Doors Open, Doors Closed: Alan Garner’s Elidor

Doors Open, Doors Closed: Alan Garner’s Elidor

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Elidor (Del Rey, July 1981). Cover by Laurence Schwinger

One of the best things about starting a book is that you can never be sure exactly how you’re going to respond to it, and those responses can range all the way from hurl the damned thing across the room hatred to toe-curling bliss, with all of a million subtle shadings in between. Every once in a while, though, a book breaks through even the upper ranges of enjoyment and appreciation and just absolutely knocks you flat, a reaction that’s especially powerful when you aren’t expecting it. That’s what happened to me when I reached onto the summer reading pile and came away with a book that I’ve probably had for twenty years or more without ever getting around to, Alan Garner’s 1965 fantasy novel, Elidor. It’s ostensibly a children’s book, but I’ve rarely had a more adult dose of fantasy.

Garner’s contributions to the genre have been few but intense, consisting of the Adderly Edge trilogy (The Weirdstone of Brisingamen, The Moon of Gomrath, and Boneyard), Elidor, The Owl Service, and (depending on your definition of the fantastic) Red Shift. The first of these books appeared in 1960 and the last in 1973. (The exception is Boneyard, which was published in 2012, almost fifty years after the second book in its group.) Since the mid-seventies, Garner has abandoned fantasy and devoted himself to essays, memoirs, and works based on English history or folklore. His fantastic fiction is a testament to the proposition that you don’t have to keep on doing something if you do it right the first time. (He has said that he resisted pressure to turn each book into a series because to crank out automatic sequels “would render sterile the existing work, the life that produced it, and bring about my artistic and spiritual death.”)

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Fantasia 2020, Part XVI: Me And Me

Fantasia 2020, Part XVI: Me And Me

Me And MeOne of the genuinely wonderful things about covering a film festival is occasionally getting to be among the first audiences for a movie trying something new. That is, being an early viewer of a movie that does things unlike other movies, and getting to make one’s own mind up on whether those things work. Movies at a festival have often not had a critical consensus formed around them, and have not yet been defined by other writers or had their influences mapped out. You as the viewer are alone with the thing, almost contextless, in a way that’s rare these days.

I feel this most vividly with movies I don’t fully understand. Not movies I think are bad, or movies I’m wholly sure are good, but movies into which I must feel my way slowly even after seeing them. Like or dislike a blockbuster tentpole, a Marvel film or Star Wars film, I understand what they’re trying to do and how. It’s when watching a movie that gives me clues but baffles me, a movie that clearly is animated by wisdom and intelligence but which I can’t quite assemble into a coherent whole, that I’m aware of being among the first to try to articulate what I’m seeing.

To say all this is to give an idea of the effect of Me And Me (Sarajin Sigan, 사라진 시간). It’s the debut feature from Jung Jin-young, who also wrote the picture. Jung’s a veteran actor, and he’s clearly thought through what he wants to do with his movie. At one viewing, I will not claim to fully understand it. But then, it’s fair to say that understanding is not always necessary to appreciate art.

The movie starts in a small village in Korea, with a young teacher, Soo-hyuk (Bae Soo-bin), and his wife Yi-young (Cha Su-yeon). It soon becomes clear that Yi-young has a problem: at nightfall she’s possessed by a spirit of a dead person. Not necessarily the same dead person every night, either. News of this spreads through the village, and leads to tragedy, which brings a police detective, Hyung-gu (Cho Jin-woong) to town. (Cho’s also the star of Jesters: The Game Changers, an example of a film that does what it does in a much more linear manner.)

With Hyung-gu’s entrance on the scene the story shifts to follow him as he investigates the rustics of the town. By about the middle of the film all the mysteries seem to be cleared up, and we at least think we know what’s happened. Then there’s a swerve. Without wanting to give away too much, it may be said that Hyung-gu wakes up to a very different life. As he, and we, try to work out what’s happened, unexpected connections come to light; the movie does some odd structural things; finally it ends, with the plot apparently not resolved as we might have looked for, but with a circularity (and a shot repeated from the opening) that implies things have worked their way around to a slightly better state.

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Alien Languages and Scientific Mysteries: The Best of Hal Clement

Alien Languages and Scientific Mysteries: The Best of Hal Clement

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The Best of Hal Clement (Del Rey, 1979). Cover by H. R. Van Dongen

The Best of Hal Clement (1979) was, according to my research, the nineteenth installment in Lester Del Rey’s Classic Science Fiction Series. (Only two more to go!) Lester Del Rey (1915–1993) provided the introduction (his fifth and final in the series). Hal Clement, whose real name was Henry Clement Stubbs (1922–2003), was still living at the time and thus available to do the Afterward. Sci-fi artist H. R. Van Dongen (1920–2010) provides his eighth cover in the series. His work graced more volumes than any other artist in the series.

The first time I heard of Hal Clement was in a Black Gate post by John O’Neill back in 2013 about this very book. As usual, John gave a fine review. But I commented back then (you can still see my response in the original post):

This review in no way enticed me to seek out or try reading any Hal Clement. I don’t think it was a bad review, Clement just doesn’t sound very compelling to me.

Why this reaction? In that post John O’Neill accurately summed up Clement’s writing:

Clement wrote in a category that is nearly extinct today: true hard science fiction, in which The Problem — the scientific mystery or engineering puzzle at the heart of the tale — is the central character, and the flesh-and-blood characters that inhabit the story are there chiefly to solve The Problem. When Clement talked about writing, he mostly talked about the requirement to keep his stories as scientifically accurate as possible; he described the essential role of science fiction readers as “finding as many as possible of the author’s statements or implications which conflict with the facts as science currently understands them.”

John further commented, “Okay, that ain’t how I view my role as a reader — and I read a fair amount of hard SF. But your mileage may vary.”

So, to say the least, I was not looking forward to reviewing The Best of Hal Clement. “Hard” science fiction does not sound like my cup of tea. Nevertheless, to my surprise, I really enjoyed this book.

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Fantasia 2020, Part XV: Kakegurui

Fantasia 2020, Part XV: Kakegurui

KakeguruiConsider if you will the high school story. By which I mean a story set at a high school, usually involving some members of the student body. It’s relatively unusual for these kinds of stories to be about actual academic achievement, or to put more than maybe one or two members of the faculty in the foreground. It happens, of course. But usually high school stories are about the students, and their lives and interactions, with classes and teachers and adults as external factors that can be used to shape the story but are ultimately incidental to it.

In this sense Kakegurui may be considered to approach the platonic ideal of the high school story, dealing as it does with a school for the children of the ultra-rich where there are no teachers and no classes and no adults. All the students do is gamble, with not only money but status on the line. A tyrannical student council runs the school, and those who lose the games become slaves — called ‘kitties’ or ‘doggies’ depending on gender.

The movie was directed by Tsutomu Hanabusa from a script Hanabusa wrote with Minato Takano; it’s an entry in a franchise that started with a manga written by Homura Kawamoto and illustrated by Toru Naomura. There are spin-offs series and a prequel, along with an anime adaptation. The live-action movie follows the continuity of a live-action TV version, which has run for two seasons and is available on Netflix. I haven’t watched the show, but there were relatively few manga adaptations at Fantasia this year; and I tend to enjoy those more than most do, perhaps because I have little experience with the original comics. At any rate, I watched Kakegurui (also Kakegurui: The Movie, Eiga: Kakegurui, 映画 賭ケグルイ), and was entertained.

The first minutes of the Kakegurui film introduce us to the school, Hyakkaou Private Academy, and to some of the people and factions at play. A mysterious transfer student named Yumeko Jabami (Minami Hamabe, Ajin: Demi-Human) emerges as the lead character, but there are also a group of punkish rebels, and a puritanical sect of anti-gambling students who have formed a Village of their own in an unused building on the school grounds. The plot of the film’s mainly to do with Jabami being pulled into the conflict between the Village and the student council, but there are schemes within schemes at play.

Which is to say that the film doesn’t end with anything approaching finality. It’s still mostly satisfying. The construction of the plot’s solid, and I’m impressed at how much exposition is delivered quickly yet comprehensibly in the film’s opening minutes. Much of what’s set up pays off, but this is clearly an installment in an ongoing story, and while it wraps things up for its main characters the institution of the school remains relatively untouched.

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Many Paths of Character Creation

Many Paths of Character Creation

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For many RPG gamers, creating characters is one of the highlights of gaming. They get to make significant choices and craft and hone their character to their vision. If they are invested in the character, players typically engage more in the collaborative storytelling environment that RPGs are. For many players, this is the most creative time in the process, for thereafter they engage in the setting as laid out by the game master (GM). They may have an influence on the game and that setting, but the act of creating primarily — if not exclusively — resides with the GM after character creation. Even in truly sandbox games where the players can go wherever and do whatever, they are operating within the construct of the GM.

RPGs across the spectrum devote pages to character creation, often taking up a significant portion of any rulebook and entire supplements that provide new options. Most games lay out these options as a series of choices the player makes — though always reserving GM fiat.

Dungeons & Dragons, Star Wars: Force and Destiny, and others use a process whereby you select a species (if applicable), select a career, apply a number of adjustments to the basic character template, and then make choices about talents and specializations and skill choices. The names may vary (class, feats, etc.), but the basic principles remain. For example, in Force and Destiny from the core rulebook, players choose from one of eight species. These have default attribute score adjustments and some level of unique trait or ability (breathing underwater for Nautolans for example). Players then choose from one of four careers and then choose from one of three specializations in that career. One of the narrative or logical challenges with this construct is that if you want to play a 40-year old human smuggler, you may have the exact set of skill points, etc., as other players, who may have a 20-year old bounty hunter just making her mark on the world. Truth be told, this is not a significant challenge, but one nonetheless. Particularly in class-based systems. My 40-year old cleric is at level one — the same as that 20-year old barbarian.

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Fantasia 2020, Part XIV: Hunted

Fantasia 2020, Part XIV: Hunted

HuntedWatching a film festival at home instead of in theatres raises a question that’s become a much-debated point over the last couple of years: is the experience of viewing a movie on a TV screen essentially different and essentially lesser than watching the same movie in a theatre? I don’t think there’s a single answer to this question. Different movies and different viewers and different circumstances will create better or worse scenarios. I think it is probably safe to say that the theatrical experience has much more sensory power; that the powerful sound system and the controlled environment and the full dark of a theatre will usually be more immediately overwhelming to a viewer. But it’s reasonable to wonder if a movie that relies on sheer sensory power can be called ‘a good movie.’

This question came forcefully to mind while watching my first film on day 7 of Fantasia. Hunted was directed by Vincent Paronnaud, who wrote the script with Léa Pernollet. A cartoonist who won the Fauve d’or prize for best comics album at the 2009 Festival International de la Bande Dessinée at Angoulême, Paronnaud cowrote and codirected the 2007 animated adaptation of Marjane Satrapi’s Persepolis. His new (English-language) movie boasts a powerful soundscape and lush, atmospheric nature photography along with a simple plot. I found it reasonably effective for a home viewing, once I understood what sort of film I was watching. I suspect it would have been much stronger for me in a theatre, because it would have been better able to work on me as a viewer in the way that its theme insists.

The movie begins with a prologue, a storyteller at a campfire telling a tale, and then we follow a woman, Eve (Lucie Debay), as she meets and is abducted by two men, one of them a slick con-artist (Arieh Worthalter) who has procured her as a victim for his accomplice (Ciaran O’Brien). Eve escapes, and flees into the woods. They pursue, and a life-and-death-hunt follows.

The movie is from a certain perspective a variant on “The Most Dangerous Game,” but is distinguished by a specific thematic approach and by an increasing level of weirdness as Eve and her pursuers flee deeper into the woods. It’s also distinguished by an overwhelming sonic texture (including an electronic score), and imagery of the deep mist-soaked woods. Watching at home, I was struck by the way sounds and sights worked together, and I strongly suspect in a theatre the effect would have been significantly more profound.

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What I’ve Been Reading Lately: September 2020

What I’ve Been Reading Lately: September 2020

Whitfield_GarCoverEDITEDI haven’t done one of these in a while. And I’ve been reading a ton of stuff as summer has moved into Fall (hopefully the weather will follow suit!). So, here we go…

West of Guam: The Complete Adventures of Jo Gar – Raoul Whitfield (Ramon Decolta)

I re-read this entire anthology for the third time. I absolutely love Whitfield’s stories about the little Filipino detective. Written under the name Ramon Decolta, there were 24 Gar stories, all of which appeared in Dime Detective. Imagine a hardboiled David Suchet as Poirot, not afraid to blast it out with the bad guys. This is just about my favorite hardboiled series, and I’m working on a massive essay about Gar. Steeger Books (formerly Altus Press) put out this collection, which is still available. I can’t recommend it enough.

Whitfield was a Black Mask Boy right up there with Dashiell Hammett, Frederick Nebel, and Carroll John Daly. But he has largely been forgotten – even though he had a couple of his pulp serials novelized: including Death in a Bowl, which really established the tropes for the Hollywood mystery story.

 

The Annotated Sherlock Holmes – William Baring-Gould

I’m working on a new Holmes short story, so I decided to go back to the source material as a refresher. And I chose my two-volume Baring-Gould annotated set to read from. I’ve got annotations from Baring-Gould, Klinger (two different ones) and the Oxford edition. And I was in a Baring-Gould mood this time around.

 

BBC Sherlock Holmes Radio Series – Clive Merrison and Michael Williams

I absolutely love this series, which covered the entire Canon, created and produced by Bert Coules. After Williams (Judi Dench’s husband) passed away of cancer, Andrew Sachs stepped in as Watson and the series continued on with original stories.

When I write Holmes, I hear Merrison and Williams. Their voices are simply perfect for the roles. Throughout the year, I listen to various episodes, and I’m never disappointed. This is the best Holmes radio play ever recorded.

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A Rough Guide to Glamour Goes Gold

A Rough Guide to Glamour Goes Gold

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I always enjoy catching up with my Australian friend Michael O’Brien (“MOB” to his friends). We met back in the nineties when we were part of the so-called Reaching Moon Megacorp, a group of ardent Glorantha fans working on the pioneering RuneQuest/ Glorantha magazine Tales of the Reaching Moon – he was an editor, I was the dogsbody. (I should mention that MOB is a director of the Chaosium now, alongside our American Reaching Moon Megacorp colleague Rick Meints – it’s a small world, sometimes).

As MOB and I live on opposite sides of the world, we usually only bump into each around conventions. And so, the last time we met was at Dragonmeet in London last November. MOB was about to launch the Jonstown Compendium, Chaosium’s community content site for RuneQuest and Glorantha on DriveThruRPG. And he talked to me about things that might now be possible…

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Fantasia 2020, Part XIII: Crazy Samurai Musashi

Fantasia 2020, Part XIII: Crazy Samurai Musashi

Crazy Samurai MusashiMiyamoto Musashi (1584-1645) was one of the greatest samurai and greatest swordfighters ever to live. By his own account, he fought over sixty duels and won all of them. Stories about Musashi have been told and retold over the centuries, notably including the great novel Musashi (1935-39) by Eiji Yoshikawa. Films about him have proliferated, the most famous likely being Hirohi Inagaki’s Samurai trilogy (1954-55) starring Toshiro Mifune as Musashi.

One of Musashi’s greatest recorded battles was a conflict with the Yoshioka clan. Following two duels with successive heads of the clan in Kyoto in 1604, Musashi fought the remainder of the clan who attacked en masse with various allies. Musashi killed the leader of the clan, among others, and escaped, in the process developing a new style of swordsmanship.

So much for history. Now comes Crazy Samurai Musashi (狂武蔵) a dramatisation of the battle against the Yoshioka. If ‘dramatisation’ is the right word: the 92-minute film consists of a relatively brief prologue and epilogue to either side of an uninterrupted 77-minute shot of Musashi fighting the Yoshioka and their mercenary allies. Directed by Yûji Shimomura, it stars Tak Sakaguchi (Kingdom) as Musashi and was written by Sion Sono (director of Tokyo Vampire Hotel). And it’s not exactly what you might expect from all of the above.

Unlike most movies centred around swordplay, there’s little complicated choreography. Nor are there complex set-pieces of ambushes and attacks from the shadows. And there’s a surprising absence of blood, though CGI splatter is used with thoughtfulness to add impact to a sword-strike; little plumes of blood are used as a storytelling technique, and quite effectively.

This fits with the odd reality the film builds. Musashi begins the fight in a mass battle, one man against 100 of the Yoshioka clan plus 300 mercenaries. When they attack as a group it quickly becomes clear he can kill any given one of his opponents effectively at will — because he is that good — but is at risk from their sheer number. On the other hand, his opponents don’t want to launch a mass charge because no one of them is prepared to give his life. So after a while the mass of opponents divide up into groups of 20 or so, and Musashi moves from area to area, fighting these small bands.

Occasionally, he will find a single tougher opponent. These fights are set up to look like boss fights; meaning that where it takes Musashi 2 or maybe 5 seconds to kill a typical enemy, the bosses take 10 or 20. Because he’s Miyamoto Musashi, and, again, he is that good. The video-game feel’s intensified by the way Musashi finds bottles of water here and there in empty houses or the like: power-ups as his life-energy runs low.

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Vintage Treasures: A Sense of Wonder by John Wyndham, Jack Williamson and Murray Leinster

Vintage Treasures: A Sense of Wonder by John Wyndham, Jack Williamson and Murray Leinster

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A Sense of Wonder (New English Library, 1974). Cover by Bruce Pennington

A Sense of Wonder was originally published in hardcover in the UK by Sidgwick & Jackson in 1967, and reprinted in the US as The Moon Era (which we covered as part of our survey of Sixty Years of Lunar Anthologies back in December.) It’s a short little anthology (175 pages) of early 30s SF by three of the biggest names of the pulp era, assembled and edited by pulp SF afficionado Sam Moskowitz. It contains three novellas:

“Exiles on Asperus” by John Wyndham (Wonder Stories Quarterly, Winter 1933)
“The Mole Pirate” by Murray Leinster (Astounding Stories, November 1934)
“The Moon Era” by Jack Williamson (Wonder Stories, February 1932)

This slender volume was popular enough to enjoy a total of eight editions between 1967-87, mostly paperback reprints from New English Library, who seemed to insist on a new cover every time (see below for a few interesting examples). I covered the last, the 1987 reprint, back in 2017.

The reason I’m showcasing this book again isn’t its enduring popularity, or the notoriety of its three authors. It’s the exquisite Bruce Pennington cover on the 1974 edition (above), which I only recently managed to find. Bruce is one of my favorite SF artists, and he was gracious enough to provide covers for two of the last two print editions of Black Gate, and these days I kinda haunt the virtual shops on the lookout for (mostly British) paperbacks with his colorful and distinctive artwork. His cover for A Sense of Wonder is typical of his work in this period — a mysterious craft looms over a desolate alien landscape, while a small flock of birds introduce a strange sense of normalcy to the eerie tableau. The result is eye catching, and warmly reminiscent of classic science fiction, with its love of superscience, exploration, and the unfathomable mysteries of outer space.

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