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New Treasures: Wizards of the Coast Releases Dungeon Command

New Treasures: Wizards of the Coast Releases Dungeon Command

dungeon-commandI’ve been relieved and gratified to see the resurgence in fantasy board gaming over the last decade.

With the demise of the great board game companies of my youth — SPI, Yaquinto, Avalon Hill, FASA, GDW, Metagaming, Task Force, and many others — it looked like the hobby that fired my imagination and gave me such pleasure for decades was headed for extinction. But Fantasy Flight, Wizards of the Coast, Days of Wonder, and a handful of other companies have turned that around in the last few years, releasing terrific titles that have rejuvenated the entire genre, like RoboRallySmall World, Ikusa, and the epic Conquest of Nerath.

It hasn’t happened in a vacuum. Part of the credit goes to the explosion of interest in miniatures. Games Workshop’s Warhammer, Privateer Press’s WarMachine and Iron Kingdoms, Wizkids’s HeroClix, and collectible miniature games from Wizards of the Coast and many others, have made table top gaming cool again, getting young gamers to put down their game controllers and pick up dice.

Wizards of the Coast has really been at the forefront of fantasy board gaming, especially recently. Just in the past few years they’ve released a surprising number of innovative and successful titles, including Lords of WaterdeepThe Legend of Drizzt, Castle Ravenloft, and many others.

Now they’re at it again with a major new launch: Dungeon Command, a head-to-head miniatures skirmish game designed for two or more players.

It looks like a lot of fun. And best of all, the components of Dungeon Command are 100% compatible with other popular Wizards of the Coast games: the miniatures and dungeon tiles can be used with the D&D RPG, and the unique cards provided with each miniature can be used with D&D Adventure System board games like Castle Ravenloft, Wrath of Ashardalon, and The Legend of Drizzt.

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Alana Joli Abbott Reviews Libriomancer

Alana Joli Abbott Reviews Libriomancer

libriomancerLirbriomancer
Jim C. Hines
DAW (320 pgs, $24.95, hardcover August 2012)
Reviewed by Alana Joli Abbott

We have met this protagonist, and he is us.

Whenever I open a Jim Hines novel, I expect to have a good time – humor mixed with some soul pondering, deep character development, fast action, and snappy dialogue. So I was unsurprised that Libriomancer had all of these things in spades, plus a unique use of magic and a fractured and cobbled together cosmology that makes complete sense as a whole. What I didn’t expect was to see myself in the pages. With Isaac Vainio, Hines has created a protagonist who not only knows and loves the same geek pop culture that I do, but who has a passion for books as deep as my own. In Isaac’s case, this passion, the shared belief in the worlds that inhabit the pages of real-world books, allows him to reach inside those pages and draw objects into the real world.

When the book begins, Isaac has been forbidden from using his magic. He knows about a world populated by magical creatures – both indigenous to the real world and brought into it through the worlds of books – but he’s unable to access it. He’s an incredibly strong libriomancer – a magic user who uses books as both, as Isaac says, a church and an armory – but his rash decisions in the field have relegated him to desk work at a library. (As a former library worker myself, Isaac’s clear love of and appreciation for libraries resonates almost as deeply as his love of created worlds.) When he is attacked by vampires, and rescued by a curvy and kick-ass dryad named Lena, he has no choice but to give in to his longing to return to practicing magic. And it’s a good thing he does: the Porters, the guild of libriomancers dedicated to protecting the world from supernatural dangers, are facing an all out war, with their leader, Johannes Gutenberg, missing.

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Black Gate Goes to the Summer Movies: Total Recall (2012)

Black Gate Goes to the Summer Movies: Total Recall (2012)

totalrecall2012posterIn a charming case of movie irony, the new Total Recall has already been mostly forgotten, even though it only came out on Friday. The Dark Knight Rises, in its third week, handily crushed the Len Wiseman-directed remake. I’m writing this on Tuesday, and it already feels as if the movie was never even released: it was a dream implant that never took, and the original memory of the 1990 Paul Verhoeven-Arnold Schwarzenegger Summer blockbuster has already taken back all the cerebral space. Nonetheless, I’ll still perform this brain autopsy on Total Recall ’12 to see why no one bothered to show up except for people writing reviews.

If you were to pick the right approach to remaking 1990’s Total Recall — aside from simply not remaking it all — you would want to try it “straight,” focusing in on the everyman aspect of a protagonist in a cyberpunk future who discovers that his whole life is a false memory implant, and in truth he’s a dangerous double (possibly triple) agent. It is, after all, a nifty SF-noir concept, delivered courtesy of the Philip K. Dick short story, “We Can Remember It for You Wholesale,” and refashioned into a feature film concept by Dan O’Bannon and Ronald Shusett, who also created the original screenplay for Alien.

And this re-make of Total Recall does that: it plays the movie as a straightforward science-fiction adventure film done in the current style. But… it was handed to Len Wisemen to direct. And he turned out the same film he always turns out: broadly competent but utterly dull, slick, superficial, and ultimately disposable. Producer Neil Moritz, responsible for the “Fast and Furious” franchise, should probably shoulder a good part of the blame as well, because the by-the-numbers execution here is what he does best unless he gets a director who clicks with the material.

Despite publicity hand-waving about “going back to the literary source,” this certainly isn’t a remake like the Coen Brothers’ True Grit. Len Wisemen’s Total Recall does a beat-for-beat copy of the plot of the 1990 film with a few background substitutions and a number of bizarre moments of meaningless karaoke imitations (the three-breasted prostitute, the “two weeks” lady at the security station, ripping out an implanted tracking device), but with all the fun drained from it and slathered over with the same polished SF glean seen on movies since the early 2000s. Fans of the original will find themselves bored to the point of wishing the whole thing was a memory implant gone wrong — a schizoid embolism! — and viewers who have never seen the original will yawn over watching the same old junk they’ve slogged through for years… only with even more lens flares!

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Goblin Secrets, A Review

Goblin Secrets, A Review

bggobsecGoblin Secrets
William Alexander
Margaret K. McElderry Books (240 pages, $16.99, Hardcover 2012)
Reviewed by C.S.E. Cooney

After reading this article about the decay of criticism in online book culture and the rise of the “cult of admiration,” I’m feeling a little furtive, a little tender, when I first sit down to write about things I like. Ashamed of, I dunno, “enthusing.”

I mean, look at that word. “Enthuse.” It’s just soggy with connotation. To enthuse is to be ridiculous, unsophisticated, bumptious even — and don’t I wish my brains to be a whirl of razorblades, that my words might be bright like blood on snow?

That said, alas, I can never sufficiently motivate myself to write about things I dislike. The energy it takes to be snarky! And then, to be cleverly snarky! Things I perceive as stupid sap me of that energy. In fact, stupid things fade so fast from my mind, it’s almost like a magical amnesia, like I was wand-bopped by some Fairy of Forgetting on my Naming Day and doomed to be as unlike Addison DeWitt as a self-styled critic may be.

This forgetting may be a kind of criticism in itself, but it’s not the public, in your face(book), post-to-the-Zeitgeist kind. It is personal. It is not at all useful to society in the ways certain negative reviews can be. (For the interested, author James Enge listed a few services negative reviews may provide, in a recent blog:

Negative reviews provide a public health service: some books, or elements in some books, constitute hazards that the public has a right to be warned about… [They also can be] useful autopsies of failure. Sometimes you can figure out how fiction works by examining a fiction that doesn’t work.

The point of all this — the POINT, my friends and fellow readers — is… that I, um, loved Goblin Secrets, by William Alexander.

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Edgar Rice Burroughs’s Mars, Part 8: Swords of Mars

Edgar Rice Burroughs’s Mars, Part 8: Swords of Mars

j-allen-st-john-swords-of-mars-1st-edition“But my memories of that great tragedy are not all sad. There was high adventure, there was noble fighting; and in the end there was — but perhaps you would like to hear about it.”

Guess who’s back? John Carter, who for the twenty years of real time since The Warlord of Mars has only served the role of a cameo character, is once again the hero and narrator of a Martian novel. And for the first time, he goes off-planet — although only as far as one of Mars’ two miniature moons.

Our Saga: The adventures of Earthman John Carter, his progeny, and sundry other natives and visitors, on the planet Mars, known to its inhabitants as Barsoom. A dry and slowly dying world, Barsoom contains four different human civilizations; one non-human one; a scattering of science among swashbuckling; and a plethora of religions, mystery cities, and strange beasts. The series spans 1912 to 1964 with nine novels, one volume of linked novellas, and two unrelated novellas.

Today’s Installment: Swords of Mars (1934–35)

Previous Installments: A Princess of Mars (1912), The Gods of Mars (1913), The Warlord of Mars (1913–14), Thuvia, Maid of Mars (1916), The Chessmen of Mars (1922), The Master Mind of Mars (1927), A Fighting Man of Mars (1930)

The Backstory

Why did Edgar Rice Burroughs return to John Carter as the hero after exploring other protagonists for so long? My guess: the Great Depression. The Tarzan merchandising empire was just taking off with the huge success of the first Johnny Weissmuller film, Tarzan the Ape Man, but Burroughs received only a flat $75,000 payment for the first two films while MGM raked in millions from them. Concurrently, Burroughs’s independent investment adventures outside of writing were failing. Even with the apparent outward success from Tarzan, times looked uncertain. Adding to the stress, Burroughs’s marriage was collapsing and he and his wife Emma were living separately by the end of 1934. ERB made serious efforts to expand his other franchises (this was the time in which he wrote the first two Venus novels, Pirates of Venus and Lost on Venus), and getting back to John Carter must have felt reassuring, mentally and financially. And indeed, the “Return of John Carter” novel Swords of Mars sold immediately. Burroughs wrote the book rapidly during November and December of 1933, and it appeared serially a year later in the top-tier pulp adventure magazine Blue Book.

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Edgar Rice Burroughs’s Mars, Part 7: A Fighting Man of Mars

Edgar Rice Burroughs’s Mars, Part 7: A Fighting Man of Mars

fighting-man-of-mars-1st-editionBack on Mars already?

I’ve now crossed the equator of the eleven-book Martian series, and A Fighting Man of Mars is the first volume of “Phase #3” of Barsoom. Phase #1 is the original John Carter trilogy of the early ‘teens. Phase #2 comprises the three books where Burroughs tried new heroes. Phase #3, which covers the three books published in the 1930s, has John Carter return as the protagonist, and shows ERB spreading out the time between the books until he eventually quits writing them altogether. (Synthetic Men of Mars is the last actual novel of the series; the two following books are compilations of novellas.) Even though the first book of the new phase still features a hero other than John Carter, a new decade has arrived, and with this book it seems that ERB is seeking to re-capture the excitement of the first trilogy.

Our Saga: The adventures of Earthman John Carter, his progeny, and sundry other natives and visitors, on the planet Mars, known to its inhabitants as Barsoom. A dry and slowly dying world, Barsoom contains four different human civilizations, one non-human one, a scattering of science among swashbuckling, and a plethora of religions, mystery cities, and strange beasts. The series spans 1912 to 1964 with nine novels, one volume of linked novellas, and two unrelated novellas.

Today’s Installment: A Fighting Man of Mars (1930)

Previous Installments: A Princess of Mars (1912), The Gods of Mars (1913), The Warlord of Mars (1913–14), Thuvia, Maid of Mars (1916), The Chessmen of Mars (1922), The Master Mind of Mars (1927)

The Backstory

Burroughs started writing A Fighting Man of Mars in February 1929. Most of it he dictated onto Ediphone cylinders for his secretary to type later, a practice the author used for the rest of his career. The new book sold faster than The Master Mind of Mars, although All-Story still rejected it before Blue Book picked it up for $8,000 — seven times what Hugo Gernsback paid for Master Mind. The sale must have come as a great relief to ERB, since between writing the book and its appearance in six parts in Blue Book (April–September 1930), two major events occurred that shook up the author’s life.

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Black Gate Goes to the Summer Movies: The Amazing Spider-Man

Black Gate Goes to the Summer Movies: The Amazing Spider-Man

amazing-spider-man-posterWith directing great superheroes comes great responsibility. I wish director Marc Webb knew this. Or perhaps directing superheroics on screen isn’t something the man is capable of.

Webb’s re-boot of Sony’s Spider-Man franchise is not an utter elevated train-wreck. If all you want is a bit of comic book action during the summer between The Avengers and The Dark Knight Rises, then The Amazing Spider-Man is adequate to the task. I certainly can’t give it a worse rating than something like Battleship or Dark Shadows. It’s not a Batman and Robin. There’s that.

But as a Spider-Man film, and me speaking as a Spider-Fan, the The Amazing Spider-Man is a huge disappointment. It’s even a bit depressing. I’m glad I have the Sam Raimi films to bolster me, knowing that somebody has already done Spider-Man right, because otherwise this very unnecessary (except for keeping a lock on film rights) re-do of Spidey’s origin would be… okay, an elevated train-wreck. And to hear Sony, and even some fans, try to do revisionist history on the Raimi films as if they were off the mark — that’s painful. Yes, Spider-Man 3 had many problems, most of which were forced on Raimi by the studio, but it is still a better “Spider-Man film” than this one. The first Raimi film is a well-crafted, dead-on origin story, and Spider-Man 2 is just a goddamn great film. Raimi balanced Spidey’s drama with the crisp fun of his comics.

The Amazing Spider-Man is an overall mess, but there are two major problems that injure it. Before getting into that, here’s a fast rundown on its many other problems:

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Dossouye: The Dancers of Mulukau

Dossouye: The Dancers of Mulukau

Dossouye The Dancers of Mulukau-smallDossouye: The Dancers of Mulukau
Charles R. Saunders
Sword & Soul Media (326 pp, $20.00, Paperback, 2011)
Reviewed by Bill Ward

Dossouye: The Dancers of Mulukau will feel a bit like new territory for fans of Charles R. Saunders. Unchanged, of course, is the terrific action and imagination of Saunders, and the fidelity to character and setting — indeed everything there is to love about Saunders’ Imaro and Dossouye stories is evident in this latest offering. But The Dancers of Mulukau is Saunders’ first full-length sword & sorcery offering of recent years that is not based wholly or in part on existing material, and represents the Saunders of today, not of decades ago. After the various ups and downs of Saunders’ publishing career, it feels good to at last come to a place in which this author’s classic works are now safely preserved and easily available. Now he is able to move forward into as yet uncharted territory to tell new stories and develop new themes, reminding us once again why he must be counted among the giants of the field of heroic fantasy adventure fiction.

Dossouye herself is in new territory at the start of The Dancers of Mulukau. The story of how Dossouye, formidable warrior woman of the Abomey, came to leave her people and wander the land is told in the first book, a picaresque fix-up novel based on classic novellas penned by Saunders in the 70s and 80s, with additional unpublished material and a new story added for the book’s release in 2008. I won’t trouble to repeat much of what I said about Dossouye in my original review of that book, but readers can be assured that all of the hallmarks of those foundational stories have returned and are enlarged upon in The Dancers of Mulukau.

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Samurai 7: Swords and Sorcery with Killer Robots

Samurai 7: Swords and Sorcery with Killer Robots

samurai-7It was my daughter’s 13th birthday yesterday. One of the things she wanted was the 2004 anime series Samurai 7, which her brother Tim gave her in a handsome Blu-Ray package.

As the parents of most young girls will tell you, it’s not enough to get them a few presents and a hug for their birthday. What they really want is attention. And what Taylor really wanted was for Dad to watch Samurai 7 with her.

Which I did. All 3.6 hours of Disk One, a full nine episodes. Let’s face it — the days when my teenage daughter will want to hang out with me are coming to an end; better seize them while I can.

I’m glad I made the effort to spend time with her. For lots of good reasons, not least of which was that Samurai 7 turned out to be a terrific piece of animated cinema. A lot more enjoyable than those two hours I spent playing dolls when she turned six, let me tell you.

I knew the basic premise before parking my butt on the couch. Like Yul Brynner’s classic Western The Magnificent Seven, Samurai 7 is directly inspired by Akira Kurosawa’s 1954 film Seven Samurai, one of the most influential films ever made.

A small group of peasants whose town is ruthlessly pillaged by bandits every year journey to the city to hire seven masterless samurai to defend their village. Desperate and poor, all they can offer these samurai is rice — and not very much of it.

Seven Samurai is set in sixteenth-century feudal Japan; Samurai 7 translates the classic story to a post-apocalyptic world of towering, decrepit cities and a blasted landscape dotted with the twisted debris of a recent war.

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Confessions of a Guilty Reviewer

Confessions of a Guilty Reviewer

Howard Andrew Jones with his Review Rooster.
Howard Andrew Jones with his Review Rooster.

I used to write occasional reviews for Tangent Online, and once I wrote one that I still regret. I’ve rarely found a slice-of-life story or flash fiction that I enjoyed, so I probably had no business evaluating a piece of short fiction that was both. Yet I read it, and I slammed it. Not because it was bad flash fiction, or because it was a bad slice-of-life story (I had no kind of qualifications for adequately judging either) but because I didn’t like flash fiction or slice-of-life stories. It was the epitome of ill-informed reviewing, where the writer is arrogant enough to know better than fans of an entire genre. Or two.

I didn’t understand my mistake for a while, and when I met the author of the story at a convention years later he was kind enough not to mention my idiocy, or, more likely, hadn’t remembered the name of the idiot who’d written the review.

You’d think that my epiphany about having written such a bad review would have arrived when I started to get my own fiction published more regularly, but it actually hit me faster, probably because it took a loooong time for my fiction to get published regularly.

I began to evaluate game products for Black Gate and it finally dawned on me that I had to consider both a work’s intended function and its intended audience. For instance, if I was looking at a role-playing product, I couldn’t evaluate a retro dungeon crawl by the same standards I looked at a modern story-based adventure with plot arcs.

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