Ellsworth’s Cinema of Swords: Disney’s Early Swashbucklers

Ellsworth’s Cinema of Swords: Disney’s Early Swashbucklers

Treasure Island Disney-small

After the box-office success of RKO’s The Spanish Main (1945) and Sinbad the Sailor (1947), in 1948 Warner Bros. re-released The Adventures of Robin Hood to theaters, where it did almost as well as its first time ‘round in 1938. The rest of Hollywood took notice, and soon every studio had two or three historical adventures in the development pipeline. The postwar swashbuckler boom was on!

Walt Disney wasn’t about to be left behind. With a pile of money parked in European banks, he decided to open a British studio to make his first live-action films, using The Adventures of Robin Hood as the template: historical adventures with broad appeal based on familiar stories from public domain sources (because why pay royalties?). And he hit a home run the first time at bat with Treasure Island.

Treasure Island

Rating: ***** (Essential)
Origin: USA/UK, 1950
Director: Byron Haskin
Source: Disney DVD

Walt Disney liked to adapt well-known classic tales, so when he decided to make his first live-action feature, it’s not surprising that he chose Robert Louis Stevenson’s Treasure Island, with its child protagonist and adventures in exotic locales. What is surprising is how hard-edged and gritty it is, considering Disney’s later (well-earned) reputation for peddling bland conformist mediocrity. This 1950 film is as tense and dynamic as its pre-Hays Code 1934 predecessor, and just as closely adapted from the novel, though exact choices of scenes and dialogue vary between the two. Moreover, the Disney version is in vibrant full color.

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Fantasia 2020, Part X: Climate of the Hunter

Fantasia 2020, Part X: Climate of the Hunter

Climate of the HunterMickey Reece is a musician turned underground filmmaker with over two dozen features to his credit. In 2019 he came out with Climate of the Hunter, which he directed and wrote with John Selvidge. It streamed on-demand at this year’s Fantasia Festival, and it’s billed as a cross between old-fashioned movie melodramas in the style of Douglas Sirk — what is sometimes called a “woman’s film” — and 70s vampire movies. That’s an intriguing blend of genres. But I didn’t think the result did justice to either.

Climate of the Hunter starts with the glimpse of a psychiatric case file dated 1977, after which we see the subject of the file: Alma (Ginger Gilmartin), a sculptor in late middle age. She and her lawyer sister Elizabeth (Mary Buss), both single, are waiting for their childhood friend Wesley (Ben Hall) to join them at the cottage where Alma’s now living. Wesley turns out to be a well-travelled Goethe-quoting man of the world, and over the course of several dinners together a romantic tension develops among the three of them, which grows worse as first Wesley’s son (Sheridan McMichael) and then Elizabeth’s daughter (Danielle Evon Ploeger) arrive. Alma, meanwhile, has begun to harbour dark suspicions about Wesley — who she comes to believe is one of the undead.

This is a solid enough structure, but the execution doesn’t work. There’s a lack of tension to both the development of the romance and the mystery of Wesley’s nature. The tone is one of uncommitted irony, flatness without humour. It’s not just that there’s no sense of building horror, there’s no involvement in the characters.

That’s partly because those characters seem to belong in different movies. Elizabeth and to an extent Wesley have the earnestness of melodrama, but the disaffected Alma has no particular narrative chemistry with either. She spends much of her time smoking pot with her rustic neighbour (Jacob Snovel), who rejoices in the name BJ Beavers and acts like it. That sounds like a jarring tonal clash with a story about a creature of the night, and so it is. The actors individually give fine performances, but collectively don’t mesh. The tone is inconsistent, each one nailing a slightly different register of irony.

The plot’s simple enough, but nevertheless manages to be unlikely. Alma’s family worries about her mental health because she chooses to live in a fairly large cottage in the woods instead of a condo in the city. Elizabeth’s daughter throws herself at Wesley for reasons that, to be polite, remain unclear. The question of Wesley’s nature is apparently resolved, then the movie proceeds as if it weren’t.

Visually, the movie’s interesting. Although clearly shot on a relatively low budget, 1970s-vintage lenses on the camera produce a distinctive period look; a certain cruciform twinkle to glints of light recalls a past era. The aspect ratio’s 4:3, further making it feel like a TV soap opera. And there’s a nice use of deep dark shadows, sometimes obscuring even the actors’ faces. Add to that a few interesting formal touches — for example, the way a voice-over names every part of a meal as it’s served, while the dish is photographed at its most luscious. There are ideas here, and some craftsmanship. But it doesn’t come out to much.

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Recomplicated Realities: Philip K. Dick’s Eye In the Sky and Two Others

Recomplicated Realities: Philip K. Dick’s Eye In the Sky and Two Others

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Eye in the Sky by Philip K. Dick; First Edition: Ace, 1957.
Cover art likely Ed Valigursky. (Click to enlarge)

Eye in the Sky
by Philip K. Dick
Ace (255 pages, $.35, paperback, 1957)
Cover art (likely) Ed Valigursky

Solar Lottery
by Philip K. Dick
Ace (188 pages, $.35, paperback, 1955)
Cover art unidentified

Time Out of Joint
by Philip K. Dick
Lippincott (221 pages, $3.50, paperback, 1959)
Cover art Arthur Hawkins

I confess I’ve never warmed to Philip K. Dick. His stories can be dazzling in their ways, in their reversals of premises, in their recursiveness, in their variations on overturning the assumptions we make about the nature of reality. It’s been a while since I’ve read much PKD, but I read three of the early novels in the past two weeks: his first, Solar Lottery (1955); his fourth-published, Eye in the Sky (1957), and his seventh-published, Time Out of Joint (1959). And my impression from these three early novels is that despite PKD’s characteristic virtues just mentioned, his characters are rarely sympathetic, his pacing and plotting are uneven to the point of being haphazard, and his  science-fictional components are standard SF furniture at best, comic book nonsense at worst. And these are three of his best early novels — the best three, apparently, until he published The Man in the High Castle in 1962.

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Bold Venture Press: The Unsung Hero of Pulp Publishing

Bold Venture Press: The Unsung Hero of Pulp Publishing

51WvS1lFaXL._SX331_BO1,204,203,200_PulpNoir_1280__06197.1518283264Black Gate: Bold Venture Press is, in many ways, the unsung hero of the pulp world of the 21st Century. You’ve an impressive catalog of new titles and classic reprints, but let’s start at the beginning and tell readers about Bold Venture Press’ history and accomplishments.

Bold Venture Press: Rich Harvey was working in the newspaper field, and founded Pulp Adventures Press in 1992, which eventually became Bold Venture Press. The Bold Venture imprint published The Spider and Pulp Adventures magazine, went on hiatus for a few years, then returned in 2014, reviving Pulp Adventures.

Audrey Parente was an investigative reporter and pulp historian who put her pulp connections on hiatus as her reporting career went into high gear. She rejoined the pulp fold after taking early retirement by attending Rich’s Pulp AdventureCon in New Jersey in 2012. Meeting at other pulp conventions, Rich and Audrey became reacquainted.

A fictionalized version of their romance, Pulp Noir was published by Bold Venture Press. They joined forces in Florida in 2014. Bold Venture has been cranking out several books every month, first focusing on pulp reprints and then adding new pulp and mainstream authors. Rich’s connections with Zorro Productions has led to the biggest and most exciting projects they have tackled.

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Fantasia 2020, Part IX: Labyrinth of Cinema

Fantasia 2020, Part IX: Labyrinth of Cinema

Labyrinth of CinemaNobuhiko Obayashi, the director best known for the surreal 1977 horror film House (Hausu, ハウス), died on April 10 this year. His final film is Labyrinth of Cinema (海辺の映画館 キネマの玉手箱), which he wrote as well as directed. Just as visually extravagant as House, it grapples with weightier themes — specifically, the nature of cinema and of war, and how film can be used to protest war. It’s therefore also a rumination on history, specifically the history of Japan in the late nineteenth and early twentieth century, and how that history was depicted in the movies of its time. And Labyrinth gets at these things through the frame of a fantasy story about movie spectators unstuck in time and narrative. Obayashi swung for the fences with this film, a three-hour long experience that feels like a career summation, a director reflecting on his life and craft and art.

It begins in an almost essayistic manner, with the musings of a narrator named Fanta G (Yukihiro Takahashi), floating among memory fragments in a time machine that eventually brings him to the present day and the seaside city of Onomichi (Obayashi’s home). The last cinema in town will be closing at dawn, but before that happens an audience will take in one last picture show. And then some of members of that audience are caught up on the images onscreen — three young men chasing a mysterious teen named Noriko (Rei Yoshida).

The film ranges across the years roughly from 1868 to 1945, talking about Japan’s history, how it played out in film, and how Japanese film itself developed. The decline of samurai and the rise of mass mechanised warfare is seen through a peculiar lens, the garrulous Fanta explaining everything necessary as the film goes along. The characters from the audience take on different roles, playing out different stories across different genres and forms. If the frame concept of the Onomichi movie house is self-consciously surreal, the scenarios that incorporate the audience members grow more serious as the film goes on.

The movie begins with a blitz of images and ideas, introducing concepts at a furious pace to the point that ten minutes in I almost stopped taking notes. Not only do we get Fanta G’s time travelling, and then the cinema, and then an assortment of characters, but we’re told that the film will be referring to the writings of poet Chuya Nakahara (1907-1937), and soon get dance numbers and black-and-white scenes and title cards and even passages like silent film. And a visual approach seemingly based on collage, compositing together images like an odd kind of cartoon. Thankfully, it slows down, and in fact continues to slow as the film goes along. But not before a range of genres appears onscreen — musicals and yakuza films and samurai movies — somehow all coexisting.

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New Treasures: Bone Harvest by James Brogden

New Treasures: Bone Harvest by James Brogden

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Titan Books, April 2020. Cover design by Julia Lloyd.

I tell myself that I showcase horror novels all year round, but it’s not really true. Sure, I do a little. But as the evenings grow colder, and leaves start to turn, and night comes sooner every day, and October creeps closer… we inch towards Halloween, the natural season for creepy books of all kinds. And I find myself writing about them more often (and with more gusto).

Here’s one that came out in April: Bone Harvest, the newest from James Brogden. We covered his previous novels, Hekla’s Children (2017) and The Hollow Tree (2018), both from Titan Books. His latest is the creepy tale of a woman who battles both a sinister cult, and steadily worsening dementia, which Publishers Weekly calls a “dark, transfixing supernatural thriller… Brogden breathes new life into a classic horror setup…. electric, masterfully weaving together dark humor and suspense.” Here’s an excerpt from the feature review at Horror Hothouse.

It’s our opinion that James Brogden is the greatest living writer of folk horror in the UK… we think his latest novel Bone Harvest is the best yet…. Dennie spends much of her time on her allotment. Only the allotment holds a dark secret because its the place where Dennie helped her neighbour Sarah to hide her abusive husband’s corpse. Now twelve years after Sarah died in prison three strangers take on Sarah’s plot… things start to get weird after they invite the other plot holders to a pig roast. Plants bloom early, shadowy figures prowl the allotment at night and the people who ate the ‘pork’ seem miraculously revived as old ailments and disabilities vanish… To make things even stranger the ghost of Sarah starts to visit Dennie bringing dire warnings of things to come. What’s Dennie to do and with the onset of dementia who is going to believe her….

Brogden injects an intricately evolved ancient mythology into what on the face of it seems to be a normal mundane Midlands town populated with well developed and mostly ordinary people, but many of them harbor dreadful secrets… as the plot unwinds Brogden maintains an utterly compelling sense of foreboding and menace as Dennie seeks to find allies who she can trust to help combat the ancient evil that her new neighbours are about to unleash on her world. Compellingly fascinating we give Bone Harvest a 666/666.

Bone Harvest was published on April 7, 2020. It is 496 pages, priced at $14.95 in paperback and $7.99 in digital formats. The cover is by Julia Lloyd. See all our recent new Treasures here.

Fantasia 2020, Part VIII: Detention

Fantasia 2020, Part VIII: Detention

DetentionDay 5 of Fantasia began for me by watching Simon Barrett give bad career advice. Barrett’s the writer of horror movies such as The Guest and You’re Next, and he took questions from an online audience for what turned out to be more than two hours in a self-effacing discussion about how the modern movie industry works (or fails to), and how aspiring filmmakers can prepare themselves for entering that world. It was a funny, detailed, and generous discussion, which you can find here.

After that I watched my first feature film of the day, Detention (Fanxiao, 返校), a movie from Taiwan directed by John Hsu (his first feature, in fact) from a script Hsu wrote with Fu Kai-Ling and Chien Shih-Keng. It’s based on a game from Red Candle Games, conceived by Yao Shun-Ting, which has apparently become a cultural phenomenon in Taiwan. There’s already been a novelisation of the game; the movie version of the story was released in Taiwan late last year, and became a box office smash.

It’s set in 1962, during the decades-long period of martial law in Taiwan known as the White Terror. Two teenagers, a boy and a girl, wake up in their school. They don’t remember falling asleep, the school looks different and eerier, and they’re apparently alone except for demonic versions of their teachers and creatures that might be ghosts or demons. A flood hems them in the school grounds. They have to survive and figure out what’s happened to them, and this set-up suggests the story’s video-game roots.

But the development of this concept’s surprisingly powerful. We start with the perspective of the young woman, Fang (Gingle Wang), but soon learn that the young man, Wei (Chin-Hua Tseng), was involved with a secret book club, copying and reading the work of forbidden authors like Rabindranath Tagore. As the two explore the school and deal with the horrors therein, we learn more about the book club and the two faculty members guiding it, Chang (Fu Meng-Po) and Yin (Cecilia Choi). The dangers that come with being part of the club are made clear, and we see the punishments handed out to people merely suspected of possessing literature deemed subversive. (So, yes, the first rule of book club is nobody talks about book club. And for good reason.)

But we also get an early flash of imagery suggesting Wei has or will meet with a rough fate. In fact the movie plays with chronology a lot, and very effectively. As we learn about what’s brought the two youths into the darkened school, we see past events from multiple angles, with different levels of knowledge, and the film does an excellent job of letting us know just enough at just the right time. Nor do the flashbacks slow the story down overmuch. In fact one particularly extensive flashback struck me as perfectly placed — taking us away from the nightmare environment long enough, and at the right place, that it keeps the horror from becoming normalised: we return for the climax, and the place is still disconcerting.

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Charles Saunders, Father of Sword & Soul, July 1946 – May 2020

Charles Saunders, Father of Sword & Soul, July 1946 – May 2020

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“I started reading more about the history and culture of Africa. And I began to realise that in the SF and fantasy genre, blacks were, with only few exceptions, either left out or depicted in racist and stereotypic ways. I had a choice: I could either stop reading SF and fantasy, or try to do something about my dissatisfaction with it by writing my own stories and trying to get them published. I chose the latter course.”
–Charles R. Saunders

Sword & Sorcery is one of Fantasy’s (or perhaps, to call it by its other term, Weird Fiction) oldest sub-genres, reaching back to the first decades of the 20th Century, as a “weird” outgrowth of the fantasy historical adventure fiction that had flourished in the 1880s – 1920s.

A great deal has been written about the the antecedents of Sword & Sorcery (especially by the tireless Deuce Richardson) and the first generation of writers (giants like Robert E. Howard, Clark Ashton Smith, CL Moore, and Henry Kuttner), and those who carried the flickering torch forward during the dark days of the mid-century — writers like Fritz Leiber, Michael Moorcock, Poul Anderson and the loved-hated Lin Carter — and brought that legacy to the second great wave of S&S that flourished in the 60s and 70s, where we met the likes of John Jakes, David C. Smith, Richard Tierney, and Keith Taylor.

Today I want to talk about a man from that second flourishing of the Third Generation who, in my opinion, stands apart, because he was also the father of an entire genre only now beginning to see its potential — Sword and Soul.

Charles  R. Saunders was born at the start of the Baby Boom in Elizabeth, PA, a small town near Pittsburgh, moved to the Philadelphia suburbs, and was educated at Lincoln University, a historically  black institution in Pennsylvania from which he graduated in 1968 with a degree in Psychology.  The next year he moved to Canada, where his life as a writer began, primarily, as fate would have it, as a journalist — both as an editor, but also as an editorialist and columnist.

With a somewhat restless intellect, he didn’t just fall into journalism and stick — his life was a wandering, as writers often do, from lowly cut-and-paste editor, to scholarly writer, to teacher, and then at last to columnist. He slowly worked his way east through Canada, settling at last in Nova Scotia in 1985.

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Fodder for the Imagination: Nothing is Canon

Fodder for the Imagination: Nothing is Canon

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Image by Drajt from Pixabay

Good morning, Readers!

There has been, shall we say, a vigorous discussion happening online about speculative fiction, and whose favourites ought to be considered canon and thusly paid homage for all eternity, regardless of either their fraught legacies or the brilliance of newer fiction. For myself, I find it particularly odd that speculative fiction, particularly science fiction, famous for writing about the future should have adherents that are so backwards-looking. These people insist that past fiction should be heralded as beacons of the genre, and all future writers should know everything about these works.

Except that they don’t. Not really.

I’m not the only one to feel this way. John Scalzi has written a couple of blog posts along these lines recently, and I find I agree with him. It isn’t necessary for up and coming writers to know everything about writers or stories of the past. They’re writing fiction, not a dissertation on the history and development of fiction.

And more, with a world that is privy now to a greater pool of stories; a great influx of them having little to do with the distinctly European roots and focus of fictions past. From primary sources, including archaeology and repositories of mythologies previously unknown to us, to modern writers drawing on their own cultural traditions and morays, what old white men wrote back in the day is decreasingly relevant.

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An Inaudible Blast from the Past: Silent Death — The Game of Spaceship Combat (Part 1)

An Inaudible Blast from the Past: Silent Death — The Game of Spaceship Combat (Part 1)

Silent Death - Metal Express-small

Silent Death – Metal Express original box set (Iron Crown Enterprises, 1990). Art by Angus McKie

What do a fantasy miniatures line and a contemporary science fiction novel have in common? Not much at a glance, but if you put on your Dirk Gentley’s Holistic Detective Agency hat and apply the theory of The Fundamental Interconnectedness of All Things, a relatively straight line can be drawn between the two.

A recent post here at Black Gate about Chaos Vector, an exquisite looking new novel by Megan E. O‘Keefe, got my attention. While I dearly want to lay my hands on it (and its forerunner, Velocity Weapon), what really piqued my interest was the beautiful SPAC (Single Person Attack Craft) with its forward swept wings on the cover.

You see, it looks quite a bit like a ship called a Talon, from the beloved space combat game Silent Death. Which triggered this article, and a step back in time to the late 1980s…

Iron Crown Enterprises (I.C.E.) was a game publisher known mostly for their successful Middle Earth Role Playing line and the complex Rolemaster fantasy role playing game. They released the Rolemaster Future Lore book in 1985 , which subsequently spawned the SpaceMaster Science Fiction line (stay with me here). Star Strike, a space combat game for SpaceMaster, was created by Kevin Barrett and released in 1988. That could have been the end of it, and this article could be covering Star Strike, a game I’ve only read about…

It did not end there! While Star Strike was relatively successful for its time, it was dogged by its heritage. Even though it was a fast-paced space combat game, its association with the notoriously crunchy SpaceMaster came at a cost. While Rolemaster and SpaceMaster had loyal fan bases, plenty of gamers found them to be overly complex and rules heavy.

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