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Richard Carpenter and Robin of Sherwood

Richard Carpenter and Robin of Sherwood

Robin of SherwoodI read some bad news earlier this week: Richard Carpenter died. Carpenter, 78 at the time of his death on February 26, was an actor and television writer. He created several shows; he’s probably best known for his children’s series Catweazle, the animated Dr. Snuggles, and the show that I want to talk about here, the ITV-broadcast series Robin of Sherwood. It’s easily my favourite interpretation of the Robin Hood story, and perhaps my favourite filmed piece of sword-and-sorcery.

Robin of Sherwood ran from 1984 to 1986. Carpenter reimagined the story of Robin Hood from top to bottom, infusing it with magic, myth, and the politicised anger of youth. He also created a show that unobtrusively captured the late twelfth century with remarkable fidelity, both in its visual aspects like props and costumes, and also in its social hierarchies and habits of thought. The series ran for three seasons before its production company ran into financial problems. Some plot threads were ended prematurely, without resolution or real development. Carpenter’s observed that the ending as it is works well enough, and I can see his point. Still, I can’t help but wish that the show had gone a bit further.

As it is, Robin of Sherwood’s one of the best examples I can think of in any medium of how to reinterpret a legend. The fact that the re-interpretation was specifically as a fantasy drew me when I first saw it as a teen, but I think the fantasy wouldn’t have mattered if it weren’t for the way Carpenter made the fantasy elements harmonise with themes and elements already present in the Robin Hood tales. Carpenter’s Robin is the spiritual son of Herne the Hunter; Herne’s a god of the ancient and fearsome forest of Sherwood incarnated in a hermit-like shaman. Robin bears a magic sword called Albion, one of the Seven Swords of Wayland. He and his Merry Men (never called that in the show) encounter Templars, Kabbalists, a cursed village populated by ghosts, Satanists, and, in the first episode, an evil wizard. The famous silver arrow is a symbol of Saxon rebellion, a magical item representing freedom.

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David Soyka Reviews Journal of a UFO Investigator

David Soyka Reviews Journal of a UFO Investigator

76377593Journal of a UFO Investigator
David Halperin
Viking (304 pp, $25.95, Hardcover February 2012)
Reviewed by David Soyka

The premise here is we’re reading a diary account of the titular UFO investigator who also happens to be a troubled teenager (though, arguably, “troubled teenager” is redundant).  What starts out as a geeky outlet for outcast middle schoolers to pretend to be something other than outcast middle schoolers metastasizes into a fantastic escapade involving a self-selective group of super smart teenagers seemingly without parental supervision, one of whom is particularly sexy with amorous leanings towards our narrator, a concoction of conspiracy theories, a grueling ordeal in outer space and a love child between our hero and insect-like aliens aliens that has something to do with peace in the Middle East.  In other words, just the kind of grandiose cracked thought process that leads a kid either to a life of lonely megalomaniacal rantings on Facebook or to develop the next on-line role playing game that makes him a fortune so he’s finally interesting enough to get laid.

Amidst all the Ufology is some contrasting harsh reality:

It was Tuesday, but I wasn’t in school. A freak snowstorm the day before had forced the schools to close and put my father into an even nastier mood than usual.

He’s come into my room about eleven the night before, complaining about the racket I was making, typing up UFO sightings on file cards. I promised I’d do something else that didn’t make noise. But he sat down on my bed to talk, starting out calm, reasonable. The way his inquisitions usually do.

He just wanted to understand, he said. How was it a bright kid like me could piss  away my life on this UFO garbage?

You should be able to figure out where this is all heading even without reading the book blurb that gives it away.  While this shall be a spoiler-free review, suffice it to say the fun here isn’t the outcome, but the ride chock-full of allusions to just about every B-movie SF  trope and mystical imaginings about visitors from other worlds that take you there.

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Thomas M. MacKay Reviews The Enchantment Emporium

Thomas M. MacKay Reviews The Enchantment Emporium

the-enchantment-emporium-coverThe Enchantment Emporium
Tanya Huff
DAW (473 pp, $7.99, June 2010)
Reviewed by Thomas M. MacKay

Canadian writer Tanya Huff has well-established credentials in the speculative fiction world, having written a number of respected novels, spanning the range from traditional epic fantasy, to contemporary fantasy, to full-on science fiction. Certain common themes tend to appear in her work, though handled gracefully and without detracting from the story. Ms. Huff’s work commonly challenges any cultural bias toward inequality – whether among races, genders, or for any other reason – and questions the validity of sexual inhibitions, while never denying the real and powerful impact that love imposes.

In the Gale family, “charming” preserves its original meaning, as the Gales still follow the old ways of the Goddess and the Wild God. Twenty-four year old Allie Gale grew up learning how to cast charms and mix potions, taking her place in the third circle among her many cousins, and trying to avoid crossing the Aunties – because Gale power grows as you age, and the oldest generation of women together possess the power to change the world. But magic still can’t give you purpose, and Allie is back home trying to figure out what to do with her heart and her life after losing her job as a research assistant at the Ontario Museum and still struggling to get over her gay ex-boyfriend. When Allie’s wild grandmother, the one Gale Auntie that lives apart from the family, doesn’t come home for the May Day ritual, Allie’s restlessness grows. The next day comes word that Allie’s Gran has died and left Allie an esoteric little store in Calgary. The Aunties don’t really believe their sister is dead, but they send Allie off anyway to figure out what her Gran is up to.

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Art of the Genre: Review of the Inner Sea World Guide

Art of the Genre: Review of the Inner Sea World Guide

pzo9226_500My very first campaign setting, as probably the bulk of old time gamers would also claim, was The World of Greyhawk. I still have great nostalgia for that world, and the classic adventure modules set in it, but sometimes you just need to upgrade, you know? I mean, Greyhawk is over thirty years old, and has gone through a number of facelifts, but still it’s always nice to try on something new.

And speaking of new! How about Paizo’s Pathfinder Campaign Setting The Inner Sea World Guide. I mean the name alone is worth the price! I’m not sure when the first time I saw this book, but I know when I did I WANTED IT!

Pathfinder is already an outstanding supplemental system, with a massive amount of core books, adventure paths, and gazetteers, but if you’re looking for a new age setting or simply want to steal some quality ideas for your own world, this book is an incredible resource.

As I delved into the pages it was like opening a Pandora’s Box of fantasy grandeur. The book begins with a nice expansion of the races of The Inner Sea, and like Iron Kingdoms did some years back for their setting, Paizo defines twelve different human races before delivering a nice history on the usual suspects like elves, dwarves, and the like.

I was intrigued by this kind of detail, and as I flipped through the different races I couldn’t help by smile at those chosen and the great adventures that could be set in a country populated by these individuals.

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Edgar Rice Burroughs’s Mars, Part 5: The Chessmen of Mars

Edgar Rice Burroughs’s Mars, Part 5: The Chessmen of Mars

chessmen-of-mars-1st-edition1“The squares shall be contested to the death. Just are the laws of Manator! I have spoken.”

After Edgar Rice Burroughs pulled the Martian novels in a different direction with Thuvia, Maid of Mars, he retreated from Barsoom for a spell to concentrate on other projects. Eight years passed between the writing of Thuvia and the publication of the next adventure, The Chessmen of Mars, which switched to yet another hero and heroine to hurl into the unknown regions of Mars. In the process, Burroughs gave science fiction a new board game to play.

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: The Chessmen of Mars (1922)

Previous Installments: A Princess of Mars (1912), The Gods of Mars (1913), The Warlord of Mars (1913-14), Thuvia, Maid of Mars (1916)

The Backstory

Thuvia, Maid of Mars was a success, and it made sense that when Burroughs returned to Mars he would repeat the same formula of third-person narration and a different hero and heroine pair in a one-off adventure. Although John Carter’s son Carthoris seemed a natural to continue as the hero, Burroughs chose to use a full-blood Martian as his lead for the first time. The decision to change protagonists once before made it easy to do it a second time, and with Carthoris already paired with Thuvia, picking a new character meant ERB could start over with a fresh love interest. (He rarely let his heroes switch heroines once they dedicated themselves. Tarzan could get away with it with La of Opar, but only because of amnesia.)

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Join the Heroes of the Feywild

Join the Heroes of the Feywild

heroesfeywildPlayer’s Option: Heroes of the Feywild (Amazon, B&N)
Dungeons & Dragons – Rodney Thompson, Claudio Pozas, Steve Townshend
Wizards of the Coast (160 pp, $29.95, Nov. 2011)

Fury of the Feywild Fortune Cards (Amazon)
Dungeons and Dragons
Wizards of the Coast ($3.99, Nov. 2011)

Reviewed by Andrew Zimmerman Jones

In roleplaying games, I’ve always been a fan of taking full advantage of each character’s unique traits. The statistics are a reflection of these unique traits, of course, but they aren’t the most important element. The differences between Dwarves and Elves goes far beyond just their Dexterity and Constitution bonuses, reflecting deep cultural differences that are far more interesting.

As such,I love supplements that help to differentiate even more between different types of characters. The Dungeons & Dragons Player’s Option book Heroes of the Feywild is superb at doing that for Feywild characters, providing both storytelling details about these engaging character types as well as new mechanics designed to support stories that feature the Feywild. If you want to enter into this world of raw magical power, this is definitely a must-have supplement.

To supplement the book, Wizards of the Coast also released an Fortune Cards expansion, Fury of the Feywild, which allows you to invoke feywild-linked events into your Dungeon & Dragons game in a more random fashion. You can download the rules for using Fortune Cards from Wizards directly.

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Jackson Kuhl Reviews Perfect Murders

Jackson Kuhl Reviews Perfect Murders

perfect-murdersPerfect Murders
Horace L. Gold
Bison Books (360 pp, $19.95, May 2010)
Reviewed by Jackson Kuhl

Raymond Chandler once noted how bad directors filmed whole sequences of mundane actions that could be more simply communicated in a single shot. A man need not be shown climbing into a cab and going to the post office to receive a letter, for example – all the audience needed was an anonymous postman handing the man the letter. This kind of boring direction, Chandler believed, was a holdover from the time when film was new and watching everyday occurrences on celluloid was still thrilling.

And so it is with Horace Gold. He was, in turn, a World War II veteran, the highest paid comic-book writer in the world, and the editor of Galaxy Science Fiction for over a decade. He was also an accomplished pulp fictioneer. Perfect Murders: Pulp Fiction Classics collects six of Gold’s science-fiction detective mash-ups; a seventh, “I Know Suicide,” is a straight noir mystery. Unfortunately, most of these stories are artifacts of their time, thin plots so laden with long passages of dialogue and commonplace action that the eyes glaze and the mind drowses.

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David Soyka Reviews Prince of Thorns

David Soyka Reviews Prince of Thorns

prince-of-thornsPrince of Thorns (Book One of The Broken Empire)
Mark Lawrence
Ace (324 pp, $29.95, Hardcover August 2011)
Reviewed by David Soyka

This is pretty brutal.  Relentlessly brutal, right from the opening paragraphs:

Ravens! Always the ravens. They settled in the gables of the church even before the injured became the dead. Even before Rike had finished taking fingers from hands, and rings from fingers. I leaned back against the gallows post and nodded to the birds, a dozen of them in a black line, wise-eyed and watching.

The town-square ran red. Blood in the gutters, bloom on the flagstones, blood in the fountain. The corpses posed as corpses do. Some comical, reaching for the sky with missing fingers, some peaceful, coiled about their wounds. Flies rose above the wounded as they struggled. This way and that, some blind, some sly, all betrayed by their buzzing entourage.

“Water! Water!” It’s always water with the dying. Strange, it’s killing that gives me thirst.

And this the ostensible hero talking in Prince of Thorns, the first in a (you guessed it) projected trilogy collectively called The Broken Empire.  So, we’re clearly in anti-hero land, in the “shit and blood” sub genre of sword and sorcery that aims to rub your face in what rusty blades, poor sanitation and disease actually do to people living under medieval conditions, in stark contrast to high fantasy depictions of noble quests in which divinely provident good triumphs over corrupt and therefore ultimately doomed to fail evil.

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John Ottinger Reviews The Conqueror’s Shadow

John Ottinger Reviews The Conqueror’s Shadow

the-conquerors-shadow1The Conqueror’s Shadow
Ari Marmell
Spectra/Ballantine (480 pages, $7.99, mass market edition December 2010)
Reviewed by John Ottinger III

The Conqueror’s Shadow is Ari Marmell’s first wholly original novel. Though published three times before under the Dungeons & Dragons trademark (Agents of Artifice, Gehenna: The Final Night), this is the first fiction Marmell has produced without a shared world. What results is a mix of epic fantasy and sword and sorcery tropes slanted slightly, ringed around with humor, peopled with not-good but not-really-evil characters, with a setting that Marmell says, “drew on all the traditional sources of fantasy. There is some historical Western Europe, some D&D, a sprinkling of Eddings and Feist.” The end result is a fast-paced epic adventure bursting with riotous humor and likable characters.

Oddly, the story begins at its ending, or at least seemingly so. Corvis Rebaine, the Terror of the East, has conquered Denathere, a key city in the Impahallion Empire. But Rebaine makes a tactical error, and he won’t be able to hold the city against the combined might of the empire’s armies and the private armies of the Guilds. So Corvis flees, taking along as hostage the young noblewoman Tyannon, leaving his own armies to be defeated. Skip forward seventeen years, and Rebaine has settled down into the life of farmer with his wife Tyannon. All is well, until Rebaine’s two young children are threatened by the roving marauders of a new warlord, Audriss, who follows the exact same battle plan Rebaine once devised. The now middle-aged ex-warlord gathers old compatriots from his glory days to end the threat to his new life, family, and the very empire he once tried to destroy.

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Have Fun Storming the Chaostle

Have Fun Storming the Chaostle

chaostleChaostle (Amazon)
Chivalry Games ($69.99, May 2011)

Reviewed by Andrew Zimmerman Jones

Many fantasy board games have you performing some sort of dungeon crawl, but the approach in Chaostle is a bit different. Instead of crawling through the bowels of a castle’s lower levels, you are instead moving through various levels, leaping from floor to floor in an effort to make it through the castle as quickly as possible. There are a variety of different paths to take and these choices are as significant as any others that you make in the game.

Designed for 2 to 8 players (ages 10 and up), the goal of Chaostle is to beat the other groups of adventurers through the castle. Once you enter the Sanctuary in the center of the castle, you still haven’t won until you are able to beat the castle itself, meaning that the other players do have an opportunity to catch up and sweep in for victory at the last minute.

The game has a fairly sophisticated style of play, so it’s not for the feint of heart. If you are an experienced fantasy gamer, then this will be  fun game, but be warned:

Do not use this game as a means to get your kids, girlfriend, spouse, or other non-gamer involved in the genre.

If you’ve already got a solid group of gamer friends available to you, though, Chaostle can provides hours of entertainment with combat and surprises aplenty.

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