Peplum Populist: Hercules, Samson & Ulysses

Peplum Populist: Hercules, Samson & Ulysses

hercules-samson-ulysses-posterThe “versus film” has been with us for decades, even if “vs.” didn’t show up in early movie titles like Frankenstein Meets the Wolf Man. Audiences crave watching cinematic legends smash into each other in duels to the death — or duels to the mutual understanding. Alien vs. Predator, Freddy vs. Jason, Batman v[s]. Superman, King Kong vs. Godzilla (soon ready for a rematch), Jesse James Meets Frankenstein’s Daughter (this really happened), Sherlock Holmes vs. Jack the Ripper (a number of occasions), and Dollman vs. The Demonic Toys. Bring up anything involving the SyFy Channel and sharks and you get hurt.

Italian sword-and-sandal (peplum) films couldn’t resist putting titans of the ancient world into the ring together, and there’s no finer example than 1963’s Hercules, Samson & Ulysses. The Italian title translates as “Hercules Challenges Samson,” in case you needed to know who goes up against whom and who is hanging around as the sidekick.

When it comes to peplum-as-pulp, Hercules, Samson & Ulysses is the real deal. Appearing at the point in the genre’s evolution when sword-and-sandal films either went stale or went silly, HS&U falls solidly on the positive silly side. It’s an outrageous actioner that knows exactly what its audience wants to see and delivers 100% on the promise of watching two legendary supermen batter each other in muscular absurdity. It may not be the best sword-and-sandal film, but it’s one of the most entertaining. This is the peplum film to watch if most of the genre’s other offerings don’t grab you.

Read More Read More

Total Pulp Victory: Windy City Pulp & Paper, Part II

Total Pulp Victory: Windy City Pulp & Paper, Part II

Horror on the Asteroid at Windy City Pulp 2016-small

Horror on the Asteroid, and other fabulous treasures

Happy Saturday morning everyone!

I leaped out of bed this morning, and hastily started packing up to head out to the Windy City Pulp and Paperback show in nearby Lombard, IL. I spent most of the day there yesterday, catching up with Jason Waltz, Arin Komins, Rich Warren, David Willoughby, Bob Garcia, Doug Ellis, and many other old friends… and more than a few fellow happy buyers and sellers.

I also found more than a few treasures, including a seller in the back with an absolutely gorgeous collection of 1970s and 80s science fiction paperbacks that looked glossy and flawless. He was asking $2 each, in many cases less than the original cover price, so it was like stepping back in time and plucking brand new books by Roger Zelanzy, Sherri Tepper, H. Beam Piper, P.C. Hodgell, Gene Wolfe, and Robert E. Howard off the shelves. I even found a complete set of M. John Harrison’s Viriconium sequence, which Fletcher Vredenburgh enthusiastically wrote up here at Black Gate. I spent a small fortune at that booth alone, and it took a few trips back to the car to carry all my bags.

Windy City has the kind of treasures I cannot find anywhere else, like rare Arkham House collections and early issues of Weird Tales, and even a copy of the first collection by my favorite pulp writer, Edmond Hamilton’s The Horror on the Asteroid and Other Tales of Planetary Horror, published in hardcover by Philip Allan in 1936. I’ve only seen one copy in my entire life, and that was at last year’s show, resting on a table among dozens of other near-priceless volumes, like early first editions of Stephen King, H.P. Lovecraft, Robert A Heinlein, Fritz Leiber, C.L. Moore, Robert E. Howard, Clark Ashton Smith, and lots more (click the image above for a closer look).

Read More Read More

Books and Craft: World Building and the Importance of Setting

Books and Craft: World Building and the Importance of Setting

Tigana Anniversary Edition-small Tigana Anniversary Edition-back-small

After a longer hiatus than I had a intended, I am back with the second in my Books and Craft series of articles on the elements of story telling that make “classic” and “must-read novels”… well, classic and must-read. In my first entry, I wrote about Nicola Griffith’s science fiction masterpiece, Slow River, and Griffith’s innovative use of point of view.

Today, I turn to one of my favorite fantasy novels: Guy Gavriel Kay’s Tigana, a stand-alone epic fantasy (that rarest of all things), which first appeared in print in 1990. I actually referred to this book in my first column, while making a point that bears repeating. As with Slow River, there is no one craft element of Tigana that makes it a successful novel. Kay displays here the command of language and pacing, character development and narrative arc his readers have come to expect. Another observer might focus on one of these, or some other facet of his work, to explain why they love this novel — or any of the others he has penned in a spectacular career that now spans more than three decades.

But to my mind, the defining characteristic of Tigana, the one that established it as my favorite fantasy when I first read it so many years ago, is its magnificent world building. In creating the Palm, a hand-shaped landmass of rival kingdoms that is somewhat reminiscent of medieval Mediterranean Europe, Kay has blended religion and ritual, history and politics, cuisine and viticulture and music and art, into something so rich, so alive, so compelling, that the reader cannot help but be transported with each cracking of the book’s spine. All that unfolds in Tigana’s pages flows from this sense of place.

Read More Read More

In 500 Words or Less: Icon by Genevieve Valentine

In 500 Words or Less: Icon by Genevieve Valentine

Icon Genevieve Valentine-smallIcon
By Genevieve Valentine
Saga Press (336 pages, $24.99 hardcover/$16.99 paperback, June 2016)

On my Top Ten Books from 2016, I mentioned Genevieve Valentine’s novel Persona, a near-future ecofiction novel set in a world where the UN has been replaced by the International Assembly, a body where each country has a Face to represent their interests and those Faces are regarded like Hollywood celebrities. The sequel to that novel, Icon, continues to follow Suyana Sapaki, representative of the United Amazon Rainforest Collective, as she navigates the dangerous politics of the IA, which almost claimed her life in the previous novel. (You may have spotted this one in a Future Treasures post by John O’Neill last June.)

I mentioned the last time I discussed Valentine’s work that her storytelling has a very unique feel to it. A lot of the plot is left to the reader’s interpretation, to the point that even though I had read Persona and recognized most of the returning characters, I spent a few chapters with my head cocked like some confused golden retriever, trying to figure out exactly what was going on. The subtleties that Suyana and her allies are forced to deal with in their world translates exactly onto the page, so if you prefer direct storytelling and obvious clarity, you might not enjoy this series.

What drew me in and kept me reading, like with Persona, was the character work; once again we see paparazzi Daniel Park shadowing Suyana, for example, never admitting to himself that he’s in love with her and pained by the distance between them. My personal favorite was Magnus, Suyana’s personal handler, since once again we don’t know if we can trust him, even though we desperately want to because, like with Daniel, there’s a tragedy to the way Suyana keeps him at a distance, when apparently all he wants to do is protect her.

There are some big reveals with these characters, and intriguing twists that make Icon a great political thriller. However, I’d be lying if I said I enjoyed it as much as Persona. That first novel opens with an assassination attempt, and then follows Suyana and Daniel as they lay low through the streets of Paris, trying to figure out who wants Suyana dead and how to get the upper hand on them. That sense of urgency is missing here, and so I found this novel a lot less tense, even as the characters were discussing and dealing with things that carried a fair bit of weight. There is a pickup as the novel concludes, but it doesn’t really balance the more sedate nature of the rest of the novel.

Read More Read More

The April Fantasy Magazine Rack

The April Fantasy Magazine Rack

3x3-Annual-13-rack Analog-Science-Fiction-and-Fact-March-April-2017-rack Clarkesworld-127-rack Gathering-Storm-1-rack
Interzone-269-rack Wired-The-Fiction-Issue-rack Weirdbook-34-rack Gathering-Storm-2-rack

We had lots of great coverage for magazine fans this month, including Doug Ellis’s look at 1930s-era letters from famed editor and fan Julius Schwartz on A. Merritt, Amazing Stories, and the First Worldcon, and Derek Kunsken’s report on Asimov’s Science Fiction Magazine‘s 40th Anniversary Celebration in Manhattan. For vintage magazine fans, we had Rich Horton’s retro-review of the October 1968 Galaxy, and Allen Steele’s new take on the classic pulp hero Captain Future.

We also added no less than three new magazines to our coverage for the first time: 3×3 Illustration, Wired, and the brand new magazine of fantasy, science fiction, Lovecraftian horror, and sword & sorcery, Gathering Storm.

Check out all the details on the magazines above by clicking on the each of the images. Our Late March Fantasy Magazine Rack is here.

Read More Read More

Modular: The New Mongoose Traveller #2 — More Than Just a Science Fiction Midlife Crisis Simulator?

Modular: The New Mongoose Traveller #2 — More Than Just a Science Fiction Midlife Crisis Simulator?

(Read First Article)
(Read First Article)

Seen from one angle, the Traveller RPG has always been a Science Fiction midlife crisis simulator, “40-somethings Innnnn Spaaaacccce.”

Seriously!

The character generation system is a mini-game that lets you play through your character’s career all the way into middle-age, a career that most of the time ends in disaster, and always ends with you mustering out to go “travelling.”

Kurtzhau (13) and I rolled up a party and ended up with:

  • A scientist, feeling the bite of age, who’d made a big discovery in his youth, but had been stuck in admin ever since and now craved adventure.
  • A senior NCO soldier forced by job cuts to muster out and now very much adrift in search of a purpose.
  • A pilot who’d unwillingly ended up in the Scouts and spent most of his time as a courier and now belatedly wanted to do something less boring.
  • A veteran of the Merchant Marine who really wanted to be a Free Trader.

You could put them all in a shared apartment and make a quirky sitcom about them. (We put them in a ship and sent them to our Dacre Sector.)

Read More Read More

My Favorite Game: Mount and Blade/Warband – Part Two: Playing the Game!

My Favorite Game: Mount and Blade/Warband – Part Two: Playing the Game!

warband_Troops

Okay – hopefully you read Part One of my look at Mount and Blade/Warband. If so, you’ve got an idea of what the game is about and got a taste of the combat portion. Now it’s time to look at the shiny parts of the game: selecting, fighting with and leading your band of warriors to conquer your foes!

 Troop Combat

I LOVE troop combat. Throughout the game, you are building up your band with cavalry, infantry and/or archers. You start out solo and begin recruiting with the first quest. I’m not sure what the maximum band size is, but I’m at 249 in one of my current games (it went way up from just over 100 when I started my own Faction). And I have over 300 more soldiers garrisoned in cities and castles I control, some of which I can draw upon to change the makeup of my band.

On the map, you can choose whether to encounter other units or try to avoid them (they may chase you down, though). If they are hostile, you can choose to fight, pay them off or surrender. Usually, you’re looking for trouble and you fight.

At game start, you can choose to allow quitting without saving, or to require saving before quitting. If you decide on the latter, if something bad happens, you’re stuck with it. You can’t just quit and reload: no do-overs. And bad things happen a lot. If you are defeated, you can lose your current band and have to start over. I don’t play hardcore. If you do, pick your fights VERY carefully.

Read More Read More

Future Treasures: A Tyranny of Queens, Book 2 of The Manifold Worlds, by Foz Meadows

Future Treasures: A Tyranny of Queens, Book 2 of The Manifold Worlds, by Foz Meadows

An-Accident-of-Stars-medium A Tyranny of Queens-small

Foz Meadows, who’s been nominated for a 2017 Hugo Award for Best Fan Writer, wraps up her 2-volume Portal Fantasy The Manifold Worlds with A Tyranny of Queens, arriving in mass market paperback from Angry Robot next month. When she signed a 2-book deal with Angry Robot in 2015, Foz wrote,

After years of quietly (and sometimes not so quietly) obsessing over magic portals, feminism and adventuring ladies, I’m delighted to announce that Angry Robot has decided to enable me in these endeavours. An Accident of Stars is the book I desperately wanted to read, but couldn’t possibly have written, at sixteen – and, as you may have guessed, it features (among a great many other things) magic portals, feminism and adventuring ladies. I’m immensely excited to share it with you, and I look forward to collaborating in its production with our glorious Robot Overlords, who only asked in exchange a very small blood sacrifice and part ownership of my soul.

A Tyranny of Queens arrives on May 2.

Read More Read More

Literary Wonder & Adventure Podcast Presents: Robert E. Howard, Master of Sword & Sorcery: A Conversation with Author Howard Andrew Jones

Literary Wonder & Adventure Podcast Presents: Robert E. Howard, Master of Sword & Sorcery: A Conversation with Author Howard Andrew Jones

Literary Wonder & Adventure Show Howard Andrew Jones

I have thoroughly enjoyed the last two audio shows from Robert Zoltan’s Dream Tower Media, a lively conversation with Black Gate blogger Ryan Harvey on Edgar Rice Burroughs, and a fascinating discussion with Scott Oden on the history and writing of J.R.R. Tolkien. So I was very excited to see that for Episode #4 the subject was the distinguished Howard Andrew Jones, author of the beloved Dabir & Asim Arabian fantasy tales, and the future bestseller For the Killing of Kings, out next year from St. Martin’s Press. The topic this time was none other than Robert E. Howard, the legendary creator of Conan, and perhaps the greatest Sword & Sorcery author of all time.

As usual, calling this a podcast doesn’t do it justice, as it’s really a professionally-produced radio show set in the dimension-hopping Dream Tower (with a talking raven). I’ve had plenty of lengthy discussions with Howard — who is the Managing Editor of Black Gate — over the years, and here he’s at the peak of his form, entertaining and highly informative. The podcast opens with a animated discussion of life in small town Texas, Robert E. Howard’s substantial gifts as a storyteller, and why he added whipping scenes to so many pulp tales. It looks at REH’s enduring creations — including Conan, Solomon Kane, and Dark Agnes — before exploring our fascination with ruins, Fafhrd and the Gray Mouser, and the influence of gaming on modern fantasy.

My only criticism is the host’s tendency to wander off topic, and repeatedly cut off his guests to talk about himself. Robert Zoltan is a fascinating guy, and I enjoy his opinions, but that doesn’t mean that a 1-hour podcast on Robert E. Howard is the right place for a 3 minute monologue on Van Gogh, or a 7-minute monologue on narcissism and how hard it is to make a living as a musician. Future podcasts should focus more on his guests, or maybe just do away with the pretense of an interview entirely. That might set better expectations with listeners.

Check out Literary Wonder & Adventure Podcast Presents: Robert E. Howard, Master of Sword & Sorcery: A Conversation with Author Howard Andrew Jones, and all the episodes of the Literary Wonder & Adventure Podcast, here.

Shabtis: Servants in the Ancient Egyptian Afterlife

Shabtis: Servants in the Ancient Egyptian Afterlife

20170220_150535

Some very bling shabtis from the 18th dynasty tomb of Yuya and Thuya

We all know the ancient Egyptians were obsessed with death. What with their elaborate spells, mummification, and tomb preparations, you’d think that the Egyptian afterlife would be one big vacation. After all that preparation they deserved a bit of rest.

Not so. The gods subjected the deceased to all sorts of jobs and obligations. The afterlife was just like our world, where all the usual cultivation and manufacturing had to be done. If you didn’t want to spend eternity doing manual labor, you needed to have some hired help.

Read More Read More