Showing posts with label Horror. Show all posts
Showing posts with label Horror. Show all posts

Friday, August 12, 2016

Ghost House Pictures' 'Don't Breathe' Reunites Fede Alvarez and Jane Levy



In 2013, Ghost House Pictures rebooted the classic horror comedy series Evil Dead with a new director (Fede Alvarez) and a new star (Jane Levy). The film attempted to balance itself between the two horror/comedy extremes of the Evil Dead franchise. It was less creepy and haunting than the original film and focused less on humor than Evil Dead 2 or Army of Darkness. In attempting this balance, the film selected a talented comedic actress whose prior work included the short-lived and entertaining series Suburgatory.

The pairing was a success. Rotten Tomatoes ratings show that many critics and audience members found the Alvarez/Levy Evil Dead to be a worthy addition and the film is by a large margin the most successful theatrical release in the series. This success was in no small part due to the cult classic status the movies have attained as they have continued to build audience. The box office success of the 2013 Evil Dead film doesn't in itself answer whether audiences truly liked the new vision or whether the success was due primarily to the power of the brand. The film was polarizing among some of the fan base who thought the film was too gory and lacked sufficient humor. Ghost House Pictures has an opportunity to prove that Alvarez and Levy have appeal outside of a strong brand with this year's Don't Breathe. This film is an original story that features no supernatural elements and promises to focus on suspense rather than gore.

Don't Breathe opens with a premise similar to that of In Cold Blood, but turns the tables on the criminals in a fashion common in horror films like You're Next. The filmic twist in this case is that audiences are supposed to sympathize with one of the home invaders as she realizes that she and her friends have invaded the home of someone who, though blind, is freakishly good at killing people.

The film is slated for wide release on August 26th, right in time for the new school year and a good lead into Halloween.


Tuesday, September 22, 2015

Deadlands: Ghostwalkers [Review] -- Does It Bring the Big Guns?


Unlike many genre fans, I have a great deal of respect for "media tie-in" fiction. I believe that some of the best science fiction and fantasy fiction has been the result of hard work by a media tie-in author. William King's Gotrek and Felix stories are wonderful Sword & Sorcery duo fiction, Diane Duane has written some wonderfully entertaining Spider-Man novels, and no list of praise for this sub-genre would be complete without mention of Paul S. Kemp's tales of Erevis Cale. These three authors merely scratch the surface of the high quality work that can be found in media tie-in fiction.

One of the things that most impresses me about well written media tie-in fiction is how an author can bring their own spark of originality to a world that has potentially been thoroughly explored by the media creators. Writing a novel tale within a world without being crushed by restrictions created by other creators, or without writing too far outside the box as to not be working within the shared world, takes a high level of skill. 

The media tie-in author is writing for two audiences: the existing fans of the setting and fans of the genre who may be unfamiliar with the television show, video game, or role playing game where the story takes place. The job of the author is to make fiction fans of the media fans and turn genre fans into fans of the underlying media. This is a difficult challenge.  Fans of a setting can be your harshest critics if they believe that you have written a story that violates the rules of the setting, even if the tale itself is creative and entertaining.  Even if the author manages to satisfy the fans of the setting/game, they also need to appeal to the genre fan in the hopes of making them fans of the underlying property. To put it in the crudest terms, media tie-in fiction are both a way to interact with existing fans of the media and are advertisements to future fans. It's a delicate balance between entertainment and advertisement.

One of my own personal favorite intellectual properties, and game settings, is the Weird West setting created by Shane Hensley (and friends) for the Deadlands role playing game. The game was originally published in the late 90s and has always had related fiction published for the game. I often re-read the "Dime Novels" that were written in the early days of the game. This year (2015) is the year that Deadlands has really exploded into the media tie-in market with comic books and novels being published for the setting. The novels are being published by Tor Books.  One of the largest, if not the largest, publisher of speculative fiction. 

The first Tor novel is entitled Deadlands: Ghostwalkers and was written by talented horror veteran Jonathan Maberry who has written the Joe Ledger and Pine Deep series of books. He's an excellent writer, but how well is he able to combine his own talents with the requirements that come with writing a media tie-in novel?

The Book

Ghostwalkers is the tale of Grey Torrence, a former Union soldier with a haunted past who now wanders the Weird West as he flees the ghosts of his former misdeeds. Torrence is a combination of John Wayne's character Col. John Marlowe in The Horse Soldiers and a Peckinpah badman with a dash of James West. Like Marlowe, he was caught behind enemy lines during the Civil War, but where Marlowe escaped triumphant Torrence's mission ended in failure. In Ghostwalkers, Torrence finds himself continually compelled to do the right thing even against overwhelming odds. He does this in part to atone for his past failings.

This reflexive heroism leads him into companionship with Thomas Looks Away of the Ogala Toyospaye in what could have been a simple Lone Ranger and Tonto tale. Maberry is too talented to fall into that trap and instead of giving us the Native American mystic, he gives us a Native American Mad Scientist more in the mold of Artemis Gordon than Tonto. It's a refreshing change and one that signals that the author might be giving us a couple more twists as well.

Torrence and Looks Away, two of the heroes of our tale, are caught in the middle of an apocalyptic time. What separates the Weird West from the Old West is that in 1863 a ritual opened the doors to the Happy Hunting Grounds and created a Hell on Earth where the dead rise from the grave and scientific innovation is fueled by a substance that seems to scream in pain when burned as a means to create power for Weird and impossible gadgets.

These heroes, and some additional companions, face off against the horrors of the Weird West. They fight the Walking Dead and resurrected Dinosaurs, but no opponent is as fearful as the greed and lust for power of their fellow man.

The Good

Maberry manages to introduce those unfamiliar with the Deadlands setting to the world in a seamless fashion.  By focusing the narrative on a character unfamiliar with most of the changes that have taken place in the world, he has a perfect cipher for our own experiences. Maberry also introduces the Weird West in small doses. He doesn't try to convey the entirety of the differences between this fictional West and our own. Instead, he lets us discover how the Los Angeles and California of this world differ from ours at a steady pace. We see the world unfold as the characters encounter it. It's good world building technique used to reveal existing information.

I was particularly impressed with how Maberry was able to show how the influence of the Reckoners, particularly Famine, affected the world in a way that only fans of the game would notice. Genre fans get a good story, but there was a nice easter egg for the media fan. Since the knowledge of the world is passed on by people who live in it, and since they would be unfamiliar with the Reckoners, it was demonstration of solid storytelling. Additionally, modeling some of the characters and narrative on Wild, Wild, West was also a good choice. I don't know if it was intentional or sub-conscious, but I would have loved to watch this book as episodes of that classic show.

The Bad

There were a couple of moments I was pulled out of the text. Given Maberry's use of "Harrowed" characters, read the book to find out what those are, I kept expecting to see Stone (an iconic Deadlands character) around every corner. That never happened, and the story is better for it, but I kept expecting it and was a barrier in my reading.

There were also a couple of sentences/phrases that pulled me out of the fiction. The first was when Maberry discussed Juniper trees early. He wrote, "The mingled blurs coalesced into a canopy of Juniper leaves..." which left me wondering if he had ever seen a Juniper. One wouldn't normally use the term "leaves" when describing them. It seemed more like he was describing Oaks than Junipers. That could just be me though.

The second sentence included the phrase "mound of sobbing frilly whites..." as a means of describing clothes that were still wet from a demon rain storm.Given that I read an advance copy, I hope this got corrected before the final version. Clothes tend to be sopping wet, though in Deadlands it wouldn't be impossible to find sobbing clothes.

As you can see, "the bad" in the tale is pretty minor. When you are resorting to nitpicking as your criticism, you have read a pretty entertaining piece of fiction.

The Ugly?

Aside from a sex scene that made sense narratively, but was still a little too "because HBO" as it seemed unnecessary as a demonstration of affection, I found it near impossible to put the book down once I started reading. Maberry's tale has wonderful pacing and the right combination of mystery, horror, and action to reflect the underlying intellectual property.

There were only a couple of moments where I could "hear the dice drop" in the background. Grey's heroism sure seems more like a Savage Worlds Hinderance than an actual character trait, but moments like this were rare. If you like Westerns and Zombies, you should love Maberry's work here. I know that I did.

It was an entertaining mash up of The Wild Wild West, John Ford, and Sam Peckinpah. I can think of no higher praise than that.
3.5/5 stars.Dea



Saturday, August 08, 2015

Achievement Unlocked: A Personal Savage Worlds Announcement

The other day, I vaguebooked on The Facebook that I had worked on a project that I might be able to talk about. Well, I'm now officially allowed to talk about it. At this year's GenCon, Pinnacle Entertainment announced a number of exciting products and it just so happens that I worked on one of them.

The project is called Savage Tales of Horror and it's an anthology of horror themed adventures for your enjoyment. The adventures are all playable with just the core rules and the Horror Companion.


I can't say a lot about my adventure, and to be honest I wouldn't want to drop a lot of spoilers anyway, but I can tell you this much:

1. My adventure is called Blood on Ice.
2. The adventure only requires the Core Rule and the Horror Companion, but it does use some rules that people often overlook.
3. The adventure was designed as a perfect pick up/one shot adventure, but I hope you will want to use it to create a campaign.

The adventure anthology includes a number of excellent authors like Shane Hensley (you know...the creator of Savage Worlds), John Dunn (the guy behind the excellent Accursed setting), and fantasy author Howard Andrew Jones. There are a number of other excellent participants in this project, but I want to leave some stuff for future posts as we come closer to the release date.

Friday, October 03, 2014

Classic Horror RPG CHILL Rises from the Dead with New Kickstarter



Before I get into the details of what my ideal new edition of the CHILL role playing game is, I'd like to take a moment to thank Matthew McFarland and Michelle Lyons-McFarland for taking the time to acquire the license to this classic game and put together what looks to be a very solid horror role playing game. 

If you are a fan of horror role playing games and want to help small press publishers succeed, then you should back the brand new Chill 3rd Edition Kickstarter. I'm a backer and I will be blogging about the game's playtest rules very soon.
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Now that I've cleared the air and made it clear that I am excited about the game that Matthew and Michelle are putting together, I'm going to gripe. That's what we obsessives do when things aren't perfect, we gripe. But I'm not going to gripe in an non-constructive manner. This isn't about what I think Matthew and Michelle are doing wrong, it's about what I wish they would ALSO do.



If you were to ask me what my favorite genres of film are, I would without hesitation tell you that they are romantic comedies and horror movies. You are probably wondering what When Harry Met Sally and Hostel have in common that I would rank the genres of these two films so highly. I would tell you that I don't think Hostel is a "horror" movie. Being pedantic, I'd try to convince you that it was splatterpunk or back track and change the word horror to weird. When it comes to weird and fantastic tales, my heart has two great loves Ray Harryhausen and Hammer Studios. It is the horror of the kind that Hammer Studios made, and now makes again, that I love. Give me stuffy Victorian/Edwardian era investigators encountering terrors from the unknown with a skepticism that is fueled by emerging scientific discoveries, and you have warmed my heart to know end. If you add to that a romantic element - which can either be of the courtship or familial variety - and I'm all in. Films like Horror of Dracula, Frankenstein Must Be Destroyed, and The Woman in Black are rich in mood and capture the imagination and are perfect for adaptation to role playing. The original Chill role playing game attempted to emulate this kind of storytelling, and I loved it because of it.



The rules for the original Chill role playing game were easy to learn and perfectly designed for new gamers. It was the combination of ease of play and Hammer Horror that I believe led to Rick Swan's negative review in The Complete Guide to Role-Playing Games. Other publications like Space Gamer and Different Worlds gave the game much higher praise - I'll share those reviews in a future blog post - and seemed to understand that Chill was the introductory game in a series of games that became increasingly complex as their genre required. The Goblinoid Games blog has a great description of the original Pacesetter system and they are the publisher of some of the other Pacesetter System games. Goblinoid Games has also designed their own horror game inspired by the horror movies of the 80s which I blogged about at Blackgate Magazine.

When I read the description for the new edition of Chill, it was immediately clear that the game would not be my idealized version of the game. The description referenced the Mayfair edition of the game, a game that tried to be "edgier" in order to compete with Call of Cthulhu. I've also seen Matthew's Facebook discussion of the game and he mentions how his version will treat mental illness. I'll be the first to admit that Call of Cthulhu doesn't do a good job representing actual mental illness, but neither does the fiction it is emulating. Lovecraft's fiction is about a descent into a particular kind of madness as understood at a particular time. Having said that, my idealized version of Chill would have no rules for insanity. It would only have rules for fear and shock. Hammer stories aren't about protagonists who are slowly driven insane as their world view is shattered. Instead, they are about the success and failure of the rational to engage with the supernatural.

The new Chill's artwork hints that it is inspired by many of the horror films currently on the market, with no small touch of American Horror Story. This is not a bad thing. In fact, if one ignores the shifting of time period that's pretty close to the Hammer tone...and films like Mama have demonstrated that the classic Ghost Story has legs. That's my longish way of saying that I'd like Matthew and Michelle to release a Victorian/Hammer supplement for Chill and that I hope their game system is quick easy and intuitive. My first read through the quick start rules gives me reason to believe at least half of that will happen...the rules part.

Friday, October 14, 2011

What is "The Asphyx"?

For the past few days, I have been excitedly tweeting about a horror film I adored as a child.  I first saw the film on either Bob Wilkin's classic Creature Feature program on KTVU or on the Chiller Diller Matinee program.  I cannot remember which, but I vividly remember sitting in my grandfather's den watching the story of one man's pursuit for immortality and the high costs of his obsession.

It has been many years since I have seen the film.  In all honesty, I haven't seen it since I was a child.  But I have recently acquired a copy of the movie and plan to watch it as a part of my Halloween themed October viewing.


I hope it lives up to my memories and expectations. I might just have to try to adapt the tale to a CHILL or Call of Cthulhu adventure while I'm at it.

Sunday, April 03, 2011

C is for Chill

You are about to enter the world of CHILL, where unknown things sneak, and crawl, and creep, and slither in the darkness of a moonless night. This is the world of horror, the world of the vampire, ghost, and ghoul, the world of things not know, and best not dreamt of. CHILL is a role-playing game of adventure into the Unknown and your first adventure is about to begin -- CHILL Introductory Folder




In 1984 a group of former TSR Employees -- including Mark Acres, Troy Denning, and Stephen Sullivan -- formed Pacesetter Ltd. Games and released the Chill role playing game. Chill wasn't the first horror role playing game, nor was it the best, but it has long held a place as a "cult" favorite in the role playing game world. Where other horror role playing games sought to capture the dark nihilistic material horror of H.P. Lovecraft, or the gruesome horror of many films, Chill tried to capture the tone of Hammer and AIP productions.

Because of its focus, and because its creators were former TSR employees, Rick Swan reviewed the game quite negatively in Dragon magazine and in his Complete Guide to Role-Playing Games. He described the game as, "A horror game for the easily frightened...While most of Chill's vampires, werewolves, and other B-movie refugees wouldn't scare a ten-year-old, they're appropriate to the modest ambitions of the game...Chill is too shallow for extended campaigns, and lacks the depth to please anyone but the most undemanding players. For beginners only."

Swan was correct that the game was simple, and appropriate for beginners, but he was far from the mark when he claimed that it lacked depth that could appeal to demanding players who want extended campaigns. The game has solid underlying mechanics that encourage a loose style of play that encourages storytelling over combat and reduces the dependency on die rolls that so many role playing games often overly promote. Like many Pacesetter games, Chill is innovative and slightly ahead of its time -- nowhere is this more the case than with their Chill: Black Morn Manor board game -- but like many things ahead of their time there are some flaws to the mechanics. Nothing too big, but definitely things that might make some gamers reject it out of hand. The game is simple enough that a group of players can pick up the rules and start to play within 15 minutes...from scratch.

Let me repeat that. This game, made in 1984, is easy enough to learn that a group can open the box and begin playing within fifteen minutes. Given how complex rpgs seem to the non-gamer, this is quite a marvelous achievement in and of itself.

The most comprehensive review of Chill -- during its era -- was the review in Space Gamer 75 by Warren Spector. In the article, Spector provided a balanced review -- not all of it positive -- but described the game as follows:

You won't find better, more consistently entertaining writing in any set of game rules...
Chill is the first to include an introductory folder advising players to begin playing that adventure before they've read the rules of the game! To begin, players have only to read a four page READ-ME-FIRST! introduction to the rules, pick up the 16-page adventure booklet and begin playing! And, sure enough, the cockamamie scheme works!

Spector's final word on the game is that it "falls somewhat short of the mark," but his analysis is clear and he seems to understand that he is looking at something new here.

There are many games from the 80s that -- mechanically and tonally -- seem extremely dated by modern gaming standards. Chill -- the first Pacesetter edition -- isn't one of them. It has a kind of classic feel to it, just like all the Hammer and AIP movies it was inspired by. It isn't a dark and serious horror game, but it is an adventurous one. If you want to experience existential horror, you can do no better than Call of Cthulhu, but if you want to pretend to be Peter Cushing's Van Helsing hunting Christopher Lee's Dracula you want Chill.

A hand touched his face, but he felt no warmth of human reassurance in that other hand, no sense of comradeship against the dark foes of the night. Boulton shrank from the touch. Then scrambled back. Then shouted. For now he could see the hand, rising like a pale, icy plant, from the churning soil of a grave. -- Chill Campaign Book

Tuesday, March 08, 2011

It Appears that Guillermo Del Toro's Adaptation of "At the Mountains of Madness" is Dead


If I were to ask you how you would go about killing a possibly excellent adaptation of H.P. Lovecraft's novel At the Mountains of Madness, what would be your first answer?

When I first read that Guillermo del Toro was working on the project I had high hopes indeed. del Toro is one of the pre-eminent horror directors in the market today and his combination of surreal and horrific imagery seems a perfect match for the Narrative of Arthur Gordon Pym of Nantucket inspired Lovecraftian tale. That was until I read that del Toro wanted to spend $150 Million on the production of the film. That is a tremendous amount of money to spend on a film, and Lovecraft has never been a name that -- as much as he inspires gamers and defined modern horror -- has ever brought people to the theater. Given that horror movies are typically lower budget films, and that the del Toro written remake of Don't Be Afraid of the Dark came at around a $13 Million budget, making an epic $150 Million Lovecraftian epic seems even more difficult sell.

Last night, the Hollywood Reporter's Heat Vision blog reported that the movie had been put in jeopardy writing, "The situation had been building to a head for a quite some time, and del Toro is not going down without a fight, exploring the option to take the project to another studio. Sources say Fox is a likely destination, since James Cameron is one of the producers and has a long association with that studio. (Other producers include Don Murphy and Susan Montford.)"

Those who follow how Hollywood works know that conflicts like these can be hints toward the demise of a project, and according to indieWire the movie is now officially dead.

As indieWire also points out, it isn't like Universal Pictures has been particularly risk averse of late, but after a string of box office fizzles it seems that they have reached their limit.

Given that the R rating and $150 budget were the major stumbling blocks, what are your thoughts?

Does a version of At the Mountains of Madness need to be rated R, or can thematically horrific moments suffice in translating the tale? Does it need gore and profanity, or just tone?

Does the film need a $150 Million budget or could a director who is less in demand than del Toro bring in a quality version for less?

One thing is certain, fans of Lovecraft are still waiting for a quality big screen version of the film. As good as the H P Lovecraft Historical Society's version of Call of Cthulhu was, it hasn't caught the imagination or passion of main stream audiences.




While we wait, might I interest you in the HPLHS's radio adaptation of Mountains? Or perhaps their upcoming film The Whisperer in the Darkness?

Monday, December 21, 2009

Fading of the Cries -- Will it be spooky or silly?

Ever since I first watched Brad Dourif in Dune, he's been one of my favorite "villain" actors. He plays the villain in the upcoming film Fading of the Cries, but I cannot tell by the trailer if the film will be a wonderfully creepy del Toro-esque film or if it will be campy.




Thought?

Tuesday, December 15, 2009

Ambrose Bierce's "That Damned Thing," 12 Days of Lovecraft, and Why Seamus Cooper is Wrong


While I was reading the notes regarding the collaboration between C L Moore and Forrest Ackerman on her story "Nymph of Darkness," (I posted about the collaboration here) I was intrigued by Moore's reference to Ambrose Bierce's "That Damned Thing" as an inspiration for the way Nyusa's invisibility worked. I knew that Lovecraft's "The Colour Out of Space" featured a creature made of a color no one had ever seen before, and that Ambrose Bierce was one of Lovecraft's influences. I had just never taken the time to read Bierce's tale "That Damned Thing" ...until last night.

"That Damned Thing" is a short and enjoyable tale, that isn't at all what I expected based on my earlier assumptions. Having read Moore's correspondence with Ackerman, and Lovecraft's description in Supernatural Horror in Literature, I expected something Gothic and atmospheric. I expected a tale filled with madness and despair. Lovecraft's description of "That Damned Thing" points to it as an exception in Bierce's narrative style, a style which Lovecraft describes as "a jaunty and commonplacedly artificial style derived from journalistic models." Gothic and atmospheric are not words that I would use to describe "That Damned Thing." It certainly has its disturbing elements, and it is a wonderful commentary on willful disbelief, but it is a shockingly straight-forward tale.

"That Damned Thing" is a perfect example of the modern procedural tale. The story opens with men, Mountain Men to be specific, gathered around a table upon which lies the body of Hugh Morgan. The use of Mountain Men is likely very intentional with regard to what Bierce is aiming at with the story. Frederick Jackson Turner's presentation on "The Significance of the Frontier in American History" had been made earlier in the year that "That Damned Thing" was published, and the stages of Turner's hypothesis are witnessed in the tale.

First, we have the Mountain Men those rugged adventurers who explore the vast unknown wilderness. Then we have the "coroner," a figure who is one of the Mountain Men in dress and composure, but who has a job associated with greater civilization. In fact, the reason the men are gathered around the table is to perform a kind of coroner's inquest and decide upon the cause of Hugh Morgan's death. Finally, we have William Harker, the young journalist and fiction writer who had come to the Frontier to write a story about Hugh Morgan. William completely represents the final stage of development in Jackson's work. We have explorer's, law bringers, and the civilized, and they are all gathered around a table to guide us through the narrative.

The narrative is broken into four clear acts.

There is the establishing act where we find out that the men have gathered as a jury and that William Harker will testify regarding how Hugh Morgan died. We also learn that there is an additional piece of evidence, a book, that will play a role in the story even after it fails to play a role in the jury.

The next act consists of Harker's testimony about his hunting trip with Morgan and the beast that they encountered, a beast responsible for Hugh's death. A couple of things stand out here. We are finally given hints as to the location of the story. Bierce consistently uses the term chaparral when describing the environment, a flora commonly associated with the West. The use of chaparral lends further evidence to the Turner-esque nature of the story. When the beast is introduced, it is described as "the wind" moving vegetation. It is only after Morgan shoots at the beast, and it charges Morgan, that Harker realizes that they have encountered some creature...an invisible creature. The description of the invisibility is intriguing and somewhat puzzling.

"At a distance of less than thirty yards was my friend, down upon one knee, his head thrown back at a frightful angle, hatless, his long hair in disorder and his whole body in violent movement from side to side, backward and forward. His right arm was lifted and seemed to lack the hand -- at least, I could see none. The other arm was invisible."


We know from Harker's description that the creature is invisible, and transparent. We can see through it as it moves through the bushes in the earlier description. We also learn that things within its grasp are similarly obscured from our vision in the places where the creature holds its victim. There is obviously some cause, other than mere transparency, for the beast's invisibility.

In the third act, the Jury deliberates and determines that the death was caused by a mountain lion. The coroner assures the jurors that there is no other evidence available to help them in their determination of cause of death. The jury rejects a purely supernatural cause for the death, but acknowledges that Harker bears no fault. We also learn that the coroner was lying when he said that there was no other useful evidence. The book the coroner had been reading at the beginning of the tale happens to be Hugh Morgan's diary.

The final act is where all is made clear, in non-supernatural terms. Morgan's diary reveals to the audience that Morgan had indeed been encountering an invisible creature for some time, but Morgan had a scientific explanation. This was no mythic beast, rather the creature only reflects light that the human eye cannot see. Somehow light bends around the creature. This is where the description of the invisibility of the creature is at its strongest and weakest. The reason for the invisibility is ingenious, the execution is lacking. Bierce refers to Morgan noticing the creature because its form blocked his ability to see a couple of stars, yet he can "see through" the creature to the world behind it. In essence, the creature may not actually be invisible in the sense we tend to think of invisibility. Rather we may just be unable to see the thing, no black absence of light and no true transparency. A little awkward, but still cool.

What is even more interesting is what Bierce is doing here. One can readily understand why authors might write tales about the inability of those who follow a material metaphysic to acknowledge or engage with the supernatural. THE EXORCIST is a wonderful horror tale of this sort. The science being applied to the victim of possession is as horrifying as, if not more than, the effects of the actual possession. What happens in Bierce's tale is a material metaphysician, or rational realist if you will, in the form of the coroner unable to cope with a plausible scientific description of an unimaginable thing. Some scientists might want to explore the chaparral to find the beast, but the coroner essentially asserts that it is "better not to know." One wonders if Bierce was critiquing particular rigid dogmatists in the scientific community with this tale.

One can see why Lovecraft and Moore were inspired by the piece. Lovecraft liberally borrows names from "That Damned Thing" in his story "The Colour Out of Space." The only person who will share the tale of the invisible beast stalking the lands around Arkham is named Ammi Pierce -- clearly Ambrose Bierce -- and the name Nahum Gardner is close enough to Hugh Morgan for government work. The reluctance of the townsfolk to talk with our narrator in "Colour" fits with the jury's reluctance to deal with the unknown. Which brings me to today's 12 Days of Lovecraft Tor website post by Seamus Cooper.

Cooper asserts that "The Colour Out of Space" is quite bad. A strong opinion regarding a story that Lovecraft thought his best, and about a tale that is largely praised among Lovecraft fandom. Cooper believes that "Colour" is "ill-conceived and poorly executed." This belief seems to largely stem from the fact that Cooper believes that the stakes of the tale have already taken place and that there is nothing left to chill the spines of the reader.

He is wrong on both counts. Kenneth Hite discusses some of the merits of the tale in his Tour de Lovecraft, so I won't repeat them here. Instead, I'll make a couple of my own observations.

With regard to the tale being poorly executed, one finds this a particularly baffling claim. The story begins with what may be the best written first sentence and introductory paragraphs in all of Lovecraftian fiction, "West of Arkham the hills rise wild, and there are valleys with deep woods that no axe has ever cut." The words are poetry without purple prose. Lovecraft sets the tone of the wild and unexplored marvelously, and he sets the tone for the foulness of the place itself in exquisite fashion. This story is rife with beautifully constructed wordsmithing, something I wouldn't often credit Lovecraft's fiction.

It is also remarkable how Lovecraft has transformed a hunting encounter with an unknown beast into a horrifying encounter with an alien presence. An encounter, I might add, that extends the interaction between the alien and the scientific beyond the mere coroner. In the end the beast does vanish, leaving a small piece behind trapped in a well, putting a seeming end to the stakes. But given the fact that there is soon to be a reservoir on top of the location of the small (trapped) piece, and the nature altering and mind altering affect this piece has on the land and the people surrounding it, one wonders what will happen when the reservoir comes and possibly frees the beast.

The end of this tale is as creepy as the end of the first FRIDAY 13th, when we discover that it might be possible for Jason to rise from the bottom of the lake, or John Carpenter's THE THING. The creature is destroyed at the end of Carpenter's movie...or is it. The same is true here. Just how has the beast altered those around it? What effect will it have?

The stakes are subtle, rather than grotesque. They are social, rather than personal. But the stakes are horrifying none the less.

This beast represents something more than a colorless thing. No wonder the story inspired the source story for THE THING and the narrative of THE BLOB.

"Can't git away...draws ye...ye know summ'at's comin', but 'tain't no use..."

Tuesday, December 01, 2009

The Real Cthulhu and the Meaning of Christmas



While the winter season is a season of celebration and family, it is also a season in which much of nature "dies" covered in a white shroud and under a bleak sky. In his story, "Sorcery from Thule," Manly Wade Wellman wrote of the connection -- in the human imagination -- of winter and terror. Wellman's story contains a brief section demonstrating why dark magics from Hyperborea, and the horror of Poe's Narrative of Arthur Gordon Pym and H.P. Lovecraft's At the Mountains of Madness all share a quality in their use of frigid climates to add to their sense of terror.

He paused a moment, even then, to ponder the connection between thoughts of evil and thoughts of the Arctic. Lovecraft, who wrote and thought as no other man about supernatural horror, was forever commenting upon the chill, physical and spirtual, of wickedness and baleful mystery. The ancients had believed in whole nations of warlocks to the far north -- Thule and Hyperborea. Iceland and Lapland had been synonyms for magic. Where did one find the baleful lycanthrope most plentiful? In frozen Siberia...Death's hand is icy. The Norseman's inferno is a place of utter dark and sleet.


There is something chilling, pardon the pun, about the chilling season.

In this haunted spirit of the season, Tor books have decided to follow up on their "Steampunk" month theme by having December be their "Month of Cthulhu."

Their first offering this month is a welcome piece of evangelism for H.P. Lovecraft as writer and as person, written by Weird Tales editor Steven H. Segal. His article focuses on Howard, as he calls him in the piece, as Geek -- as one of us. It is a nice portrait and runs smack against the typical portrayal of Lovecraft as recluse, though the piece does call Howard emotionally backward early on.

Segal presenting Lovecraft as "one of us" is important and helps dispel images of some attic dwelling weirdo, though Kenneth Hite's easy dismissal of Lovecraft as recluse in Cthulhu 101 does an even better job, which is an image that -- if cultivated -- will introduce Lovecraft to those who might otherwise overlook him. People read Neil Gaiman because, in addition to being a very good writer, he looks accessible and cool. Lovecraft might never look "cool," but he should certainly be viewed as accessible.

One thing that Segal leaves out in his litany of things Lovecraft would do if he lived as a modern geek is blogging. Lovecraft would blog. He would blog oceans of text. He would comment on innumerable other blogs. And his blog would be one of the most popular blogs on the internet. Lovecraft would be bigger than 4chan or Penny Arcade.

Monday, November 23, 2009

Reality Blurs Following in Paizo Footsteps with Agents of Oblivion Beta


While the news isn't new, it is well worth repeating. This past June, Reality Blurs announced they were releasing a pdf of the Beta version of their Agents of Oblivion Player's Guide for the Savage World's game system.

The Agents of Oblivion setting fills a nice gap in the roleplaying game marketplace. The setting combines modern espionage with elements of horror to create an exciting gaming environment. The vast majority of horror roleplaying games ask the following question, "what happens when everyday people encounter the horrors from the beyond?" Agents of Oblivion, like Pelgrane Press' excellent Esoterrorists, asks, "what happens when extraordinarily skilled individuals encounter horrors from the beyond?"

These games navigate the waters of the "action horror" genre, a genre that presents unique challenges to writers and game masters. It's hard to create the tension required to maintain an atmosphere of horror when those combating the horror are skilled at what they do, but that is a necessary component of horror games and stories. One need only watch a season of "Supernatural" to see some of the challenges the action horror genre doles out to writers. Week to week the episodes alternate between the deadly serious and the comedic, and when the episodes are serious the stakes are usually extremely high.

Raising the stakes is one way to maintain that tension. The higher the stakes, the more likely we are willing to believe that the Winchester brothers must pay some cost in blood and sanity in order to save the day.

Using comedic relief is another way -- believe it or not. When writing a comedic episode or adventure, the writer knows that he/she can "turn it up to 11." The risks to the characters may be lessened to some degree, but the limits of what can occur become limitless because you don't need to worry if your horror element accidentally becomes parody or farce. If it does, it only adds to the flames of fun. The light-hearted elements also make the tense moments, or the "gotcha" moments, a little more visceral due to the contrast. One doesn't want to over use humor, as it quickly can become silly, but it is a tool that should be incorporated in action horror.

Another way to increase the underlying horrific tension, and the key way to do it in a black ops vs. eldritch horror game, is to raise the stakes by threatening third party characters. The characters -- children, spouses, teachers, important politicians -- must be three dimensional characters to give their deaths consequence, but if you can achieve that end then it becomes easy to maintain tension. Certainly the players, or the viewers of a show like Supernatural, know that the protagonist's lives aren't as at risk as they would be in a Lovecraft story (or a Call of Cthulhu game session), but they should know that their characters are capable of failure. And if they fail to save someone worth while, that can create a memory that lasts well beyond the campaign.

Every now and then it is nice to step away from the traditional Epic Fantasy roleplaying game, or the hopeless despair of a game like Call of Cthulhu, and an action horror game like Agents of Oblivion can fill that slot nicely. Especially when it is free.

Friday, November 20, 2009

Hulu Recommendation Friday: Fright Night

It wasn't quite the TWILIGHT or NEW MOON for Gen X movie goers, but it was a rollicking good time. FRIGHT NIGHT manages the careful balance between comedy horror and teen dramedy. Think of the film as Ferris Bueller meets the Hammer films catalog and you won't be far off. I also find it hard to imagine that a franchise like BUFFY THE VAMPIRE SLAYER could have come to fruition without FRIGHT NIGHT.



Roddy McDowall is wonderful as the combination Van Helsing and local horror movie host -- like Zomboo. More to the point as local horror movie host Van Helsing poseur who is called to combat the forces of Darkness to help a teen whose neighbor happens to be a vampire.

There's a phenomenon in horror films that I haven't written about before, and it's the underlying cause of the reason people tend to open doors when the audience knows better. Essentially, it's the fact that most characters who are in horror movies believe that they are in the real world. You know, where supernatural stuff doesn't really exist. One way that one can begin to categorize horror movies, and their characters, is how meta-aware they are that they are in a horror story.

For example, the only real difference between your typical Lovecraftian professor and Manly Wade Wellman's John Thunstone is that Thunstone knows at the beginning that he is in a horror story and he acts accordingly. In Lovecraft's horror, the breakdown of the psyche of the protagonist is often triggered at the point they realize they are in a horror tale -- this is usually the case in horror movies as well. In Wellman's Thunstone tales, Thunstone's awareness allows him to combat evil in ways that others wouldn't. One can also compare the characters in "Supernatural" to characters in most other horror films/television shows. The Winchester's meta-awareness is what sets them apart and enables them to avoid opening doors best left closed.

FRIGHT NIGHT plays with this concept a lot, and has fun with it. At first, only Charley knows he's living in a horror movie. Eventually, Roddy McDowall finds out, and though his character should know how to defeat evil the tension between real vs. supernatural makes him less effective at combating evil than he would otherwise be.

Sadly, the film cannot be viewed as an embedded film on a non-Hulu site, but it can still be viewed at Hulu at the link provided. I don't think I like these "Crackle" hosted items on Hulu because they cannot be embedded.

Click on the link or the picture and have a good time.

Wednesday, November 04, 2009

[Blogging Northwest Smith] "Julhi"



The March 1935 issue of Weird Tales featured "Julhi," the fifth of Catherine Lucille Moore's Northwest Smith tales. That same issue also featured Robert E. Howard's "Jewels of Gwahlur," a classic Conan tale.

After a year of writing Northwest Smith tales, Moore's "Julhi" manages to integrate what are now the "old stand-by's" of the Smith series with an energy that keeps the repeating narrative devices feeling fresh -- and to be fair, some of what is going on in this tale is quite fresh. Like in the first Northwest Smith tale, Moore gives us a brief introductory paragraph reminiscent of a campfire story. It's a device that Moore had abandoned in the prior three stories, but it helps to set the tone here and notify the audience that we are going to be reading an event that transpired in Smith's past.

The tale of Smith's scars would make a saga. From head to foot his brown and sunburnt hide was scored with the marks of battle...But one or two scars he carried would have baffled the most discerning eye. That curious, convoluted red circlet, for instance, like some bloody rose on the left side of his chest just where the beating of is heart stirred the sun-darkened flesh..."


The "campfire" paragraph provides Moore with a couple of advantages, and one major challenge, as the story unfolds. First and foremost, this preamble let's us know a little bit about the story we are about to read, we will be learning just how Smith acquired that "bloody rose" scar. Fans of Smith will be getting a glimpse into his, as yet, largely unrevealed past. Second, our curiosity as readers is piqued as we wonder just what kind of beast or device would leave such a wound. As mentioned earlier though, these advantages don't come without a price. By revealing to the audience that the story takes place at some point in Smith's past, any fear that Smith will fail to overcome the challenges within the tale can be easily cast aside. We know he survives because we know he bears the scar.

It's harder to create an aura of mystery and weird terror when the audience knows the outcome, but Moore knows what she is doing. She immediately disorients the reader, by inserting them in media res -- along with Smith -- into an unknown environment. As the story begins we find Smith literally in the dark without "the faintest idea of where he was or how he had come there." Adding to his mysterious surroundings, Smith is immediately attacked by some unknown and unseen foe and falls unconscious. The reader may know that Smith will find a way out of the situation, but the reader also feels the urgency of the situation in which Smith has found himself.

As a side note, as in other Moore tales, much could be made in this story about the use of light and dark and how she uses them to create discomfort for the reader. Much of this story takes place in the dark and the majority of the references to light are referring to one character's ability to open a portal between worlds.

When Smith awakens from his unconscious state, he finds once more that he is not alone. Moore's descriptions of movement are identical to the ones she used to describe the unseen assailant, maintaining the uncomfortable anxieties she created earlier as long as possible. This time, Smith takes action and finds -- much to his pleasure -- that this time it is a fellow prisoner and not an unknown horror who has joined him in this mysterious place. Smith's new companion, the fair Apri, knows where Smith is and why he is here and quickly shares what information she has with Smith and the audience.

Here Moore exhibits one of the least appreciated skills in writing. She deftly provides the audience with much needed exposition in the form of natural dialog. When Apri is discussing the "haunters of Vonng," who are the slaves of "Julhi," it is conversational rather than expository, yet it fills in all of the necessary information to inform the audience how dire the circumstances are and how mysterious the place Smith has found himself in is. One of the ways Moore accomplishes this is to have Smith's thoughts interact with Apri's dialog to fill in the blanks.

For example, when Apri mentions that Smith is in Vonng the reader is immediately granted access to Smith's thoughts, rather than having to read Apri explain what and where Vonng is. And it is a place reminiscent of sunken R'lyeh, "The stone had been quarried with unnamable [sic] rites, and the buildings were queerly shaped, for mysterious purposes. Some of its lines ran counter-wise to the understanding even of the men who laid them out, and at intervals in the streets, following patterns certainly not of their own world, medallions had bedn set, for reasons known to none..." Like many of the locations in H.P. Lovecraft's fiction, Vonng is a city that exists at a nexus of worlds, where the geometry of the universes allow one universe to affect others...if they have the proper means of communication. We quickly find out that Apri is a vessel through which Julhi, a horrifying being from another world, can bring people into her own "Vonng" to serve as food.

As I wrote earlier, Moore is using many of the narrative elements from prior Smith stories in this piece. In "Scarlet Dream," Smith found himself transported to another universe. In "Black Thirst," Smith found himself in a vast and unending castle/city whose ruler could manipulate the geography to make it a prison. In all the prior tales, save "Dust of the Gods," the villain was some form of vampiric inspiration for a creature of classical myth. Shambleau was the vampiric origin of the Gorgon, the Alendar was the elemental horror version of Dracula, and the very planet in "Scarlet Dream" was a blood feeding terror. In "Julhi," the eponymous villain seems to be the vampiric inspiration for the Siren or Lorelei.

Like most of Moore's vampires, Julhi feeds on something other than blood -- in this case in addition to blood. The Alendar fed on beauty, Shambleau fed on sexual pleasure and desire, and Julhi feeds on emotion, "but to experience the emotions we crave we must have physical contact, a temporary physical union through the drinking of blood." Julhi is a traditional vampire, in that she drinks blood, but a non-traditional one in that she feeds on the experiences, sensations, and emotions of the victim -- all kinds of emotion, save possibly one.

Of all of Moore's creatures, the Julhi is the most interesting to date and quite unique. I was taken aback by Moore's description of the creature and how she managed to bring horrifying imagery to my mind while describing the creature as one of beauty.

He caught his breath at the sleek and shining loveliness of her, lying on her black couch and facing him with a level, unwinking stare. Then he realized her unhumanity, and a tiny prickling ran down his back -- for she was one of that very ancient race of one-eyed beings about which whispers persist so unescapably in folklore and legend, though history has forgotten them for ages. One-eyed. A clear eye, uncolored, centered in the midst of a fair, broad forehead. Her features arranged in a diamond-shaped pattern instead of humanity's triangle, for the slanting nostrils of her low-bridged nose were set so far apart that they might have been separate features, tilting and exquisitely modeled. Her mouth was perhaps the queerest feature of her strange yet lovely face. It was perfectly heartshaped, in an exaggerated cupid's-bow, but it was not a human mouth. It did not close, ever. It was a beautifully arched orifice, the red lip that rimmed it compellingly crimson, but fixed and moveless in an unhinged jaw. Behind the bowed opening he could see the red, fluted tissue of flesh within.


Sexual imagery aside, this description is highly disconcerting. When added to the slightly serpentine arms, indescribable lower half, and feather crest above the head, we have a truly haunting creature. In fact, the imagery in my mind was a kind of combination of the monster from The Man Trap, a serpent (diamond shaped head and all), a lamprey, and a peacock. Not something I would want to meet while trapped in an alternate dimension. It's also a creature I would love to see illustrated.

Though Julhi cannot speak she can, like the Lorelei, sing, and her song creates a hypnotic state that manipulates the emotions of the listener. Smith is run through the gamut of emotions and the ride only stops on two occasions. Once, it is stopped because Julhi has experienced more powerful experiences than she has ever experienced before. The other time Julhi withdraws, without comment I might add, is when Smith remembers his first (and likely only) true love -- a love that hints at horrible loss in this tale. This love is a place where it seems Julhi will not go, and is evidence of another recurring theme in Moore's tales. She often places love in a favored, though typically tragic, position over sexuality. Sexuality and sexual desires are more base than the love she often presents, as was evidenced in the earlier discussion of beauty in "Black Thirst."

While Julhi herself may be the inspiration for the Siren or Lorelei, she is not representative of her eerily beautiful race. As the story unfolds, we learn that she is an aberration among her people...a corruption if you will. This makes her markedly different from Shambleau and the Alendar who were representative of their respective species. Here Moore might be commenting on humanity itself and how those who live vicariously through others, and to the destruction of those others, are a kind of leech to be shunned by society.



Previous Blogging Northwest Smith Entries:

4)[Blogging Northwest Smith] "Dust of the Gods"
3)Blogging Northwest Smith: "Scarlet Dream"
2) Blogging Northwest Smith: "Black Thirst"
1) Blogging Northwest Smith: "Shambleau"

Tuesday, October 27, 2009

[Blogging Northwest Smith] "Dust of the Gods"


"I have graven it within the hills, and my vengeance upon the dust within the rock." -- Edgar Allan Poe, Narrative of Arthur Gordon Pym

Catherine Moore's fourth Northwest Smith story is one which continues a noble tradition in Weird Horror fiction, that of the Antarctic/Arctic expedition. This tradition has included some of my favorite horror and sf tales and movies. A list that includes Poe's Narrative of Arthur Gordon Pym, H.P. Lovecraft's At the Mountains of Madness, John W. Campbell's Who Goes There?, and John Carpenter's The Thing, based on Campbell's tale. These stories combine mankind's natural curiosity, the desire to explore the unknown, with mankind's natural fear of that same unknown. Given the lifeless wastes of the Antarctic/Arctic environment, it is the perfect setting for a scary story.

It is a particularly perfect location for the "post-mythological" horror story, the kind of horror story that leaves superstition and mysticism to the dust bin of history and creates supernatural horror that might exist in a rational and material universe. This is the perfect horror for a scientific age. Kenneth Hite, in his [Tour de Lovecraft] entry for At the Mountains of Madness describes this kind of tale as "remythologization." As he describes it, horror that provides a "plausible entryway for 'adventurous expectancy' not through a world-view that saw everything as magic but through a new world-view, one that saw everything as rational." It is horror for a world where "God is Dead," and where traditional spooks don't provide the chills they once did.

One can also see the line of "remythologized," or "post-mythological," horror represented in film franchises like SAW, HOSTEL, LAST HOUSE ON THE LEFT, MANHUNTER, and TEXAS CHAINSAW MASSACRE. Films like these, themselves descendants of Grand Guignol, provide the shocks and chills that thrill the imagination without the need of "mystical" events.

Unlike these human-o-centric tales of mass murder the Antarctic/Arctic expedition tale does include elements of the "supernatural," but it is only "supernatural" in the sense that what is encountered goes beyond what we currently understand about nature. The supernatural element isn't something that violates the laws of nature, rather it is something that man has yet to encounter that evolved according to the laws of nature in a manner different than previously encountered. Poe is the possible exception here -- the one that proves the rule. Like the monster in ALIEN, and the Couerl of A.E. Van Vogt's Voyage of the Space Beagle (which are expedition tales that substitute space for Antarctica), the unstoppable horrors are material and not mystical.

This is a fun genre and it is nice to see Moore dip her toes in with "Dust of the Gods."

"Dust of the Gods" begins, like many Dungeons and Dragons campaigns and too many fantasy stories, at an "inn" where our protagonist and his loyal companion sit in search of something to do. Northwest Smith and his trusty Venusian sidekick Yarol are broke and down to their last drop of whiskey. They are in need of adventure and finances...not necessarily in that order.

While they are commiserating about their lack of liquidity, Yarol notices two men entering the establishment. He describes them as "hunters" to Smith, and hints that they might know where he and Smith can get some work. It doesn't take long for Yarol to notice that there is something different about these two men than Yarol remembers. They are more paranoid than usual. Smith sarcastically proposes that the reason the two men are so skittish is that they may have found what they were looking for and are now haunted by the experience. This is in fact, as it turns out, the case. The two men were hired to go into the arctic regions of Mars to find the "Dust of the Gods" and bring it back, but after finding it have returned to civilization psychologically scarred.

China Miéville argues convincingly in his introduction to Lovecraft's At the Mountains of Madness that it was a retelling of Poe's Narrative of Arthur Gordon Pym, and not in any way a sequel. I think he is right, but I think that Moore's "Dust of the Gods" is a sequel to both the Lovecraft and Poe tale. It is also, if Miéville's account of the politics of Lovecraft's tale is correct, a political response to the Lovecraftian version. The two "hunters" are the men who have returned from Lovecraft's Antarctica forever changed by the experience, Lovecraft's Antarctica has merely been moved to Mars so that Northwest Smith and Yarol can follow in the footsteps of those who have been broken, like Lovecraft's Danforth and Poe's Pym, and succeed where the others have failed. Smith seeing once brave men, now jumpy and frightened, has intrigued his own sense of adventure. He wants to know what could shatter the psyche's of once brave men.

Smith doesn't have to wait long, for he is quickly approached by an old man of indeterminable race. His features are described as follows, "under the deep burn of the man's skin might be concealed a fair Venusian pallor or an Earthman bronze, canal-Martian rosiness or even a leathery dryland hide." The old man's race, and the true color of his skin, is obfuscated by time and wear (an important contrast to the clear black/white dichotomy of both the Poe and Lovecraft version).

It turns out that the old man is the person who hired the other hunters and that they indeed found what they were seeking (or at least "where" they were seeking), but that they failed to return with that which the old man seeks. Smith and Yarol listen as the old man gives them his sales pitch. He wishes Smith and Yarol to travel to the arctic in search of the remains of the god Black Pharol, of whom all that remain are a pile of dust. Pharol was one of the three original gods, on whom all others are based, and the only one to leave behind any physical essence. As the old man describes them:

There were gods who were old when Mars was a green planet, and a verdant moon circled an Earth blue with steaming seas, and Venus, molten-hot, swun round a younger sun. Another world circled in space then, between Mars and Jupiter where its fragments, the planetoids, now are. You will have heard rumors of it -- they persist in the legends of every planet. It was a mighty world, rich and beautiful, peopled by the ancestors of mankind. And on that world dwelt a mighty Three in a temple of crystal, served by strange slaves and worshiped by a world. They were not wholly abstract, as most modern gods have become. Some say they were from beyond, and real, in their way, as flesh and blood.


In one paragraph, Moore has transformed a theological construct into an alien and material one -- following very much in the footsteps of Lovecraft by making her "gods" ancient trans-dimensional aliens. The first two alien gods, Saig and Lsa, disappeared so long ago that not even legends of them exist, but Pharol -- "a mighty Third set above these two and ruling the Lost Planet" -- continued to exist after the other two had faded away. Eventually Pharol too passed from this dimension leaving behind a pile of dust that still contains some of his essence, and which the old man seeks so that he can reach Pharol and control him. The old man knows tht for "the man who could lay hands on that dust, knowing the requisite rites and formulae, all knowledge, all power would lie open like a book. To enslave a god!"

For some reason, that old man's maniacal declaration doesn't dissuade Smith and Yarol from taking the job -- apparently they are desperately in need of money and the whiskey it can buy. Besides, if you're drunk enough are you really going to notice the primordial extra-dimensional god destroying the universe as you know it? Smith and Yarol accept the man's offer and travel off to the arctic to find the dust remains of an ancient god.

They eventually arrive at a range of mountains in Mars polar region and follow the directions the old man gave them, where they discover a passage leading under the surface of the planet and -- if the old man is right -- into the heart of the crystal temple that once was home to the Three gods.

As they pass through the tunnels, they encounter two phenomena that are references back to the earlier Poe and Lovecraft tales. First, they encounter a darkness that is impenetrable. Their space age flashlights cannot penetrate the darkness and it is an almost palpable thing. In a way, Moore's inclusion of a physically palpable darkness is reminiscent of Poe's inclusion of dark people in the Antarctic regions, only here Moore refrains from the racist undertones of Poe and Lovecraft by having the darkness itself alive and no more terrifying than the next "thing" to appear. That thing is a white apparition reminiscent of the figure at the end of Poe's Pym. Smith and Yarol are able to determine that this white figure is what the two original hunters fled from and it is this that they fear is chasing them.

It should be noted that while Poe's Narrative ends abruptly with the appearance of a white apparition, it is the narrator's recalling of this apparition that likely causes his untimely death and thus inability to finish the tale. Poe's readers never find out what happened next because the narrator dies, likely from fear, during the retelling. One might say that Smith, after he encounters and passes Moore's white apparition, is continuing where Pym left off. He is certainly continuing beyond where the hunters explored. The appearance of the white apparition pulls on Smith's psyche, but he manages to retain his connection to reality and leap past the apparition and "fall" deeper into the planet. Smith eventually speculates that the apparition may only be able to exist in the palpable darkness.

When Smith and Yarol do find the crystal temple and open its doors, they have yet more one wonder revealed to them. The crystal temple is illuminated by light that behaves like a liquid and their entry has provided a whole by which the light can drain from the room like a crack in an aquarium. This light is the true counterpart to the darkness described earlier and the description of it draining from the room is one of the most interesting descriptions I have read in fiction for sometime. I might venture to say that the concept of "liquid light" is one of the more original ideas I've read.

As the light drains from the room, Yarol walks up to the triple throne and finds the dust of Pharol and is about to pack it up for delivery when he picks up on Smith's thoughts that it may not be the best idea to give a madman this kind of power. They had initially written the "power" of the dust off as superstition, but their journey has made them think better of it. Smith and Yarol finally make their first "moral" decision to date in the NW stories, they decide to destroy the dust if they can. During their attempt, Smith's psyche is overwhelmed as he sees images of the world as it was when it was ruled by Pharol and the others of the Three. He even sees the death of the Lost Planet and realizes that this temple crashed into Mars eons ago where it became a temple for ancient Martians before their civilization decayed and the gods were forgotten. Smith and Yarol leave to return to their lives having encountered darkness, but still whole for the experience.

It is in this ending where Moore breaks most strongly from Poe and Lovecraft. In their tales, the protagonists are broken by an experience beyond their control. In Moore's tale, Smith and Yarol leave having decided to save a world -- possibly a universe -- from horror. China Miéville argues that the Shoggoths of Lovecraft's tale represent the "masses" and their decaying effect on civilization. Lovecraft's protagonist has a mental breakdown while in a subway station, reminded by the sounds of the masses around him of the amoeboid horrors in Antarctica. The masses are the horror in Lovecraft, in Moore it is the dictator who is the horror. All Smith and Yarol need do is to stop one man to save mankind, mankind isn't the villain of the tale. "Dust of the Gods" was written in 1934 and the "Enabling Act" that gave Hitler dictatorial control of Germany had been passed on March 23, 1933. One wonders if the rise of the dictator in general, and Hitler in particular, were on Moore's mind as she wrote this tale. Whatever the case it is certain that by focusing on the evil one man is capable of doing, rather than the terror of the mob, Moore was not merely writing a sequel to Lovecraft. She was also writing a political response to him.

It should also be noted that Moore's use of the dust of Pharol seems to be a reference to the final sentence of Poe's Narrative, which is the quote at the top of the piece, and demonstrates how centrally important story titles can be to the literary conversation that authors participate in with each other as history unfolds.

Previous Blogging Northwest Smith Entries:

3)Blogging Northwest Smith: "Scarlet Dream"
2) Blogging Northwest Smith: "Black Thirst"
1) Blogging Northwest Smith: "Shambleau"

Thursday, September 10, 2009

Cinerati Book Review: The Mall of Cthulhu by Seamus Cooper


In the movie My Favorite Year, Alan Swann (Peter O'Toole), in quoting another actor, claims that "Dying is easy. Comedy is hard." While the origins of the quote are relatively unknown -- being attributed to several sources -- the spirit of the quote is none the less true. It is very difficult to write an engaging work of comedy of any length. Nowhere is this more evident than in comedic Science Fiction and Fantasy writers.

While there are those like Terry Pratchett, Douglas Adams, and Ernest Bramah who have written what many consider to be consistently high quality SF/F books of a humorous nature, the majority of genre humor writers fall into a trap that Jo Walton succinctly describes in a blog post on her love hate relationship with humor fiction. Walton argues that the majority of humor writing tries to hard to be funny and doesn't let the humor rise organically from the material, and she finds this very frustrating as a reader. As she puts it, "I hate things that are trying to be funny, rather than letting the humour bubble up from underneath." I agree with her sentiment, and I agree that this is a pratfall that too many writers fall into too easily.

It is a pratfall that Seamus Cooper risked falling into in his recent novel The Mall of Cthulhu. The novel, published by Night Shade Books this past June, attempts to use comedy to synthesize the mystery procedural with weird fiction.

The book's plot is relatively simple. Ten years ago, a college student named Laura Harker was saved from being turned into a vampire when a geeky folklore student named Ted charged into the vampire's den -- the Omega Alpha sorority -- and slew all of the undead occupants therein. This act of heroism shattered Ted's sanity, and led Laura to pursue a career in the FBI. Ted now works at a chain coffeehouse named Queequeg's hoping that the mind numbing routine of a service job will help him remain sane, and allow him to lead a normal life. Alas, Ted's fate -- and Laura's -- is not destined to be one of day to day doldrums. Ted has accidentally stumbled upon a group of modern day Cthulhu cultists who wish to use a shopping mall in Providence, Rhode Island as a nexus of power to summon the Old Ones to wreak havoc on the world.

As the back of the book describes it, "[Ted] and Laura must spring into action, traveling from Boston to the seemingly-peaceful suburbs of Providence and beyond, all the way to the sanity-shattering non-Euclideian alleyways and towers of dread R'lyeh itself, in order to prevent an innocent shopping center from turning into...The Mall of Cthulhu.

The book is an entertaining read that hits all of the right plot points for a first novel in a series of comedic weird tale procedurals. The two main characters, Laura and Ted, are extremely likable and Cooper's writing has us empathizing with them as real people in relatively quick order. Especially engaging, for me, was Cooper's ability to convey just how mentally damaging slaying an entire pack of vampires might be -- particularly when the person doing the slaying is an everyday kind of guy. Laura is also affected by the night of mayhem. Nearly being turned into a vampire by someone she was attracted to has had lingering affects on her ability to form long term romantic relationships -- she has a hard time trusting the women she meets.

As a procedural, the story works its way through the mystery at a nice pace and we get to see how Ted's impulsiveness -- and laziness -- interacts with Laura's trained professionalism and adherence to routine. It makes for some nice narrative tension when Ted gets into trouble and Laura comes running to help. Is she too late? The only real problem with the underlying mystery is that it opens feeling like a grand conspiracy and ends as what feels like a few guys with a chip on their shoulder acting out. I understand that mass conspiracies are implausible and unsatisfying, but so is a small group who don't seem capable of some of the tricks they pull early in the plot. I didn't need a huge conspiracy, but one that was a little bigger would have been beneficial. With that small complaint, the book's procedural elements were interesting enough to keep the reader engaged.

The book has a good pace, likable characters, and is an entertaining procedural. But...is it funny or does it fall into the trap of trying to hard to be funny? The short answer is both. At times Cooper has me laughing inside my head at one joke or another. It's pretty amusing to read about a character so disturbed by the mind numbing timelessness of R'lyeh that he begins kicking Cthulhu in the head in the hopes that the Old One will awaken. It's also funny reading about someone sitting in a dumpster, using a milk filled garbage bag as a pillow, while reading a version of the Necronomicon through the eyes of a character in a Sims-like video game. The book also avoids an over-abundance of puns. There are "easter eggs," to be sure, but Cooper refrains from making every other line of the book a pun.

The comedy does break down a little bit in three distinct ways.

First, there are both too many, and not enough, internet porn references in the book. Had Cooper used only a couple such references, they would have remained funny. Had Cooper tossed one out every couple of pages, they would have become funny again. Sadly, Cooper used them to the point where they lose comic value, without using them enough to where they become funny again -- though the foot fetish porn comment was in itself amusing.

Second, the commentary about Lovecraft's racism, and his "ambiguity," became tiresome. No one who has read any Lovecraft can walk away from his fiction without the strong feeling that Lovecraft had some peculiar ideas about race -- and likely eugenics -- but readers don't need to be reminded every chapter. Cooper attempted to use this conversation, as well as a couple of rough asides about role playing games, as witty banter -- banter that also served as an important connection between Lovecraft and the cultists -- but it gets a little over played. It might have seemed less overplayed if Cooper had included more specific examples of Lovecraft's racism by including quotes from stories where Lovecraft's racism really shines through. This is a place where it would have been nice to have been shown rather than told. Give the reader a couple of passages from Dunwich Horror and have your characters talk about how disturbing they were. The same can be said for the mocking of Lovecraft's use of "indescribable." Though it should be noted that Cooper does have a good comedic moment in R'yleh which is only made possible due to previous complaints regarding Lovecraft's prose. Once again, it would have been nice to get some more actual Lovecraftian passages. The purple prose might have been comedy enough all by itself.

Third, Seamus Cooper's attempts at political humor largely fall flat. The best political comedians skewer both those they agree with and those with whom they disagree fervently. Cooper's political jabs can be summed up as simply as Republicans underfund paranormal defense and Democrats fund it appropriately. Their was one gem of a joke where the post-94 Congress wanted to restrict a certain agency to using only "Biblical Based Defenses." Anyone who has read a Chick tract should get a good chuckle from that conversation, but by and large Cooper misses a couple of real opportunities for humor. For example, why wasn't Nancy Reagan's use of an Astrologer included? One can easily imagine a dozen jokes stemming from that concept alone.

What if Ronald Reagan, after he fired the striking Air Traffic Controllers, had the replacement military controllers have planes fly paths prescribed by the Astrologer? And what if those paths corresponded to a particularly dangerous summoning ritual? One could have a field day with that, as one could also have had a field day with Clinton needed a special anti-Succubus Secret Service Agent, or how Tipper Gore's anti-D&D statements in her book Raising PG Kids in an X-Rated Society led to some D&D obsessed "occultists" using a ritual they thought was fake against her? There is no limit to where these jokes could go.

Were I Cooper's editor, I would have had him unpack a lot of the political comments and have him transform them into more specific jokes. There's a lot of humor, on both sides of the aisle, to toss around and the book would have been better for it.

These complaints aside, The Mall of Cthulhu was exactly the book I needed when I read it. The book is an enjoyable and light-hearted yarn where underfunded, and under-powered, good guys have to fight against larger than life enemies -- including a hundred plus year-old sorority member vampire priestess named Bitsy.

Thursday, August 20, 2009

The Wolf Man (2010): The Signs Seem to Hint at a Classic Movie Renaissance

When it comes to iconic horror characters, Universal has the catalog to beat all catalogs. The classic Universal monsters include The Mummy, Dracula, The Wolfman, Frankenstein, and The Creature from the Black Lagoon -- classics all. Each of these monsters touches at a different "fear button" deep within the human psyche. For many, it is Dracula -- with his vampiric combination of death and sex -- who resonates most deeply and draws viewers and readers to peer into the abyss that can await.

For me, it has always been Lawrence Talbot -- the Wolf Man -- who seemed to both capture my empathy and fear. In the classic Universal film, gentle Lawrence Talbot acquires the curse of lycanthropy and nearly destroys all that he holds dear. The Wolf Man is a wonderful deconstruction of the typical hero narrative. While I am often critical of narratives that deconstruct the hero, I am quite fond of this particular deconstruction. A part of the reason for my fondness is that this particular deconstruction ends in tragedy -- when the hero through the act of heroism becomes a force of terror tragedy should result. It is when a hero becomes a force of terror and is narratively rewarded that I find myself often annoyed. Talbot is an extremely sympathetic man. He has a virtuous heroic streak and has found someone who may be the love of his life, yet it is his actions that will doom his happiness -- actions that were noble and not vicious. This is where the horror of the Wolf Man lies, it lies in the fact that we might destroy the things we love even without action ignobly -- or at least without initially acting ignobly.



It is a timeless and classic tale, as are the tales of all the Universal monster catalog. Yet, it is not a tale that is always captured well. The original Wolf Man (1941) with Lon Chaney was a delight (itself a descendant of Werewolf of London), as were the Hammer Curse of the Werewolf with Oliver Reed as the cursed man and John Landis' 1981 An American Werewolf in London. Each pulled the right heartstrings. There have been historic "campy" tellings of the of the tale as well -- in fact most of the Universal monsters have become fodder for parody throughout the years.

By the late 80s, the "Universal Monsters" had pretty much become "universal monsters." The creatures, and their look-a-likes, could be found everywhere in popular culture. So it was no surprise that Universal Pictures claimed the right to redefine these classic characters for themselves in the early 90s. It's no surprise, but it largely lead to disappointing films that lacked the heart of the originals.

Bram Stoker's Dracula (1992) by Francis Ford Coppola lacked visual appeal, had terrible costumes and makeup, and included mediocre performances by talented actors. The film, which was the film my wife and I saw on our first date, was lackluster and an unworthy descendant of the Bela Lugosi film. Frank Langella was a more haunting Dracula in the 1979 film than Gary Oldman. Coppola's venture into the Universal Monster was a misfire that lacked heart.





Wolf -- full film at link --
(1994) starring Jack Nicholas Jack Nicholson (I blame my recent viewing of Back Nine at Cherry Hills for the error, but it's pretty unforgivable.) seemed more a Mike Nichols film than a true werewolf tale. It tried to hard to be topical and not enough time exploring the psychological aspects of the deconstructive narrative. James Spader plays the same character he played in Baby Boom (1987) -- with a bit of a twist. The film entertains as an allegory for how the business world can corrupt and consume, but it fails as a "horror" movie.

It wasn't until 1999 with the release of Stephen Sommers' take on The Mummy that Universal had a new "Universal Monster" movie that both captured the magic of the original and added a magic of its own. Brendan Fraser was such a compelling pulp hero, as Rick O'Connell, that it became easy to envision Fraser as the titular star of a Doc Savage film. Arnold Vosloo was a compelling Mummy with a compelling story -- audiences both loved and hated him. The film worked as blockbuster and as Mummy movie.




Sadly, Universal made audiences sit through The Mummy Returns and handed Sommers the reigns to Van Helsing -- more than balancing the 1999 gem with subsequent drivel. The Scorpion King "prequel" to The Mummy Returns was fun, and Sommers showed with GI JOE that he still knows how to have fun without needing to use Frankenstein as the circuit breaker for Dracula's electrical/mechanical Uterus (yes...that's the plot of Van Helsing).

Looking at the newly release trailer for 2010's The Wolf Man starring Benecio Del Toro as Talbot, it appears as if Universal has found the right director in Joe Johnston. Johnston has an extensive filmography that includes Hidalgo, October Sky, The Rocketeer, and the upcoming The First Avenger: Captain America. The inclusion of the talented and beautiful Emily Blunt as the romantic interest is a good choice. Blunt was one of the three bright spots in 2006's The Devil Wears Prada, the other being Meryl Streep and Stanley Tucci. The inclusion of Anthony Hopkins among the cast hints at a nice balance of drama, and Hugo Weaving adds some additional geek appeal.

If the trailer is any clue, then The Wolf Man will stand next to Sommers' The Mummy as a film that captures the old while adding new inspiration.