A Dream of Finlay

A Dream of Finlay

Virgil Finlay art from A Midsummer Night’s Dream (1935)

To sleep, perchance to dream.

And if you’re lucky, perhaps that dream will come true. 

If that dream is to buy fifteen Virgil Finlay originals in one fell swoop, then mine came true on the first day of spring sixteen years ago. Thereby hangs a tale. Though with apologies to the Bard, ‘twas neither Hamlet nor The Taming of the Shrew, but another play that figures therein. 

Almost from the moment his work first appeared in Weird Tales – debuting in the December 1935 issue – Finlay was the greatest interior illustrator in the pulps. Enamored of his work, Weird Tales editor Farnsworth Wright immediately engaged Finlay’s services for a side project, even as that issue of Weird Tales was hitting the newsstands.

Wright wanted to bring out an eight volume set of William Shakespeare’s plays in inexpensive editions (under the banner “Wright’s Shakespeare Library”), profusely illustrated. In Finlay, he felt he’d found the perfect partner for his project. He commissioned the then 21-year old Finlay to draw a total of 25 illustrations for the first volume, A Midsummer Night’s Dream. Finlay completed this work in the last two months of 1935, and the volume saw print at the end of that year.

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Vintage Treasures: Star Colony by Keith Laumer

Vintage Treasures: Star Colony by Keith Laumer


Star Colony (Ace Books, 1983). Cover by Attila Hejja

Keith Laumer was an Air Force officer and a diplomat in the United States Foreign Service before becoming a full-time SF writer in the late 50s. He was a familiar face in the digest SF mags, with four stories nominated for Hugo or Nebula Awards, and A Plague of Demons was nominated for the Nebula Award for Best Novel in 1966. His most famous series, the satirical adventures of the cool-headed galactic diplomat Retief, and the military future-history focused on Bolo super-tanks, were popular for many years.

Laumer famously suffered a stroke in 1971 that left him unable to write for many years; a long rehabilitation eventually enabled him to pick up a pen again, but his work suffered noticeably. As Wikipedia notes:

The quality of his work suffered, and his career declined. In later years, Laumer also re-used scenarios and characters from earlier works to create new books, which one critic felt limited their appeal: “Alas, Retief to the Rescue doesn’t seem so much like a new Retief novel, but a kind of Cuisinart mélange of past books.”

Laumer’s editors and publishers, and many of his readers, remained loyal for many years, publishing, promoting and reading many books that were markedly different from his earlier output. In 1983 Ace put substantial marketing dollars behind the 400-page space opera Star Colony, advertised as “His Long-Awaited Epic Novel.”

Reviews weren’t kind. Kirkus called it,

A disjointed pseudo-docudrama detailing the “”history”” of star colony Omega, with only a few flashes of the old Laumer wit… Less a novel than a set of intermittently amusing stories weakly cobbled together — with lots of comic-book action, silly dialogue and little overall coherence.

Modern readers haven’t been much more generous. Star Colony has a 3.06 rating at Goodreads; this review by James is fairly typical.

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Early Competition for D&D: DragonQuest

Early Competition for D&D: DragonQuest

Throughout the 1970s and very early 1980s, Simulations Publications, Inc. (SPI) was a company known for its board war games. Then in 1980 it took a stab at the growing popularity of Dungeons & Dragons and other popular tabletop role-playing games. SPI came up with a different style of fantasy RPG known as DragonQuest (DQ), published in a boxed set with multiple books.

Eventually there would be three versions of DQ. SPI published a second edition in 1982 in a single book, but soon after the company was purchased by TSR, the developers of D&D. Eventually in 1989 TSR would produce the final, third edition of DQ, this one also in a single book, but since then they have done next to nothing with the property though they did release a few gaming modules for the system. Fortunately a few other companies also released DQ-related material and to this day there is a somewhat active DQ community online. As for the three versions of the game, they are pretty much compatible with few differences between them, especially between the second and third editions.

Created by Eric Goldberg, later known for his role in the publication of the tabletop RPG Paranoia and numerous other games both at the table and online, DragonQuest separated itself from D&D and its imitators by not focusing so much upon a class system for character creation and advancement. Instead, characters in DQ were mostly based upon growth in skill rankings.

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Goth Chick News: That Time Disney Tried Its Hand at Horror

Goth Chick News: That Time Disney Tried Its Hand at Horror

As we well know, Disney is currently focusing a lot of energy on “live action” versions of its animated films, as well as family-friendly live action movies. We’ve seen the likes of Cinderella, Mulan, Beauty and the Beast and Sleeping Beauty (aka Malficent), along with Pirates of the Caribbean and the upcoming Jungle Cruise. But what you might not know, is that Disney has visited this strategy before. In the late 70’s and early 80’s, in an attempt to attract a young-adult audience, Disney also produced several live-action movies, though not ones based on previous stories. The Black Hole, Tron and my personal favorite, Something Wicked This Way Comes all harken back to this era in the Walt Disney Productions timeline.

It’s not that Disney had never done live-action movies before. In fact, from its inception in 1937 through the end of 1979, Walt Disney Productions delivered no less than 106 films with real actors. However, these stories pretty much defined the term “family friendly,” with titles such as Twenty-Thousand Leagues Under the Sea, Pollyanna, The Parent Trap, and The Shaggy D.A. Which is why Disney’s departure in 1979 caused such a kerfuffle.

In that year, British film and television director John Hough, who had already worked with Disney directing Escape to Witch Mountain and its sequel, was tapped to lead an idea first pitched by Disney producer Ron Miller. He proposed turning a 1979 novel by Florence Engel Randall, entitled The Watcher in the Woods, into one of Disney’s live-action films.

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Yaphet Kotto and Parker

Yaphet Kotto and Parker

I know I’m a broken record about how Alien is, IMO, the greatest ensemble of character actors in the history of SF in movies. Today seems like a good day to say it again.

One of the many things I learned from the huge “Making of Alien” book is that the actors made their characters. They were thinly sketched in the screenplay. You knew that Kane volunteered to go out exploring and wanted to be lowered on the line to see where the hole led, but it was up to the actors to figure out who these people were. Sigourney Weaver wanted Ripley to be prickly, officious, and disliked by pretty much everyone (except the cat), as she poked around in areas outside her official responsibilities. Harry Dean Stanton had Brett follow Parker around and say “right” all the time (in the original screenplay he just backed Parker up at key moments, saying “yeah” in agreement). Ian Holm decided Ash would do every line and make every move like he was on a job interview. Skerritt was driving Ridley Scott nuts by talking so quietly, but then on screen in the rushes Scott saw that it was working and he was clearly in charge.

Yaphet Kotto walked through the sets and knew how he had to play Parker: “Parker was going to be bigger than life. I thought Parker had to be, because one look at Ridley’s sets–I said this character is going to get lost in this and so he’s got to be big. Bombastic and big.”

Ridley also ordered Kotto to ignore Sigourney Weaver as much as possible, make her feel the nervous, inexperienced outsider to the team, or needle her a little. He wouldn’t eat lunch with her, he’d take the makeup chair as far as her from possible. . . even though he liked her from when they first met and felt a little sorry for her as the newbie with a bunch of people who’d been in big roles for years.

Ridley Scott was a collaborator with his actors. He told them the goals of the scene and let the actors work out who would be standing nervously, who would be slumped with their feet up, stuff like that, then Ridley worked out the lighting. They altered their lines, added busyness with their hands. I think that’s the reason Yaphet Kotto is more Parker in everyone’s memory than his other roles, he had the room to make full use of his gifts.

19 Movies Presents: A Selection of Not Entirely Random 1950’s SF Movie Reviews

19 Movies Presents: A Selection of Not Entirely Random 1950’s SF Movie Reviews

Enemy From Space/Quatermass 2 (Hammer Films, 1957)

We start with two high-quality Brit flicks, both early excursions into SF by Hammer, segue to two related films of somewhat more dubious quality, and finish with the Stinker of the Month. Be sure to read to the end for the details of the first ever 19 Movies Giveaway.

Enemy From Space/Quartermass 2 (1957: 9+)

The second in the Quatermass series (hence the alternative title), wherein Brian Dunlevy again grumps his way through the Quatermass role. This time around he takes on an alien hive-mind that’s hellbent on turning the world into a giant slime pit.

Not only is this an excellent early Hammer effort, it’s arguably the best ‘50’s British SF film and the best of the ‘50’s blob movies. This time the aliens want our planet, but first they have to un-Terraform it, and they’ve insidiously infiltrated British government and society to do so. Hammer aficionados will recognize a young Michael Ripper in a small role.

[Cast and Crew: Val Guest, director and screenplay co-writer, also directed Mister Drake’s Duck (1951), The Creeping Unknown/The Quatermass Xperiment (1955 UK), The Abominable Snowman (1955 UK). Themes: UK setting, village. Alien: first contact, invasion, hive mind, blob. Mind-control. Peasants toting guns. Rocket attack. Police. Radiation. Scientist, rocket. Secret lab. Wandering planet, asteroid.]

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Neverwhens, Where History and Fantasy Collide: Of Tudor Scum and Georgian-Gallants; an Interview with Peter McLean

Neverwhens, Where History and Fantasy Collide: Of Tudor Scum and Georgian-Gallants; an Interview with Peter McLean

My guest this month is Peter McLean, a successful short story writer and contemporary fantasy novelist who has cast his authorially eye on more traditional fantasy, with his War for the Rose Throne, series, the first two volumes of which (Priest of Bones and Priest of Lies) are now available, and currently in development for television by Heyday Productions. For those who may not have read them (and if that’s you, go do that now, we’ll wait) here is the bird’s view summary:

Tomas Piety was once a successful crime boss in the rough and tumble city of Ellinburg. Then came the War, which left its scars and also, ironically, his ordinance as a priest of Our Lady – not for any great change of faith, but because the unit needed a new cleric and Tomas could read. War-weary, the cynical priest heads home with Bloody Anne, his sergeant and confidant, to reclaim his streets. But rival gangs have carved up what was his and Ellinburg is collapsing from within. Tomas decides to reclaim what was his, with his new gang: the Pious Men. Unfortunately, there is more than just a few legs to be broken, as Tomas finds himself dragged into political and magical intrigue that extends well beyond the city.

The story is narrated by Tomas himself, and the limited viewpoint is used to great effect. We only see what Tomas sees, and while he is a mostly faithful narrator, there’s no doubt that he isn’t always entirely honest with himself, and there are times the reader is left sighing or shaking his head on Piety’s behalf.

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Ellsworth’s Cinema of Swords: Daimajin Strikes Again!

Ellsworth’s Cinema of Swords: Daimajin Strikes Again!

Daimajin (or Majin the Monster of Terror)

In the menagerie of Japanese postwar film studios, the Toho Company was the 900-pound King Kong, known best for its crime and samurai films, including those of director Akira Kurosawa. Toho hit the international big time in 1954 with Godzilla, King of the Monsters, which, though inspired by King Kong and The Beast from 20,000 Fathoms, really counts as the first of the kaiju, or Japanese-style giant monster movies. Toho followed up in 1956 with Godzilla Raids Again, and expanded the franchise late in that year with Rodan.

Over the next several years Toho doubled down on the monster bet, adding Mothra, King Kong himself, and Ghidorah, and by the early Sixties other Japanese studios started getting in on the act. This included Daiei Films with their kaiju Gamera, who “starred” in seven features from 1965 through 1971. We know Daiei primarily for the Zatoichi series, which capitalized on their skill at churning out fair-to-exceptional historical samurai adventures mainly for the Japanese market. With Gamera, Daiei had a series that sold internationally as well, and they had the idea of mashing up their two most popular genres, kaiju and chambara, into a single series. (They weren’t alone in this idea: see also Toei’s The Magic Serpent.)

Samurai vs. a giant monster! Thus was born the Daimajin trilogy, which we’re taking a look at this week.

Daimajin (or Majin the Monster of Terror)

Rating: ****
Origin: Japan, 1966
Director: Kimiyoshi Yasuda
Source: Mill Creek Blu-ray

By the mid-Sixties, the Daiei studio was having success in two genres, giant monster movies and samurai adventure films. Why not cross the streams?

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New Treasures: 2034: A Novel of the Next World War by Elliot Ackerman and Admiral James Stavridis

New Treasures: 2034: A Novel of the Next World War by Elliot Ackerman and Admiral James Stavridis

I’m hearing a lot of buzz about this book.

I first heard about it in Andrew Liptak’s March newsletter (the “15 science fiction and fantasy books to check out this March” installment), in which he wrote:

I’m a big fan of military fiction, especially stuff that’s close to the horizon when it comes to predicting the future, like P.W. Singer and August Cole’s Ghost Fleet. This new novel comes from Elliot Ackerman and Admiral James Stavridis, and is set nearly a decade from now, chronicling how a world war between the US and China might occur.

I’ve been reading an advance copy of this, and it’s a chilling read, one that looks at the plausible future when it comes to cybersecurity, military hardware, and geopolitics.

Wired devoted an entire issue to an excerpt of the novel, which includes the first six chapters.

Wired in fact calls it “A rippingly good read… even cautionary tales can be exciting, when the future we’re most excited about is the one where they never come true.” Kirkus says it’s “A frightening look at how a major-power showdown might race out of control… This compelling thriller should be required reading for our national leaders.”

2034 is written by two former US military officers, and the publisher describes it as

A chillingly authentic geopolitical thriller that imagines a naval clash between the US and China in the South China Sea in 2034 — and the path from there to a nightmarish global conflagration.

2034: A Novel of the Next World War was published by Penguin on March 9, 2021. It is 320 pages, priced at $27 in hardcover, $14.99 digital, and $24.99 in audio formats.

See all our recent New Treasures here.

Twilight: 2000‘s Polish Campaign, Part I

Twilight: 2000‘s Polish Campaign, Part I

Twilight: 2000 takes place in the aftermath of a limited tactical nuclear war during World War III. While the inciting event is over (the use of nuclear weapons), the world is still very much in collapse, so the players are engaged in a game of survival. They are what is left of the US 5th Mechanized Infantry Division, crushed by two Soviet divisions in Poland in the spring of 2000.

The game is one of the few true sandbox games that I have ever encountered. While my Traveller games often had sandbox elements, they were still typically guided by a grand narrative. Twilight: 2000 forgoes even that, for the most part. Casting the players in the roll of trying to make their way in the world. The operating presumption is that they want to return home — aka, the United States. 

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