading Keepers and Creepers, and so on.
  • Surprise cards can be played either during your turn or on your opponents’ turn, to throw an even bigger wrench in your opponents’ expectations.

Probably the best way to get a feel for the game play is to watch this episode of Wil Wheaton’s Tabletop game on the YouTube channel Geek and Sundry, in which Wheaton and his friends play Star Fluxx. This edition of the game is based upon science fiction classics, most notably (and unofficially) Star Trek, although I believe there are some non-copyright-infringing shout-outs to Doctor Who and other classics as well.

But, back to Oz Fluxx

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Galaxy Science Fiction, December 1950: A Retro-Review

Galaxy Science Fiction, December 1950: A Retro-Review

Galaxy Science Fiction December 1950It is clear from this issue’s editorial that Galaxy was beginning to invade newsstands and draw quite a following. And they were doing it by seeking reader participation in structuring the magazine the way readers wanted it.

That, and by attracting great writers. In fact, editor H. L. Gold announced that they had raised their pay rates “to the highest in science fiction… We want the best and are prepared to pay for it.” Let’s see how the fiction in this issue shapes up.

“Second Night of Summer” by James H. Schmitz – On the planet Noorhut, Grimp welcomes his grandmother as she makes her annual summer return to the village. Like the rest of the villagers, he’s unaware of a scheduled attack on the planet – one that would wipe out all life as it has on other worlds. Grandma Wannattel is actually an agent sent to thwart the attack, but she can only do so with Grimp’s help; he may be the only one able to sense the precise moment of the attack.

This story hasn’t deteriorated at all over time. It succeeds because it avoids cultural references and stock characters of that time. This was my favorite tale of the issue.

“Judas Ram” by Sam Merwin, Jr. – Roger Tennant lives in a furnished home with a harem of women. Imprisoned by fourth-dimensional beings, Roger and the women are the only humans captured from Earth.

They’re forced to breed through implanted desires, but their minds remain clear; they hate the beings and, to some degree, one another. But there is no choice for them, and the beings train Roger like a dog, teaching him their powers so that he might return to Earth to aid them in capturing others.

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