Friday, December 06, 2019

Flashback Friday: Peter Cushing's TALES OF A MONSTER HUNTER Paperback from 1977

Peter Cushing's Tales of a Monster Hunter (1978)

As you might imagine, the Geekerati library is filled with volumes containing tales of Sword & Sorcery, Sword & Planet, Science Fiction, Fantasy, and not a small amount of Horror. One of the books I am proudest to have in the library is the 1978 paperback printing of Peter Cushing's Tales of a Monster Hunter.

It is unlikely that the volume was actually edited by Mr. Cushing, as the copyright lists both him and Peter Haining and Cushing's autobiographical Preface is written in third person. Peter Haining was an anthologist of horror tales who had a number of volumes printed in the late 70s and early 80s. Setting that aside, there is reason to think that Cushing provided feedback to the selections and even if he didn't the stories collected in the anthology pair nicely with a Cushing/Hammer Films marathon.

Here is a brief overview of the contents of the book.

How I Became a Monster Hunter by "Peter Cushing" is a biographical essay that gives a very good overview of Cushing's acting career and has some nice quotations from Cushing himself.

The Masked Ball by Alexandre Dumas is a very short story that is included in the book because of Cushing's very small role in The Man in the Iron Mask. Like all the stories in this volume, there is some connection between the tale and Cushing's career.

The Mortal Immortal by Mary Shelley is a reminder that the creator of modern science fiction wrote more than just Frankenstein. Given that much of Cushing's career was spent portraying various versions of Dr. Frankenstein, a Shelley story is a must.

Dracula's Guest by Bram Stoker is an episode that, according to its introduction in Tales, was excluded from the novel due space restrictions imposed on Stoker by his editor. Cushing's connection to Dracula in his portrayal of Van Helsing is well known and it has been argued is one of the inspirations for the Cleric class in D&D.

In the Footsteps of the Abominable Snowman by Joseh Nesvadba is a Yeti tale that is included due to Cushing's performance in The Abominable Snowman of the Himalayas. This is not the story that inspired the film, which was a teleplay, but it bears some similarities in tone to the underappreciated film.

The Ring of Thoth by Sir Arthur Conan Doyle connects with Cushing's career in two ways. Cushing played Sherlock Holmes on the big screen in Hound of the Baskervilles and he also starred in a Hammer version of the Mummy story. "The Ring of Thoth" isn't a Holmes tale, but it is a Mummy yarn and one that makes me wonder if Robert E. Howard had a copy on his shelf. Howard's Thoth-Amon sought his Serpent Ring of Set in the first Conan tale.

The Gorgon by Gertrude Bacon is a Victorian tale that makes use of the Greek legend of the Gorgon. Cushing had starred as the villain in the 1964 Hammer film The Gorgon and there are few enough tales of the creature that this makes a nice addition to the book. The Hammer film is much better than its effects and is one of a list of Hammer productions I wish could be remade with the same caliber of performances but with modern effects.

The Man Who Collected Poe by Robert Bloch is the first tale in the volume that Cushing actually performed in an adaptation of during his career. The story is adapted in the film Torture Garden (1967) where Cushing plays the "bibliophile."

The Ghoul of Golders Green by Michael Arlen is only connected to Cushing's career in that he starred in a film called The Ghoul in 1974 which was based on an original screenplay by John Elder. There are few enough tales of ghouls, so the tale fits even if the connection is limited.

There Shall Be No Darkness by James Blish is the final tale in the volume and it is a great story to finish with as it served as the basis for the film The Beast Must Die. A recent Vulture article recommended watching this film before or after watching Knives Out. If you've ever played the game Werewolf, you really should check this movie out as it provides the audience with a short "Werewolf Break" in order for the audience to guess which character is the werewolf. It's great fun.


 

Thursday, December 05, 2019

Initiative in OD&D: Remember when D&D Combat was "Simpler" and "Easier" to Understand than 5e? Me Either. (Part 2)

Copyright Jody Lindke 2019
Two weeks ago (sorry for the break, but Thanksgiving), I posted the first in a series of articles discussing the complexity of early editions of the Dungeons & Dragons role playing game. With each new edition of the D&D game, some players like to reminisce about how much easier to understand to play the game was "back in the day." The fact is that the old game was extremely complex and difficult to understand for neophytes. Heck, as an experienced gamer I had trouble understanding how to play OD&D (that's the little brown books) and could only figure out how to play Chainmail because of my experience playing Warhammer Fantasy.

While it would be fun to do a read through of all the little brown books, that isn't the intention of this series. This is just to show how complex OD&D combat was, and later how complex Basic and AD&D were as well, starting with the little brown books and moving forward into the various supplements and official articles that expanded the combat rules.

The first few articles will cover the following topics:

1) Initiative -- The Turn Order. Who goes first and when and how do they go?
2) Hitting and Damaging Characters and Monsters and Why Do We Have So Many Subsystems?
3) Expanding Play with Greyhawk...(followed by the other supplements).

Combat in OD&D has two main subsystems, Chainmail and the "Alternative Combat System." There are numerous references to Chainmail in the rules, which indicates that using Chainmail was a possible way to play D&D even though David Arneson made it clear that those rules were expanded upon and changed over time. Here are some examples:

  • On page 5 of Men & Magic (Book 1 of OD&D), the rules list Chainmail under "recommended equipment." 
  • Elves (page 8 of Men & Magic) "also gain the advantages noted in the Chainmail rules..." 
  • Halflings (page 8) "they will have deadly accuracy with missiles as detailed in Chainmail."
  • Fighting Capability (page 18) "to use in conjunction with the Chainmail fantasy rule, as modified in various places herein..."
  • On page 5 of Monsters & Treasure "Special ability functions are generally as indicated in Chainmail." 
  • Page 5 of Monsters & Treasure "Combat is Detailed in Vol. III"
  • Page 25 of Vol. III (The Underworld & Wilderness Adventures) "Land Combat: The basic system is that from Chainmail, with one figure representing one man or creature..."
These are just some of the examples from the book, and they leave out the brief and not very revealing mentions of the "Alternative Combat System," so it's pretty clear that whether or not the creators of the game had moved on from Chainmail and were playing using the Alternative system that the rules assume play with Chainmail is possible. No place is this more clear than in the lack of rules for initiative. The first mention of initiative processes is under "Aerial Combat" in Book III where they recommend simultaneous movement. There is no such recommendation for Land Combat, so we are left without a written initiative system in the OD&D books and must look to Chainmail for our solution. Thankfully such a solution is available.

What does initiative in Chainmail look like? There is a "Move/Countermove" system and a Simultaneous system. Since Book III only specifically recommends the simultaneous system for "Aerial Combat" and "Naval Combat," but not for "Land Combat," I'm going to assume that the standard method for initiative follows the "Move/Countermove" system in Chainmail.  Here is a brief breakdown of that system.

Ignoring split-moves (which are for missile fire by certain troop types), pass-through fire, artillery fire, and missile fire, the system follows a simple format.

  1. Each player rolls 1d6. The player with the higher roll moves first and the lower roll moves second. There are no modifiers for high Dexterity or anything like that.
  2. After all movement the players resolve any melee combats. 
In the initial discussion of the turn sequence, there is no way to determine who goes first in melee. In fact, basic melee resolution is simultaneous in nature, "After both players have rolled the number of dice allotted to them for their meleeing troops by the Combat Tables, casualties are removed, and morale for both opponents is checked (Chainmail, 15)." In the basic initiative system, all combat is simultaneous. That system, however, is designed for mass combat where figures represent actual people at a ratio of 1:20, later in the book we are given a more detailed account of determining who goes first in man-to-man fights.


From this we know that characters enter Melee combat when they are within 3" on the table (30 feet in OD&D per Book III page 8). We also know that the combat is no longer simultaneous, if you kill your opponent there is no return blow. This makes going first important. So, who goes first?

  1. "The attacker" is the first option. One imagines that the attacker is the player who moved the figure into within 3" and initiated combat.
  2. UNLESS the defender has a weapon that is two classes higher, or the defender is fighting from above..."You cannot win Anakin! I have the High Ground!"
Figuring out who has the high ground is easy, but what are these weapon "classes"? Those are listed on a chart on page 41, but I've made a new version for reference below.

Weapon classes are listed next to the weapon with higher numbers referring to longer weapons. This is where the weapon class mention above comes into play and if a defender has a weapon two classes higher than the attacker then the defender attacks first. For example, if a warrior with a sword charges a man with a pike it is the pikeman who strikes first (12 is significantly higher than 4).

It is important to note that who acts first might change in the second and later rounds of combat. As stated above, the first attack in the second round is:
  1. Struck by the person who attacked first last round, UNLESS...
  2. The opponent has a weapon two classes lower, or
  3. The opponent is fighting from above.
If we assume the same "sword vs. pike" scenario above, the character who strikes the first blow in the second round will shift from the pikeman to the swordsman. This would reflect the swordsman getting past the pike and closing the distance during the prior minute of combat. Combat in OD&D is minute long combat rounds. As stated in Book III (page 8) "Movement is in segments of approximately ten minutes...Melee is fast and furious. There are ten rounds of combat per turn." The minute long combat round helps to explain why Dexterity doesn't play a role in the initiative system. This provides a realistic, if complex, initiative system for how combatants engage with one another in melee.

Now that we have a basic understanding of the melee order, we can ask what "split-moves and missile fire" and "pass-through fire" are, since these can happen before melee. "Split-move and missile fire" is a relatively unique ability possessed by special light horse troops in Chainmail. On page 12 of the Chainmail rulebook, it describes "Split-move and Fire" as follows, "Horsemen armed with bows are permitted to perform this type of movement. To accomplish a split move and fire, the horse archers move up to one-half of their normal movement, immediately conduct missile fire procedure and continue to move out the balance of their normal movement, not to exceed one-half of their normal movement. The horse archers may be fired upon by opponent missile troops during their firing pause."

While one might be tempted to limit "Split-move and Fire" actions to specially trained troops in D&D, that doesn't seem to be the intention here. While it is true that this kind of action is inspired by Mongol horsemen, it is the fact that the move action is done by the horse rather than archer that allows for the ability to fire during movement. This seems to imply that any mounted combatant in OD&D should be allowed this ability if they have proficiency in bows. Chainmail's Man to Man Fantasy Supplment section states that Elves may split-move and fire on foot.

You'll note that the quote above mentions that "horse archers may be fired upon" during their movement, even though this happens outside the "missile" phase of combat. That is because of the possibility of "Pass-through Fire" which allows "stationary missile troops...to give pass-through fire to any enemy units which are within their missile range at the half-move portion of the turn. This would include any enemy troops split-moving, passing by, or charging missile troops." This means that the "missile fire" component of the combat round actually happens during two possible segments of the combat round. It can either happen during the movement phase "at the half-move portion of the turn" or during the missile combat phase.

While this process seems simple at first it is confounded by the rate of fire rules for missile weapons, which state, "Crossbowmen, Archers, and Longbowmen may fire every turn. If Archers and Longbowmen do not move and are not meleed at the end of the turn, they may fire twice." The ability for stationary units to fire twice adds some complexity to the rules as this can mean that a missile unit fires once during "Pass-Through and Fire" and once during the "Missile Fire" phases of combat, or just twice in the "Missile Fire" phase.

This all makes for an extremely complex initiative system that has dynamic realism, but is anything other than simple. Let's illustrate this with a simple combat between four combatants: (A) A Human Swordsman, (A) A Human Archer, (B) A Goblin Spearman, and (B) A Goblin Archer. These combatants meet in a clearing.


Terrain by Dice Grimorium and Tokens by 2 Minute Tabletop.

For the sake of argument, we'll say that group A wins the initial roll and gets to move first and that the squares represent 10 feet instead which was standard for earlier editions of D&D. To make things simple, we will assume that all figures can move 12" during combat. This example will only cover initiative and not resolution.

Having the first movement, the swordsman rushes to close the distance and charges ahead toward the Goblin Spearman. As he is in range of the Goblin Archer, he triggers pass-through fire as he makes his way towards the Goblin Spearman. Assuming the Goblin Archer failed to kill the Human Swordsman, that character can enter melee combat as soon as it is within 3" of the Goblin Spearman.

Terrain by Dice Grimorium and Tokens by 2 Minute Tabletop.

Since the Human Swordsman can move 12", and since we ruled it survived "Pass-Through" fire, the figure can continue until it is in base to base contact with the Goblin Spearman and engage in a "Charge" move. This would allow, and would in fact require, the Human Swordsman to continue moving if he defeated the Goblin Spearman in combat.

Now that Player A has moved all the combatants desired, in this case only the Human Swordsman, Player B has the opportunity to move. Seeing there is an Archer, the player elects not to move and suffer "Pass-Through" fire.

All movement being completed, it's time for the Melee round to begin. It's important to note that the Goblin Archer is not necessarily engaged in combat as page 15 of Chainmail states "Missile Troops interspaced with other footmen forming a defensive line may "refuse" combat and move back 3" out of combat range. However, if the other footmen who are meleed are killed or driven away, the missile troops must fight if the attacker is able to continue his charge move." In this case the Human Swordsman charged and would benefit from this if it killed the Goblin Spearman. Since this is 1:1 combat, we will move the Archer back 1" rather than move it off the map.

Terrain by Dice Grimorium and Tokens by 2 Minute Tabletop.

Now that the two Melee units are in contact and the Movement phase is complete, we must resolve missile combat. The Human Archer (A) has not moved and may thus fire twice at opponents. The Human Archer can choose to fire both shots at the Goblin Archer, split them between the Goblins, or fire both at the Goblin Spearman. They are able to do this because as an "Archer or Longbowman (they) may fire over the heads of intervening troops, friendly or enemy, providing they are more than 3" distant. Indirect fire reduces the range of the weapon firing by one-third. Indirect fire automatically classifies the target in the next higher armor category..." The Goblin Archer, having moved 3" to avoid melee, can only fire once. These shots will be resolved simultaneously as they fire at one another.

Having finished the missile phase, we resolve the melee. In our example we have a Swordsman attacking a Spearman. If both had been wielding swords (weapon class 4), the Human Swordsman would have gone first, but the Goblin is a Spearman (weapon class 8) which is more than 2 classes higher than the Human's and thus the Goblin attacks first. If the Human lives, then it may strike again. These two figures are locked in melee combat until one is killed or routed by the other. There is a strict Zone of Control here.

If all combatants survive, a new roll is made and combat starts at the beginning with movement, then missile fire, then melee. During this second round of Melee, the Human Swordsman will attack first because it has a weapon 2 classes or more LOWER than the opponent and has managed to get through the weapon's reach.

As you can see, this is a very complex system. It is likely more complex than it was actually played, but having worked my way through it I see it as a very workable system that would have benefited from clearer writing. It's also a system I just might try to use in a few session in the future.

The next post will discuss how to hit and damage opponents using the Chainmail based system for combat and not the Alternative System.

Wednesday, November 20, 2019

Episode 166: Jim Pinto Talks About D&D as "Work," Player Agency vs. Consumer Agency, and the DM/Player Compact





Episode 166: Jim Pinto Talks Player Agency  and the DM/Player Compact



Our guest for episode 166 is the prolific game designer Jim Pinto who has some interesting thoughts about current trends in role playing games and how they present challenges to all game masters, novice and experienced alike.

Jim Pinto has worked on products like Legend of the 5 Rings, The World's Largest Dungeon, and Shadow of the Demon Lord. His most recent work at Post World Games, including the Protocol and Praxis series of games, have challenged traditional role playing game dynamics and have become influential to designers like Greg Gorden.

While there are a lot of books discussing how to be a good game master and how to run the best role playing sessions, not a lot has been written about what responsibilities the players have to the game master. In the most recent episode of Geekerati Radio (Episode 166), I chat with game designer Jim Pinto of Post World Games about how each edition of D&D has made game mastering more like work and less like play and about what the proper role of the game master is.

As always, I don't want to reveal too much about the discussion here. I want you to listen to the episode after all, but I have provided a list of some of the products and concepts we talk about in the episode below.

Concepts

  • Jim's concept of reliant focused play.
  • Game master's fiat.
  • Player Agency vs. Consumer Agency.
    What is the proper role of the game master?

Tuesday, November 12, 2019

Remember when D&D Combat was "Simpler" and "Easier" to Understand than 5e? Me Either. Part 1: Some Initial Thoughts


GamerGrls by Jody Lindke ©2011
Back in September of 2019, Cam Banks wrote a brief response to people who argued that they missed the "good ol' days of gaming" when combat was easier to learn and play than the 5th Edition of Dungeons & Dragons. Cam's response was direct and to the point.


My response was a little snarkier than Cam's and included a reference to the Weapons & Armor chart in the 1st Edition AD&D Players Handbook (sic).

The point that each of us was making was that it is a myth that older versions of D&D were "rule light" that were easier to learn for newer gamers, or were somehow superior to more recent versions of the game because of their ease of play. Dungeons & Dragons has always been a complex game with arcane rules for combat that could be intimidating to new gamers and veteran gamers alike.

I've been a fan of every edition of Dungeons & Dragons that I've had the pleasure of playing. Yes, I even LOVE 4th Edition D&D. I think it has a nice balance of tension at the heart D&D system, whether to focus on role playing or on tactical combat. Each edition of the game has tried to fall somewhere in the middle, allowing for players who favor each kind of play to have a good experience, but I think that 4th Edition hit an almost perfect balance between the two. I would also argue, and this might shock some people, that it was less a tactical combat game than most of the editions that preceded it. This is especially true of 3rd Edition, which is the most granular simulation of tactical skirmish combat ever designed. 

There are so many sub-systems in 3rd Edition that you can essentially solo-play "SIMTavern" by using the skill rolls and random encounters without the need of a DM. I'm not writing that as a critical statement. It's a remarkable achievement that appeals to a sizable group of gamers that includes me as a card carrying member. I've spent many an hour using GURPS and Hero System to do exactly this type of gaming, and prior to 3rd Edition I never thought D&D was a good "SIMCity" rpg.

But this post isn't about the underlying skill system and how well it can be used to simulate day to day activities in a Bayesian's Daydream of game play. This post is the first in a series of posts about D&D combat and how complex it has always been. This series will cover Original Dungeons & Dragons, using both the Chainmail and Alternative Combat System variants, Basic D&D (Holmes, Molday/Cook, and Mentzer), AD&D 1st Edition, and AD&D 2nd Edition.

Today's post is just an overview regarding the motivation for the series of posts, which is a desire to argue that there never has been a truly simple era of D&D combat. As Cam stated above, each edition has its problems and gamers have adapted to those problems. Smart people have been confused by D&D from the beginning. If you read the first few issues of the famous Alarums and Excursions fanzine (you can order them from the source here), you'll see that some early gamers misinterpreted the spell system and Lee Gold initially thought that saving throws were based on rolling 2d10 and adding them together.

Lee Gold Discussing Saving Throw Probabilities Based on Assumption of 2d10 Added Together

While modern gamers may wonder how a game designer like Lee Gold could have this assumption, one need only look at the older twenty sided dice to see that they were numbered 0-9 twice. Thus it seems natural to infer that the alternative combat system and saving throw system were based on a roll of two of these dice added together. Later editions discussed this more expressly and included recommendations for how to convert these dice to "true" twenty-sided dice.

Modern gamers have the advantage of beginning play upon a foundation of norms established over decades. Early gamers didn't. This made early D&D even more confusing than today's game. Though I will argue in the next post that using the Chainmail system for D&D combat is even more confusing than today's game, even for a gamer with strong foundations in both role playing and modern miniatures games. Had I not played Warhammer I would have been in the dark on how to play Chainmail, even having read the rules several times. Though after examining those rules, rules it seems no one actually used for D&D, I think they would work quite well and eagerly want to try my hand at them.

Tomorrow, I'll delve into D&D Chainmail. For now, I'd like to know if any of you have tried it.

Friday, November 08, 2019

USAoploy is Releasing a New Edition of CLUE: DUNGEONS & DRAGONS



Shortly after Hasbro launched the 3rd Edition of Dungeons and Dragons, USAopoly produced a version of Clue(do) with a Dungeons & Dragons theme. This 2001 release replaced traditional characters like Mrs.White and Colonel Mustard with the iconic characters Hasbro featured in the Dungeons & Dragons rulebooks. Instead of playing Colonel Mustard, players could now be Regdar or Mialee. The murder weapons were similarly reskinned.



The production was more than a simple reskinning of the classic game of deduction. Yes, it had all the elements of the original, but it also featured elements that added a dash of Dungeons & Dragons feel to the game.


First and foremost of these elements was the addition of pewter miniatures of the characters. While the figures are too small to be used as D&D figures, they are very nice looking and give the game a nice ambience.

Mialee stands outside "The Maze" as she seeks out the murderer.

Regdar readies his weapon as he prepares to encounter a "Random Encounter"

The figures weren't the only change though. USAopoly's designers added an optional "random encounter" rule which allowed the adventurers to fight iconic monsters from the Dungeons & Dragons game, as well as to acquire treasures they could use to aid them in finding out the identity of the murderer.  Players can trigger a random encounter by stepping on one of the "scratched" squares and drawing a card.


The combat in these random encounters is extremely simplified, even more so than in the board game Dungeon. The character's ability to defeat a given monster is static. It doesn't matter whether you are a fighter or a wizard, just roll a d6 above a target number and you win. If you fail, you are banished to "the maze." It's not a "deep" mechanic, but it adds a nice flavor and the treasures can impact game play. USAopoly made sure to include some proprietary Wizards of the Coast creatures like The Beholder and Displacer Beast to the mix to make it a D&D and not generic fantasy experience.

Clue is a very solid game, but it is one that can become less exciting to play over time. That's why it's important that any variant include some small shift in mechanics, and Clue provides a wonderful basis for such changes. Books like New Rules for Classic Games by R. Wayne Schmittberger and The Boardgame Remix Kit by Kevan Davis, James Wallis and others are great places to look for suggestions for how to tweak games that have gone stale. So too is purchasing a game by USAopoly. While some games just reskin the existing game, others add subtle new twists that make the game fresh. Such was the case with the original Clue: Dungeons and Dragons. Will that be the case with the new version?

If the marketing copy and glimpses that USAopoly have given of the interior, it looks like they will.


This year's Dungeons & Dragons themed Clue ties into the new Baldur's Gate: Descent into Avernus campaign, with the players adopting the personas of key characters of the Forgotten Realms who are seeking the location of an Infernal Puzzle Box. There is a traitor who has murdered one of the party, replaced them, and has hidden the item.


A quick look at the board reveals that like the older D&D themed edition, there are board spaces with special markings. In this case it looks like these are either "Intrigue" or "Rumor" spaces that will allow players to draw cards or interact with the game in a way that differs from the basic mechanics.

The game retails for $39.95 and looks like a good purchase for D&D players and those who collect Clue variants alike.


Thursday, November 07, 2019

The New INVISIBLE MAN Trailer starring Elizabeth Moss Hits All the Right Notes

 

Universal Pictures has been trying to revive their Movie Monsters for a new audience for the past few decades to very mixed results. Their catalogue of creatures runs is a library of Classic Horror that includes: The Mummy, Dracula, Frankenstein's Monster, The Wolfman, The Invisible Man, and The Creature from the Black Lagoon. That's a menagerie that should form the foundation for a media empire, and it did.

In the early 20th Century, Universal dominated the horror movie market with these characters, but they also contributed to their downfall. As the popularity of the characters dwindled as audiences had come to think of them as cliche, Universal began to parody the characters in order to keep them fresh. When Abbot and Costello met Frankenstein, it wasn't in a production from a rival company. No, it was Universal who produced the picture and to financial success. That success diluted the brand as a Universal brand, even as they held copyright and trademark over many of the characters.

The Hammer Studios revived many of these characters, and in the Gothic setting, and eventually did so with distribution agreements with Universal. In the documentary Flesh and Blood, Christopher Lee states that Hammer's Horror of Dracula saved Universal Pictures from bankruptcy. This information is repeated in The Encyclopedia of Hammer Films. Hammer's productions initially treated the characters seriously, but updated the gore and sexuality to match the times. They too eventually fell into the parody/irony trap with productions like Dracula A.D. 1972.

While viewers in the early 1980s saw the release of An American Werewolf in London, an excellent Wolfman story distributed by Universal, they also saw other compelling adaptations of the monster like Joe Dante's classic The Howling. As the characters moved into the public domain, the Monsters were set free and Columbia/Sony took advantage of that freedom with films like Wolf, Mary Shelley's Frankenstein, and Bram Stoker's Dracula.

By the late 1990s and early 2000s, it was clear that if Universal wanted to demonstrate that these characters were "truly theirs," they would have to do something special. Their first foray, 1999s The Mummy, stands out as an excellent film that combines Pulp action and Horror storytelling, but as that franchise wandered into cheesy sword and sorcery films (as much as I love them) like The Scorpion King or bizarre and confused films like Van Helsing (Frankenstein's monster as Duracell for Dracula's Incubator is a strange premise) the relaunch momentum faded as it became stylistically confused. Universal's other serious attempt, the underrated The Wolfman, got lost in the shuffle.

Enter the 2010s and a renewed effort to revitalize the brand with a focus on creating a "shared universe" for the characters. In this new model, inspired by superhero films, Universal produced the "superhero Dracula" film Dracula Untold where Dracula takes on the curse for noble reasons and it is suggested that Dracula will be one of a cast of monsters who will fight a greater evil "Creature Commandos style" in a future Team-Up film. The shared universe was expanded with a new The Mummy featuring Tom Cruise as the target of the Mummy's obsession, with a gender reversal on Mummy and beloved. The film also features Russell Crowe as Dr. Jekyll/Mr. Hyde. My own "headcanon" has Tom Cruise's character as Frankenstein's Monster "Adam," but that's a conversation for another time. The Tom Cruise film earned sufficient money that it didn't kill off the idea of continuing Classic Monster productions. As Scott Mendelson points out in his Forbes article discussing the new The Invisible Man trailer, it wasn't really a success either. In large part because the "Dark Universe" shared universe model seems to be off putting to many fans. I'm not among those fans. I'd love to see the shared universe Monsters vs. Satan film, but that's just the role playing gamer in me.


This leaves us with the new The Invisible Man trailer. Where does it lie? Well, it certainly doesn't seem to be a part of the "Dark Universe." What it does seem to be is a great updating of the original Horror tale. Universal Pictures seems to be on the verge of repeating their success with Hammer Films by teaming up with Blumhouse Productions for this latest Classic Monster movie. Blumhouse is the perfect production company to develop The Invisible Man. The story should be a commentary of the evil men would do if they possessed the Ring of Gyges that is accessible to a modern audience. By incorporating elements of Gaslight, a 1944 MGM film that is particularly salient today, with the traditional Invisible Man story, the potential is through the roof.

If the trailer for The Invisible Man is any sign. It will be a new classic and be further evidence of Blumhouse's ability to channel modern fears into classic tales.


Wednesday, November 06, 2019

Can H.P. Lovecraft, Nicolas Cage, and Modern Horror Tropes Mix? COLOR OUT OF SPACE Will Answer This Question



Film adaptations of H.P. Lovecraft's fiction have a record as mixed as Lovecraft's legacy. Some of them are very good (I'm looking at you Call of Cthulhu), some are fun (like Re-Animator), and some are best left to the dustbin of history (no, I'm not linking The Unnamable).

There's no doubt that there is rich potential in Lovecraft's fiction that can be exploited and adapted to a modern environment. Cosmic horror, the terror of knowing that in the end everything is meaningless, is a truly terrifying concept. We can fight that fear with nihilism or irony, but it still lingers in the backs of our minds. What if nothing matters? That is the question at the heart of much of Lovecraft's fiction and it is a question that digs deep into our subconscious.

Film makers like Guillermo Del Toro have discussed making a big budget adaptation of At the Mountains of Madness, but derivative films like Prometheus present challenges to film makers who want to go straight to the source in the same way that Star Wars and Avatar present challenges to those who want to make Edgar Rice Burroughs' Barsoom tales on the big screen. There is the risk that audiences will think that a film inspired by the original material is the derivative film.

Stepping into this challenging market is Color Out of Space. The film is written and directed by Richard Stanley, who directed 1990's Hardware. You remember Hardware right? No? I liked it, but you might not. It's in the "not everyone's bag" category of film. This leaves me thinking the film could be good, or it could be very bad. The cast includes Nicolas Cage, Tommy Chong, and Joely Richardson, a cast that leaves me feeling the same way as the choice of director. If Nicolas Cage goes full Nicolas Cage, or dials his Cage level to Zero, the film could be great. If Cage sets the Cage level to 5, it could be trouble. I cannot tell by the trailer which Cage we are getting, so I'm still on the fence.


This isn't the first time that The Colour Out of Space has been adapted to film. Die, Monster, Die! (1964) adapted the story, with some liberties, and Wil Wheaton starred in an adaptation called The Curse in 1987. Die, Monster, Die! is on my annual horror viewing list, but I've not seen The Curse or heard anything good about it.

The story itself is a classic Lovecraftian tale, that draws more than a little imagery from American Gothic fiction and in particular Washington Irving's "Legend of Sleepy Hollow."

Compare the introduction to "Colour":

"West of Arkham the hills rise wild, and there are valleys with deep woods that no axe has ever cut. There are dark narrow glens where the trees slope fantastically, and where thin brooklets trickle without ever having caught the glint of sunlight. On the gentler slopes there are farms, ancient and rocky, with squat, moss-coated cottages brooding eternally over old New England secrets in the lee of great ledges; but these are all vacant now, the wide chimneys crumbling and the shingled sides bulging perilously beneath low gambrel roofs" -- H.P. Lovecraft, "The Colour out of Space" 1927.
 To the introduction to "Sleepy Hollow":

"In the bosom of one of those spacious coves which indent the eastern shore of the Hudson, at that broad expansion of the river denominated by the ancient Dutch navigators the Tappan Zee, and where they always prudently shortened sail and implored the protection of St. Nicholas when they crossed, there lies a small market town or rural port, which by some is called Greensburgh, but which is more generally and properly known by the name of Tarry Town. This name was given, we are told, in former days, by the good housewives of the adjacent country, from the inveterate propensity of their husbands to linger about the village tavern on market days. Be that as it may, I do not vouch for the fact, but merely advert to it, for the sake of being precise and authentic. Not far from this village, perhaps about two miles, there is a little valley or rather lap of land among high hills, which is one of the quietest places in the whole world. A small brook glides through it, with just murmur enough to lull one to repose; and the occasional whistle of a quail or tapping of a woodpecker is almost the only sound that ever breaks in upon the uniform tranquillity" -- Washington Irving, "The Legend of Sleepy Hollow" 1820.
The paragraphs are by no means identical, but both set the stage for bucolic New England farmlands that hide horrors in the shadows. Lovecraft's almost reads like a sequel to Irving.

Check out the trailer and let me know what you think.