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Goth Chick News: Do You Like Fish? Well He Likes You Too…

Goth Chick News: Do You Like Fish? Well He Likes You Too…

jaws“You’re gonna need a bigger boat.”

Back in March I wrote about quotable movie lines and at least in my circles, Chief Brody’s ironic statement to Captain Sam Quint ranks near the top. If you’re under the age of twenty-five you truly may not recognize it, but if you’ve made it through life this far without having seen most of Jaws, then I’m afraid I’m going to have to ask you to step away from your computer screen and go out for some fresh air.

And once you’ve done that, immediately put Jaws in the number one spot in your Netflix queue.

Thirty-five years ago, on fourth-of-July weekend, movies and the movie-going public were changed forever by a hot-shot young director and his mechanical shark.

That’s right kids, no CGI, no green-screen magic, not even a little forced-perspective puppetry. The shark was a life-sized monster, tooling around in the ocean instead of a water tank, and the actors really got wet.

Back in 1975 no one had really heard of Steven Spielberg. Besides a string of television episodes, he had only one movie under his belt: Sugarland Express, which he both wrote and directed.

However, that movie did well enough for him to be taken seriously when he asked to direct the movie adaptation of Peter Benchley’s number one best seller, Jaws.

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Goth Chick News: Boo To You Too!

Goth Chick News: Boo To You Too!

boo2“Clowns, without a doubt.”

A few days ago I walked into a lunch conversation between my co-workers, who apparently started out discussing irrational fears their young children had.

This topic then morphed into the seemingly ridiculous fears that had followed these seemingly rational grown-ups into adulthood; not phobias per se, but “gives-me-nightmares” terrors.

The guy talking was a 30-something software engineer, and I could tell by the look on his face that he was in no way joking.

“Ronald McDonald and Pennywise are the absolute worst.”

Now, I totally get the whole “fear of clowns” thing, because clowns show up in quite a few horror movies such as IT and Poltergeist, and though the Pennywise reference did remind me that the best scenes of the otherwise fairly cheesey movie IT were indeed the ones with the murderous clown, I’m not particularly freaked out by them on the whole.

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A review of Under Heaven by Guy Gavriel Kay

A review of Under Heaven by Guy Gavriel Kay

underheaven2

Under Heaven, by Guy Gavriel Kay
Roc (592 pages, $26.95, April 2010)

We don’t have that many rituals in our home. One is the creeping countdown to Guy Gavriel Kay’s newest novel. I am always a little sad when it finally comes, though, because it means years before I will see his next one.

If you liked Tigana or The Sarantine Mosaic, you will like Under Heaven. If you have not read Kay before, then do. But don’t start with Under Heaven. It’s one of his best, but you’ll want to save it for last.

Start with Tigana, then maybe A Song for Arbonne and The Lions of Al-Rassan. Jump to The Last Light of the Sun (or skip it entirely) and then go back for the two volume The Sarantine Mosaic (his second best). Then, and only then, should you read Under Heaven*.

Kay’s efforts have definitely improved with time.  A big part of that is no two stories are  in the same place, or use the same characters. I recently whipped through Jim Butchers’ twelfth Dresden installment, and am eager to read the upcoming sixth Temeraire dragon novel by Naomi Novik. Both series are fun, likely lucrative, and the authors pump out new adventures every year or two. But I sometimes wonder if they and other fantasy series novelists are a little jealous of GGK’s apparent freedom to always work on new ideas.

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Classic Horror Games of the 1980s: Alma Mater

Classic Horror Games of the 1980s: Alma Mater

alma-mater2Over at Grognardia, James Maliszewski has posted a retrospective review of one of my favorite RPG relics, Oracle Game’s Alma Mater, the role playing game of high school life in the 1970s.

And I do mean relic. I collect role playing games and, after nearly two decades of fruitless searching, I finally gave up and paid an outrageous sum for an unused copy on eBay a few years ago. It was the last significant RPG title from the era I didn’t own.

It was worth it.  Alma Mater was notorious when it was released in 1982, and it retained much of that notoriety through the years.  It was banned from Gencon by TSR, and well-known artist and editor Liz Danforth wrote a famously scathing editorial in Sorcerers Apprentice magazine attacking the game.

Today though, Alma Mater is chiefly remembered for its artwork, by old-school TSR artist Erol Otus (who did the classic cover for Deities & Demigods, and interior artwork for the AD&D Monster Manual, among many others).  The content of the game itself, as you’d doubtless expect, is fairly tame by modern standards, but the artwork can still raise eyebrows. You can see much of it collected at the Cyclopeatron blog.

I’ve never played the game. Not a lot of people did, as a matter of fact — it quickly vanished, despite (or perhaps because of) all the publicity. Hence its relatively scarcity today, and the delight it still brings to bloodless eBay vulture sellers, may they suffer a thousand deaths.

I’m not sure why more game companies didn’t stumble on this idea — it seems completely natural to me now.  Let’s be honest; not much scares me any more.  My senior biology teacher, Ms. Bray?  She still scares me.

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A review of Swords & Dark Magic: The New Sword & Sorcery

A review of Swords & Dark Magic: The New Sword & Sorcery

swordssorcery1It isn’t often we see a new Sword & Sorcery anthology, especially one from a major publisher.

Swords & Dark Magic: The New Sword & Sorcery, edited by Jonathan Strahan & Lou Anders (Eos Books/Subterranean Press) is the first one to cross my desk in years and, with a new Elric tale by Michael Moorcock, a Black Company story by Glen Cook, a Majipoor piece from Robert Silverberg, a Cugel the Clever tale by Michael Shea, and contributions from Steven Erikson,  James Enge, Joe Abercrombie, Tanith Lee, Garth Nix, C.J. Cherryh, Greg Keyes, Gene Wolfe, Tim Lebbon, Caitlín R. Kiernan, and many others, it looks like the real deal.

But do Strahan and Anders deliver real Sword & Sorcery, or just a close approximation?

To answer that we recruited Jason M. Waltz, publisher of Rogue Blades Entertainment, editor of the acclaimed anthologies Rage of the Behemoth and Return of the Sword, and true expert in heroic adventure.

His 6,000-word analysis, liberally spiced with his own thoughts on the state of the genre, begins after the jump.

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The Art of Storytelling and The Temple of Elemental Evil

The Art of Storytelling and The Temple of Elemental Evil

toee2Role-playing games have always interested me because, at heart, they’re about stories. They’re ways to tell stories that you don’t know in advance, ways to bring people together to create something unpredictable but still structured in a narrative form. Now, that said, the question is: how do you go about doing that? If you’re writing a module, an adventure, that referees are going to pick up off a store shelf (or download from a web site), what do you give them to help create that story with their players?

The traditional first edition Dungeons & Dragons answer to this was: you give them a dungeon. You give them a sandbox, an area to explore filled with monsters and treasure, and maybe a few adventure hooks. What will the players do with it? Who knows?

For a long time, probably starting in the mid-80s at about the point where I started seriously playing D&D, this approach was in disrepute. A dungeon with a bunch of monsters isn’t a story, the argument ran. A story should have a structure, and ideally different moods, maybe even different settings. It should end in a different place than it began. You could see this philosophy settle in at TSR with the Dragonlance series of modules, taking firmer hold with second edition D&D.

Nowadays, though, at least a few people are beginning to swing back to the first approach. Structuring stories out ahead of time kills the spontaneity of the game, one might argue. Let the players and referee develop the story at the table, not by going through the motions worked out ahead of time by some designer. Don’t railroad the players; give them the situation, and see what they do on their own. (I’m vastly simplifying all these positions, and only presenting some of the arguments. I think I’m getting at the essence, though.)

I’ve come around to that last argument. I want to explain why, because I’ve recently wrapped up a First Edition game in which I was fascinated to see a story I never anticipated arise out of a module that features little in the way of pre-structured narrative: The Temple of Elemental Evil by Gary Gygax and Frank Mentzer (TSR, 1985).

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A review of Patricia A. McKillip’s The Sorceress and the Cygnet

A review of Patricia A. McKillip’s The Sorceress and the Cygnet

sorceress-and-the-cygnetCorleu is an oddity, a white-haired youth in a black-haired tribe of wanderers.  His family has a talent for foresight, but all he has is a knack for stories.  And then one year the tribe goes south for the winter and finds itself in a marsh where time seems to stand still, where the flowers are perfect but the skies are invisible behind the mists — and no one knows how long they’ve been there. No one but Corleu notices anything wrong.

Then things get really surreal.

If you like your magic as a form of exotic science, with clearly delineated cause and effect — the sort of worldbuilding Brandon Sanderson does, for instance — The Sorceress and the Cygnet is probably not the book for you.  Little is explained, least of all the magic system.

The plot revolves around five beings whose nature is never entirely defined.  They could be gods, although they’re never worshipped.  They could be stories come to life.  They have titles rather than names.  They’re represented in the heraldry and the constellations.

They seem extremely powerful, but four of them have apparently been trapped by the fifth, the being called the Cygnet.  One of those four — the Gold King, who reads like a sun god or a death god or both — tricks Corleu into a quest to find the Cygnet’s heart.

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Short Fiction Review #29: Realms of Fantasy June 2010

Short Fiction Review #29: Realms of Fantasy June 2010

094-june20101While rumors of its demise appear to be greatly exaggerated, I thought I should perhaps not wait too long to review Realms of Fantasy for this month. Just in case.

The proverbial “worth the price of the issue” story is “The Hearts of  Men” by T.L. Morganfield, who seems to specialize in a subgenre of her own devising, Aztec mythology.  I reviewed a previous story of hers, “The Place that Makes You Happiest,” that appeared in the final issue of Paradox, which postulates that colonizing Spain had not destroyed the Aztec culture and comes to predominate modern society in the Americas.  This time around, Morganfield transposes Aztec notions of the role of the gods and blood sacrifice (which Joseph Campbell devotees will note shares common themes with the central conceit of Christianity)  into the wild, wild West to ask the equally archetypical question of “Who are you, and why are you here?”

“You’re really him, aren’t you?” the boy asked, shuffling a bit closer.

“Who?” I asked

“Huitzilopochtli”

I considered a moment before answering. “Maybe.” I really didn’t know who I was; I wore six-shooters at my hips and my battered felt hat smelled of sweat and rot, but when I checked it for a name, I didn’t find one.”

p.43

Morganfield suggests that, unlike the Greek conception of inevitable and immutable  destiny, things can sometimes change for the better, even for the gods, who sometimes are as clueless as the rest of us. You just have to have heart (a joke you won’t get unless you read the story, which I recommend).

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Frederick Faust, Bound for SF and The Smoking Land

Frederick Faust, Bound for SF and The Smoking Land

smoking-landThe Smoking Land
Frederick Faust writing as George Challis (Argosy, 1937)

I’m returning to the subject of Frederick Faust for the third time this year. But I have a specific, Black Gate-centered justification for it: I wish to unearth his single novel of science fiction, a piece of Lost World and Weird Science strangeness called The Smoking Land.

Faust, under Max Brand and his eighteen other pseudonyms, made his reputation with Westerns, but he did write in almost every genre that appeared in the story magazines of the time. He penned historical adventures, detective tales, mainstream short stories for the “slicks,” and espionage yarns. In 1937, he authored his one true science-fiction work, the novel The Smoking Land, which appeared serially under the pseudonym George Challis in the old warhorse of the pulp world, Argosy, starting in the May 29 issue.

(In fact, this Saturday evening I stood face-to-face with one of the actual issues of Argosy in which the novel was serialized, housed in the pulp collection at Author Services in Hollywood. Actual surviving issues of the self-destructive pulps are rare finds, and they need special protection to survive. And hey look! One of the Argosy installments of The Smoking Land shares space with the Cornell Woolrich story “Clever, These Americans”! . . . Okay, so maybe only I care.)

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Ye’d Best Start Believin’ in Ghost Stories

Ye’d Best Start Believin’ in Ghost Stories

We're naught but humble pirates.Bloodbones
Jonathan Green
Wizard Books (240 pp, ₤5.99, CAN$12.00, April 2010)

In 1982, Puffin Books unleashed The Warlock of Firetop Mountain, the first in the Fighting Fantasy line of gamebooks. The book was conceived and written by Steve Jackson (the British one) and Ian Livingstone, co-founders of Games Workshop. Although predated by solitaire RPG scenarios, Fighting Fantasy combined a choose-your-own-adventure decision-tree structure with a simple dice mechanic to mimic an RPG experience. The quick-start rules, brisk pacing, and art by New Wavey fantasists like Iain McCraig, Chris Achilleos, and Richard Corben, all bundled in a mass-market paperback retailing for $1.95, made Fighting Fantasy wildly successful. The series ran until 1995, along the way spawning ancillary media like novels, computer games, even a full-blown Fighting Fantasy RPG. Fan enthusiasm still burns bright today, with a downloadable fanzine and its own wiki.

Screw Narnia; had I ever discovered some magic wardrobe, I would have jumped with both feet into Titan. As it was, chores were done and allowances scraped together in anticipation of infrequent family expeditions to the mall bookstore. There I could pay to wade through the mire of the Scorpion Swamp, survive Baron Sukumvit’s Deathtrap Dungeon, rally freed slaves to overcome the sinister Gonchong on the Island of the Lizard King. Now I’ve been playing the books all over again, this time with my young sons, imparting to them the same vital life lessons I learned as a young boy: don’t trust strangers; never put your hand in someplace you can’t see; and if you kill someone, you might as well go ahead and take his wallet.

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