Goth Chick News: Zombie Contamination and Other Stuff You’ll Only Find Here

Goth Chick News: Zombie Contamination and Other Stuff You’ll Only Find Here

image0021Fresh from their final exams and smelling strongly of AXE body spray, the new batch of summer interns creeps tentatively down the stone steps into the underground offices of Goth Chick News. After orientation, which in this case includes a thorough hosing off, they are scurrying around collecting information for their first assignment.

Akin to the pleasure of taking the Margarita salt out from its long winter storage is the joy of taking on twice as many interns as necessary and making them fight each other to the death in their first week, to remain one of the chosen few.

“Bring me pop horror culture!” I shout; frothy frozen cocktail in one hand and riding crop in the other. “And make sure it’s fresh! We’re not running some crappy Ryan-Seacrest-production here!”

C.S.E. Cooney laughs maniacally from the corner and asks if she can have a go with the riding crop.

Summer is definitely in the air at Black Gate headquarters.

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The Weekly Standard on The Comic Crash of 1993

The Weekly Standard on The Comic Crash of 1993

comics1Jonathan V. Last at The Weekly Standard has written a surprisingly lucid piece of history on the so-called speculator boom, and subsequent spectacular crash, in the comics market from the late 1980s through 1997:

By the time the bubble’s soapy residue washed away, nine out of ten comic book shops in America had closed their doors. Publisher sales of new comics dropped by 70 percent. On December 27, 1996, Marvel, the General Motors of comics, filed for bankruptcy. The market for used comics was flooded with the cadaverous inventories of out-of-business stores… the contours of the industry have changed almost beyond recognition. In 1950, Marvel and DC together sold roughly 13 million comic books a month. In 1968, they put out 16 million a month. Since 1993 the overall sales trend has been inexorably downward. For January 2010, all American publishers combined sold a total of 5.63 million comics.

In the shadow of the crash, Last draws the same conclusion others have about the true value of modern comic franchises like Spider-Man and Batman:

This might sound like an industry marching toward oblivion, yet in 2009, Disney paid $4 billion to acquire Marvel (DC was already owned by Time-Warner). The reason for this gaudy valuation is that the comic books themselves are no longer important to the comic-book industry. They’re loss leaders. The real money is in the comic-book properties, which power toy and merchandise sales, theme parks, and above all else movie franchises. Since 1997, 26 comic book adaptations have gone on to gross more than $100 million at the box office. Twelve of these grossed more than $200 million. More — many more — are coming soon to a theater near you.

As a financial concern, comic book publishers are no longer in the publishing business: They’re curators of, and incubators for, extremely valuable intellectual property.

In the midst of it all, Last draws parallels to the comics crash to help explain the collapse of the U.S. housing market. Never seen that done before.  Check out the complete article here.

E.E. Knight Reviews Deader Still

E.E. Knight Reviews Deader Still

deader-stillDeader Still
Anton Strout
Ace (303 pp, $7.99, March 2009)
Reviewed by E.E. Knight

Good news for fans of urban fantasy detective stories: Anton Strout hits one well into the bleachers with his sophomore publishing effort. Deader Still is the worthy follow on to last year’s Dead To Me. Strout is writing a first-person paranormal gumshoe saga about investigator Simon Canderous, a baseball bat-swinging sleuth. Simon works for the city government’s Department of Extraordinary Affairs, an underfunded law enforcement organization. Think Bill Murray’s college-basement departmental digs in Ghostbusters without the glamour. And the rest of officialdom feels much the same way about the Department as Murray’s outraged Dean. They’re on a shoestring budget for everything but paperwork.

Simon is a mix of beefy, quirky, and a little intense that makes me think of a young Jon Voight. He makes a nice pivot for the other characters in the series. There is more to Simon than his trusty baseball bat. He is a user of psychometry, able to get a read off an object and some idea of what was on the mind of the last person to handle it. This is fun for readers and impresses me as an author. One of the big problems with writing first person (or third person limited to a single character) is getting glimpses of other characters’ inner lives. Simon’s reading of objects nicely bridges the gap between points of view and the author in me finds the device brilliant. Ordinary readers will simply find it fun and interesting. I thought some of the best parts of the first book were Simon’s readings of objects, and that trend holds true for the sequel.

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Art of the Genre: Art Road Trip

Art of the Genre: Art Road Trip

John O'Neill, Jeff Easley, and me before the waitress kicked us out.
John O'Neill, Jeff Easley, and me before the waitress kicked us out.

Ok, so here’s the deal, I like art. Yeah, I know, that’s hard to believe and all, but it’s true. This passion of all things visually marketed in oil, acrylic, water-color, and the like brought me to Art Evolution, and from that platform I’ve fostered many great relationships with artists.

In November I posted the Art Evolution piece on artist Jeff Easley, and when I asked him if he enjoyed it he responded, ‘Yeah, if I ever do an art book, you can do the intro.’

Ok, I’m going to give you a second to let that sink in…

As absolutely insane as it sounds, Jeff Easley, icon of TSR and modern fantasy art has never, ever, done an art book. Well, if you know me at all you know my response, which went something like this, ‘Uh… Do the intro? Heck, I’ll do the whole book!’

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Writers of the Future: The 24-Hour Story Experiment

Writers of the Future: The 24-Hour Story Experiment

workshop-15hug_31751
Tim Powers decides to teach geometry instead

Numerous memorable exchanges occurred during the week I attended the Writers and Illustrators of the Future workshop as one of the winning authors. Many of the more outrageous I can’t quote here (the Workshop is a “safe” environment for people to express opinions they wouldn’t in public, such as conventions), but here’s one my favorites that I feel is quite safe out in the open:

Me: [To Eric Flint] I’m interested to know the sources you used to research the Thirty Years’ War. Because, I’m also a Thirty Years’ War buff —

Eric Flint: For God’s sake, why?

Yes, being a scholar of the Thirty Years’ War does cause people to look at you askance, even another person who has done extensive research into this most anarchic of Early Modern wars. Suffice it to say, I simply cannot help my attraction to the madness of that long, gory, indecisive war. Magnificent madness.

At his acceptance speech during the awards ceremony, writer Brennan Harvey (who is no relation to me except now as a good friend) stated that “K. D. Wentworth and Tim Powers filled my head up to here,” making a motion far above his forehead. “I don’t even know what I learned yet.” That’s the best way to put it. In that week, the experience of listening to advice from a who’s-who of the best in speculative fiction made it sometimes feel as if I were getting machine-gunned with data. I wrote as fast as my hand could go over my notepad, and eventually I’ll sort it all out and see what sticks the most. However, the sheer mass of it made me realize that I can’t do a single blog post to cover what happened during the week. So I will focus on one item at a time.

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Scott Taylor at Game Knight Reviews

Scott Taylor at Game Knight Reviews

game-knight-reviewsBlack Gate‘s Scott Taylor, our esteemed Wednesday blogger and author of the Art Evolution series, is the first ever guest blogger at Game Knight Reviews this week. GKR is a terrific source of roleplaying game reviews, interviews and news, run by Brian Fitzpatrick.

Scott talks about how he first discovered Black Gate:

Sometime in 2008 I was shopping short story markets and someone on a blogging site indicated that the Swords & Sorcery magazine Black Gate was an option for a story I was writing. As a person always dedicated to wanting to know my market, and being a huge fan of Robert E. Howard and Fritz Leiber, I ordered three of the most recent copies of the magazine as ‘research material.’

When they arrived at my home I was intrigued to find that they were included with a two page letter of thanks that was actually a ‘choose your own adventure’ concerning a haunted house and the spirits of half a dozen literary fantasy greats. I laughed and laughed as I went through it, died probably three times, and in my minds-eye was whisked away to the junior high library where I first picked up a copy of The Cave of Time.

That, my friends, is what Black Gate is about, pure nostalgia, humor, and of course some of the most outstanding fantasy fiction one can find on today’s market.

Thanks for the plug, Scott! Glad to hear you enjoyed the mini solo-RPG we included as a subscriber letter with Black Gate 12. It’s still available with every copy shipped.

You can read the complete guest blog here, and check out the excellent Game Knight Reviews here.

Some Thoughts on the Nature of a Serial

Some Thoughts on the Nature of a Serial

The Adventures of Captain MarvelSerial storytelling is something of a mystery; even more so, perhaps, than most storytelling. When done right, it seems to hook an audience, to get them to invest heavily in the story being serialised. But for whatever reason, most serial forms have been pigeonholed as strictly popular arts; serial storytellers have generally been assumed to have a low amount of literary ambition. These presumptions about serials, and the way the form works, have always intrigued me — the more so since I’ve set out to write a serial prose fantasy of my own.

Let me try to define what I mean by ‘serial.’ The OED has “(of publication) appearing in successive parts published usually at regular intervals, periodical,” which is a start. More precisely, I’m talking about a narrative told across many installments, usually on a regular schedule, with each installment except the first and last expected by the audience to be incomplete, but usually containing some element of a genre or other story convention which will satisfy the audience.

Every installment of The Adventures of Captain Marvel movie serial made sure at some point to have the titular super-hero in costume, using his powers, and usually also included fight scenes, detective work, plot twists, and exotic locales — because that was the sort of story it was, and that was what audiences were looking for. Individual chapters (or issues) of a serial may play about with these conventions — like an issue of the Steve Ditko Amazing Spider-Man, in which scripter Stan Lee apologised for not having the hero fight a villain in that particular issue, something unusual in the mid-60s. But go too far, too often, and you just end up telling a different kind of story — like, say, Scott McCloud’s Zot!, which started as a retro-adventure-hero story, and ended up becoming an examination of adventure fantasy and how it contrasts with realism.

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If, October 1957: A Retro-Review

If, October 1957: A Retro-Review

if-oct-57This is the fourth installment in Rich Horton’s retro-reviews of science fiction and fantasy digest magazines from the mid-20th Century. The first three were the February 1966 Analog, the December 1965 Galaxy, and the January 1966 issue of The Magazine of Fantasy & Science Fiction.

Click the images for larger versions.

Back to the ’50s for this one. If is a magazine I remember with affection, even though I never saw a precisely new copy — the last issue, except for an abortive one issue 1986 revival, appeared in December 1974, just a couple of months after I started buying magazines, but my source (Alton Drugs in Naperville, IL) didn’t carry it. But its evident sense of playfulness, at least in the Pohl years, has always appealed to me.

At any rate, this issue appeared at a portentous time – its issue date is October 1957, the same month that Sputnik I was launched. So this magazine is from the very cusp of the Space Age.

Indeed, I have a few magazines on hand from roughly the same time (1957, or up to January 1958 – which certainly went to press before the news of Sputnik), and I propose to cover them in the next few old magazine reviews.

The title is one odd aspect. Is it If: Worlds of Science Fiction? Or is it Worlds of If? Apparently the original title was officially If: Worlds of Science Fiction, but it wobbled early on, at least as to its display. In 1972 the then publishers, UPD, officially changed it to Worlds of If. (All this from Phil Stephenson-Payne’s wonderful Galactic Central site.)

At any rate this issue appears fairly unambiguously to be If: Worlds of Science Fiction. The editor (and publisher, and indeed founder) was James L. Quinn. (Confusing because a later publisher was named Guinn.) (And I should note that though Quinn was publisher from the start, the first editor was Paul Fairman.)

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Andrew Zimmerman Jones Reviews Gamer Fantastic

Andrew Zimmerman Jones Reviews Gamer Fantastic

gamer-fantasticGamer Fantastic
Edited by Martin H. Greenberg & Kerrie Hughes
DAW Books (309 pp, $7.99, July 2009)
Reviewed by Andrew Zimmerman Jones

Gamer Fantastic contains thirteen stories about games and gamers, taken in unusual fantasy and science fiction directions. Seven concern classic roleplaying games, while five are about computer gaming. (The other story, “Mightier Than the Sword” by Jim C. Hines, is harder to classify, more about authors and conventions than about gaming itself. Despite this, it was one of my favorites.)

A couple of the stories have no real “fantastic” elements at all. For example, in “Roles We Play” by Jody Lynn Nye, we are exposed to a historical narrative about how roleplaying games could have been used to develop an effective form of psychotherapy. Though aspects of the story are surreal, the “fantasy” is more psychological than literal, and the parallels between fantasy gaming elements and psychological elements are precisely what lend the story believability.

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Interzone #234 May-June 2011

Interzone #234 May-June 2011

329I’m beginning to wonder when Interzone will be retitled Jason Sanford’s Interzone; the guy seems to snag the magazine’s featured author slot more times than most. Case in point is the May/June issue  in which Sanford’s “Her Scientification, Far Future, Medieval Fantasy” gets top billing, “plus other new stories” by Suzanne Palmer, Lavie Tidhar, Will McIntosh and Jon Ingold.  I normally find Sanford intriguing, but this is one of those “I’m in an artificial reality, and I find out that I’m not as real (or more than real) as I thought” stories that is okay but doesn’t add much to the trope that hasn’t already been done before. The first paragraph is a real hoot, though, which I felt the rest of the story didn’t really hold up to:

Princess Krisja Jerome stood before her tower’s lone window, listening to the sounds of battle in the courtyard below. Metal clashed on ceramic. rifle shots zinged off the castle’s stone abutments. Lasers buzzed the moat to steam. From Krisja’s viewpoint, it looked like her father’s knights fought valiantly against the invaders from, well, from somewhere outside the kingdom. Where exactly, Kris couldn’t say. But then so few invaders announced their origins. It simply killed the romance, claiming to be a Sir Lancelot hero when you really hailed from a Scranton or Sheboygan nowhere.