The Flaw in Everything: Warren Ellis’ Karnak the Shatterer

The Flaw in Everything: Warren Ellis’ Karnak the Shatterer

karnak2cov-e50d0It’s the best part of the reading experience to run across a story with a new voice. Warren Ellis, of The Authority and Transmetropolitan fame, has assumed various voices, but I love his newest one: the narrative perspective of Marvel’s Karnak the Shatterer, a character associated with the Inhumans.

The Inhumans, created by Stan Lee and Jack Kirby, have been around since The Fantastic Four was in double-digits. Some of you may recall that Karnak is the one with the big head and the super-effective karate chops because his special talent is finding the structural flaws in things.

(Although, to be accurate, Karnak isn’t technically an Inhuman because was never exposed to the Terrigen mists — bring that up at a dinner party for a No-Prize!)

Over the years, Karnak’s powers and perceptions have expanded to include seeing the flaws in arguments, concepts, and people. His greatest achievement is finding the flaw in death, thereby returning from the dead.

It may sound a bit blithe to say it that way, but Karnak’s philosophical viewpoint has been strengthened over the years and bears some thematic resemblances to people like Iron Fist’s warriors of K’un-Lun or the Ancient One (of Dr. Strange fame).

The Inhumans of course, have been increasing in their importance in the Marvel Universe. I’ve seen internet theories that Marvel is downplaying the X-Men while up-playing the Inhumans, because Marvel doesn’t hold the X-Men movie rights.

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Two Interesting Roleplaying Kickstarters!

Two Interesting Roleplaying Kickstarters!

take-cover
70s Military Space Opera or screen SciFi with a horror element
I Love the Corps
The rules nicely balance story simulation with tactical gaming

We interrupt normal programming to draw your attention to two roleplaying-related Kickstarter campaigns!

First we have a fast-paced Military SF Horror game.

Earlier this year at Conpulsion, I had the fun of playing the beta version of I Love The Corps. My son — 12 — and his mate — 13 — also had a go and loved it.

It’s a Military SF game with a feel that’s best described as 70s Military Space Opera or screen SciFi with a horror element — think Halo, Verhoven’s Starship TroopersBabylon 5 or Aliens. This is not the super science far future war of, say, Ken McLeod’s Corporation Wars.

Rather, this is the kind of game where Special Forces in powered armour exchange laser fire on the surface of Mars, while ground support drops combat trucks reminiscent of Warthogs.

The rules nicely balance story simulation with tactical gaming  — there are the usual points you can exchange  for stunts and stunning escapes, but ultimately the dice are a harsh mistress… which lends an edge to the experience.

Not only is action structured around cinematic scenes and montages, the mechanics support it! There is a neat system for automatic ability check scores when doing something in what I would think of as narrative summary. Characters can also satisfyingly rampage through low powered NPCs. Most of what you need is on the character sheet. The end result is fast-paced but substantial.

Go check out the Kickstarter page and take a look at the more detailed material there.

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New Treasures: The Cold Between by Elizabeth Bonesteel

New Treasures: The Cold Between by Elizabeth Bonesteel

The Cold Between-small The Cold Between-back-small

I see that Amazon.com is taking pre-orders for Remnants of Trust, the second Central Corps novel and the sequel to Elizabeth Bonesteel’s debut The Cold Between.

That means it’s definitely time for me to read the first one. I love an ambitious space opera, and The Cold Between looks like just the ticket. It’s is a military SF novel with romance elements that SFF World calls a “taut, space-based science fiction mystery.” Here’s the verdict from Publishers Weekly.

Bonesteel’s space opera debut, the first in the Central Corps series, expertly revitalizes familiar plot elements… Bonesteel keeps the plot moving briskly… The headlong action will attract readers, but they’ll find themselves paying more attention to the characters’ convincing and satisfying emotional relationships.

The Cold Between was published by Harper Voyager on March 8, 2016. It is 528 pages, priced at $16.99 in trade paperback, and $9.99 for the digital edition. The cover is by Chris McGrath (click the images above for bigger versions).

See all of our recent New Treasures here.

Fantasia 2016, Day 7: Immiscible Propaganda (Momotaro, Sacred Sailors; The Alchemist Cookbook; and Library Wars: The Final Mission)

Fantasia 2016, Day 7: Immiscible Propaganda (Momotaro, Sacred Sailors; The Alchemist Cookbook; and Library Wars: The Final Mission)

MomotaroAs I’ve said before, sometimes the movies I see at Fantasia on a given day have a common theme. And sometimes they don’t, however much it might look like they ought to. On Wednesday, July 20, I’d go downtown to the Hall Theatre to watch an oddity: a restored Japanese propaganda cartoon from World War II, Momotaro, Sacred Sailors (Momotaro, Umi No Shinpei). Then I planned to head across the street to the De Sève and watch an independent American horror film, The Alchemist Cookbook. I hoped to make it back to the Hall after that in time to watch the second in a series of Japanese science-fiction action movies, Library Wars: The Last Mission (Toshokan Sanso: The Last Mission). It looked like a packed day, and I wondered how the movies would play off of each other.

Momotaro was written and directed by Mitsuyo Seo, and released in 1945. Seo was apparently told by the Japanese Ministry of the Navy to make a propaganda film for children, and given Disney’s Fantasia as an example of what the Ministry had in mind. Seo, who’d already made a 37-short retelling the bombing of Pearl Harbour, produced the 74-minute Momotaro. It was believed lost during the American occupation, until a VHS copy turned up in Japan in the 1980s. Recently the original negatives were found, a 4K restored version was made, and Momotaro screened at Cannes in the Cannes Classics section.

Momotaro’s a mashing-up of the war in the Pacific with the Japanese legend of the peach boy Momotaro. The basic story of the tale has an elderly couple finding a boy in a peach that washes downstream past their house; when Momotaro grows up he sets out to defeat an island of demons, or oni, and does so with the help of various animal companions. Seo’s mapped that story onto the Japanese war effort in the Pacific. The movie begins with a group of anthropomorphic animals on leave from the Japanese navy and returning to their village to be celebrated as heroes. Various knockabout gags follow, and the animals join forces to save a child from falling over a waterfall. They rejoin their unit, and we see them at a navy base working and taking classes.

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Air Pirates, Acrobats, and Zeppelin Fleet Action: The Ring of Seven Worlds

Air Pirates, Acrobats, and Zeppelin Fleet Action: The Ring of Seven Worlds

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(click to enlarge)
Ring of the 7 Worlds - Cover
…very hard to review without spoilers.

The Ring of Seven Worlds  (by Gualdoni, Clima, Piana, and Turotti) is a meaty Steampunk graphic novel sent to me by Sloth Comics when I was looking for reading for my daughter… and it’s very hard to review without spoilers.

It delivers a Steampunk (or is it Valve Punk?) setting with a Studi Ghibli feel in which Seven Worlds connect through a now sealed gate — the ring of the title — and of course the gate unseals and there’s an invasion that kicks off a rollicking adventure for two teenagers: a girl air-acrobat and a highborn boy.

And of course there are air pirates and zeppelin-on-zeppelin fleet action.

Meanwhile, in the background we have threads for clearly delineated power politics, gritty insurgency, and, ultimately… ah well, no spoilers.

Unlike some graphic novels, it does have a proper plot that makes a breathtaking kind of sense and takes you on a real journey. But again; no spoilers!

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The Art of the Con: Can*Con 2016

The Art of the Con: Can*Con 2016

Can*Con promo image designed by Jay Odjick
Can*Con promo image designed by Jay Odjick

Earlier this year I was invited to join the programming team for Can*Con, the annual conference on speculative arts and literature held in Ottawa, Ontario. Since about January, I’ve been working with co-chair Derek Kunsken (who also blogs for Black Gate) and fellow author Evan May to develop the panels, presentations, workshops, etc, for this year’s conference, which will be held from September 9th to 11th at the Novotel Hotel. The next few paragraphs will be a glance behind the curtain at the work that goes into putting a con together.

I like to joke that behind that curtain are a few bedraggled wizards desperately seeking additional caffeine and occasionally pulling out the little hair left on their heads … but in all seriousness planning Can*Con has been a delight. My role really came into play after the Guests of Honor (GoHs) had already been confirmed by Derek. Those GoHs are critical because your programming tracks are based around them in many ways. For example, having Sheila Williams, editor of Asimov’s, attending this year allows us to create panels looking specifically at her magazine, analyzing what it means to be a woman in the publishing industry, and so on. If you want to have an entire track related to comics or costuming, you need a solid GoH to establish your framework. But that’s just a piece: the programming you can develop is also largely dependent on your Special Guests and panelists, and the sooner their attendance can be confirmed, the sooner you can start drafting ideas. That was pretty much where Evan and I came in earlier this year.

We started by asking potential panelists for panel ideas they would like to see or contribute to, as well as presentations, workshops, etc, they would be willing to offer. The more you can tap into people’s expertise and interest, the stronger your programming will be; you can’t have a really excellent panel focusing on queer narratives in science fiction, or the fundamentals of witchcraft, or whether The Exorcist still works in the 21st century unless you have panelists with a deep understanding of those topics. A lot of the work at this stage is emailing back and forth with panelists, to both solicit ideas and then sometimes refine them, if the idea is too similar to something that ran the year before or something that we don’t think would quite appeal to our attendees. The little brainstorming sessions with panelists hopefully yield programming that is compelling and which everyone is happy with.

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Fantasia 2016, Day 6: Twice-Told Tales (The Throne and The Lure)

Fantasia 2016, Day 6: Twice-Told Tales (The Throne and The Lure)

The ThroneSometimes the movies I get to see on a given day at Fantasia have an obvious common theme. Sometimes not. Sometimes there’s a commonality binding two otherwise different movies, but it’s tenuous. So it was that on Tuesday, July 19, I watched a Korean historical drama called The Throne (originally Sado), and followed it with a Polish musical-fantasy-tragicomedy called The Lure (originally Córki dancingu). They’re both films based on older stories, in the first case recorded history from the eighteenth century, and in the second Hans Christian Andersen’s fairy tale “The Little Mermaid.” As you might imagine from those two very different source materials, these are very different movies in very different genres. But it also seemed to me that the process of retelling the stories was very different as well.

Let’s begin with The Throne, which reinterprets history in high style. Directed by Lee Joon-ik from a script by Cho Chul-hyun, Lee Song-won, and Oh Sung-hyeon, it begins one rainy night with a rebellion led by Prince Sado (Yoo Ah-in) against his old father, King Yeongjo (Song Kang-ho). It fails, and Sado’s condemned to death. The precise crime and precise punishment are determined by legalistic rules that Yeongju must follow or risk his throne; the result is that Sado’s condemned to a slow death, imprisoned in a small box without food and water. We see Sado slowly waste away, but most of the film takes place in flashback, as we learn about his life and his relationship with his father, and why he led the rebellion and why he failed.

The structure of the movie is masterful, unveiling events bit by bit. It’s not quite a mystery structure, as there’s no central investigator revealing the truth, no doubt in anyone’s mind about what’s happened or why. Instead Sado’s slow death triggers a series of memories, both Sado’s own and those of his family. As the memories accrue, we start being able to draw connections between symbols and between repeated phrases and repeated choices. Things acquire different meanings at different times. Something as simple as the choice of a gate through which the king walks, or the presence of Sado at a certain point in his father’s ritualised washing ceremony, comes to have terrible significance. We get to understand Sado, and then Yeongjo, and then Sado through Yeongjo and the way Yeongjo had to raise him.

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Goth Chick News: Phantasmagoria the Game Turns 21 and Gets a Movie Treatment (Maybe)

Goth Chick News: Phantasmagoria the Game Turns 21 and Gets a Movie Treatment (Maybe)

Phantasmagoria-smallAs you know (or can guess) I have publicly declared Phantasmagoria, the horror-themed video game by Sierra On-Line, as one of my all-time-favorites to this day.

Why you ask, when the quality of today’s gaming experiences are movie-like, compared to which Phantasmagoria’s live-actor-against-computer generated-background appears fairly cheesy?

To start, I’ll re-share some stats that my buds over at Bloody Disgusting dug up as part of their own Happy Birthday tribute.

Back in the ‘90’s when point-and-click adventure games reigned supreme, LucasArts and Sierra were the “Nintendo and Sega” of the era. And Roberta Williams was Sierra’s wunderkind; the designer responsible for a number of hit franchises like King’s Quest, Mystery House, and The Colonel’s Bequest. But in spite of the many titles that Williams worked on, she’s said that her sole entry in the horror genre, Phantasmagoria, is her favorite.

Phantasmagoria to this day remains one of the biggest spectacles of gaming. No expense was sparred and the game sprawled across 7 CD-ROMs due to the heavy amount of FMV (Full Motion Video).

Williams wrote a 550-page script for Phantasmagoria, (a typical movie screenplay is around 120 pages, as a point of reference), which required a cast of 25 actors, a production team of over 200 people, took two years to fully develop and four months to film. Phantasmagoria’s initial budget was $800,000, but by the end of production costs had hit a staggering total of $4.5 million (with the game also being filmed in a $1.5 million studio that Sierra built specifically for it).

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I Am Not a Serial Killer Film Drops (Someplaces) Tomorrow

I Am Not a Serial Killer Film Drops (Someplaces) Tomorrow

i-am-not-a-serial-killer-poster-2I am not particularly active on Twitter lately, but today I had a bit of time and hopped on, only to see the following headline shared by Dan Wells:

Retro-horror mashup ‘I Am Not a Serial Killer’ has an unexpectedly warm and fuzzy side

The tweet included a link to an LA Times review of the film I Am Not a Serial Killer which, according to IMDB, is set to release tomorrow, on August 26. Another review, over at the A.V. Club, proclaims “Psychopaths are people too.”

Despite being fond of Wells’ horror novel of the same name, I had no idea this film was on the horizon, and am definitely pleased to see it getting initial praise. If you want to really get a taste for what to expect, I suggest the fantastic trailer for it. (If you want to see the movie, check the bottom of this article for links, which I’ll update if I find more online availability after it is released. Feel free to skip there, if you have seen enough and want to avoid spoilers.)

The movie is based on the novel of the same name, which has gone on to spark a number of sequels featuring the main character, teenage John Cleaver, who is also a diagnosed psychopath. John’s fear is that his psychopathic urges will get the better of him, and that he will lose control of himself. To prevent this, he studies serial killers intently and has developed a series of rules that are designed to maintain his veneer of normalcy. One of the rules shown in the trailer, for example, is that when he feels an urge to kill someone, he instead compliments them. (A tip that is also helpful when maneuvering social media.)

John works in his family’s mortuary, which gives him some release for his interest in death. But he gets more than he bargains for when a series of murders in his quiet down prove to be the work of an actual serial killer. John’s expertise in this area leads him to discover who the serial killer is, and it turns out the police are not equipped to deal with the menace. In attempting to deal with things the “right” way, John finds events slowly becoming worse. He is forced to step up, breaking his own rules, and slowly getting in touch with his own darkness in order to combat the killer that threatens his community.

And that’s when things start getting really bad.

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The mid-August Fantasy Magazine Rack

The mid-August Fantasy Magazine Rack

Asimovs-Science-Fiction-August-2016-rack Cirsova 2-rack Clarkesworld-119-rack GrimDark 8-rack
Swords and Sorcery Magazine July 2016 Lackington's Summer 2016-rack The-Dark-August-2016-rack Red Sun magazine issue 1-rack

Looks like Fletcher has been working a lot harder than me in the back half of the month — I thought I was doing pretty well by covering three August magazines (Asimov’s, Clarkesworld, and The Dark), but he’s managed detailed reviews of no less than six: Cirsova, GrimDark, Swords and Sorcery, Lackington’s, Weirdbook, and the newcomer, Red Sun. Here’s Flecher:

It turns out there were lots and lots of really good horror and science fiction short stories published this summer… In its short life, Collins has made GdM a consistently exciting publication, and GdM #8‘s two sci-fi stories are not bad at all. The first, “Viva Longevicus” by Brandon Daubs, is about genetically engineered pets going very, very wrong. It’s told by a colonel in the U.S.S. AeroCorps sent to investigate an infestation on a colonial world. A monster hunt on an alien world just isn’t the most original plot, but if it’s told with verve and intensity (and just the right amount of crazy)… “Burying the Coin” by Setsu Uzumé is about a sky-pirate’s sidekick getting her own ship at her boss’ expense. Nothing extraordinary but well done, decent tension, some real depth of characters, and an ending with real weight.

Finally, we come to newcomer Red Sun Magazine… I really like the first story, “The Orion Incident,” by David W. Amendola. It’s a paranoid excursion into the hull of a ghost starship. Believed lost several years ago, when it makes a sudden reappearance and looks to be on a collision course with Earth, its lone survivor is sent with an exploration team to see what’s going on. Suffice it to say, things goes less well than hoped for. The other story that grabbed me was Brenda Kezar’s “Star Jelly.” We already know from the movies that one blob from outer space is bad. This story explores, in gory detail, what would happen if a whole bunch of blobs fell at once.

Read Part One of Fletcher’s Summer Short Story Roundup here and Part Two here.

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