Writing and Marketing

Category: Essays and Thoughts

A category for personal writing, featuring reviews of fantasy and science fiction books, films, shows and games.

Gormenghast

As I may have mentioned before, I’m not too big of a fan of ranking, particularly when it comes to books. A book can be good, great, or bad, but in each of those categories it is unique in one way or another. At most, I can maybe group together books into the “great” category or try and pin down those that excel at a particular aspect of the craft, or sub-genre. When it comes to fantasy, however, I generally do answer that the best book I have ever read in that genre is, without a doubt, Mervyn Peake’s Gormenghast.

Among aficionados of fantasy, Gormenghast is often spoken of, in hushed tones of reverence or, more often, as a smug rebuttal to the assertions that another series might be the superior. Among many writers and critics, there seems to be no more exciting moment for them when they get to rebut the idea that Lord of the Rings must be their favourite work, proudly proclaiming that it was, in fact, Gormenghast that was their teacher.

I’ll maybe touch on the criticism of Lord of the Rings later on, but while I don’t wish to suborn Gormenghast into the mere role of proving what little credentials I have, I cannot deny that it is probably the best fantasy book ever. I see it as a little pointless to delve too deeply into its comparisons with Lord of the Rings, as they come from two completely different places. Tolkien was writing from a love of mythology, and Lord of the Rings is a triumph of worldbuilding. Gormenghast however, comes from a love of literature itself. I have heard the series described as “a collaboration between Shakespeare, Dickens and Kafka whilst all were under the influence of opium”, and that admittedly does capture a portion of the spirit.

Plot wise, the Gormenghast series is fairly simple, dealing with the inhabitants of the titular castle. The first book covers the birth of the new heir to Gormenghast, Titus Groan, and the second book with his maturation. The third novel takes place during Titus’s exile beyond the castle – Peake unfortunately died from dementia before any further works could be written. Interwoven with Titus’s life is the machinations of Steerpike, a kitchen boy who assumes more and more power within the social structure of the castle.

So what makes Gormenghast stand out to me as a work of fantasy then? For me, the fantasy genre interests me because it deals with the unreal but is created by those who dwell within reality. What delineates humans from animals is the ability to consider something that absolutely does not exist and communicate it through language – whether spoken, written or drawn. Fantasy is this skill used for art or entertainment, though we also use it to formulate other vital parts of our society that have no physical examples of them, such as our religion, ethics and philosophy. The furthest edges of the sciences also require these kinds of intuitive leaps into the darkness of “what might be.”

Good fantasy transports you to other worlds by presenting things that seem impossible or strange – the fantastical, as it were. What makes Gormenghast so special is that it relies very little on this. There is no magic, no strange creatures, no gods or demons. (In fact, the third book suggests that the castle exists within a world closer to the steampunk genre than anything else). And yet, every page is filled with the essence of the fantastical. Everything within Gormenghast is strange and exaggerated, from the characters to the castle itself. The fantasy is not coming from what the language is describing, but from the language itself. Peake is, in some ways, the reverse of Tolkien. In his work, Tolkien manages to take the vague and shifting meanings of mythology and crystalize them into a single, beautiful fantasy world. Conversely, Peake starts with English literature and renders it down, distilling it into a truly strange brew where the grotesque characters you might find in Dickens become even more grotesque – where the drama (comedy and tragedy alike) that you might find in Shakespeare becomes even more fierce or absurd.

Gormenghast, in this way, blew open the doors of my own perception of what fantasy could encompass, and remains a highly influential work for many within the genre. That said, I’m not sure it’s a book I would recommend casually. Many have accused it of being too dense and longwinded. This does not particularly bother me (I don’t particularly care where a book takes me, or how long it takes to get there, as long as the trip is interesting), but it may not be for everyone. If you’d like a test run, the BBC did a miniseries based on the books in 2000 that does condense the material considerably. You can also find Gormenghast’s influence across a slew of more contemporary works. I’d certainly check out China Miéville’s Perdido Street Station if you’d like a taste of such.

For me, Gormenghast is the peak of fantasy. There are other great books who have managed to bring a literary touch to the fantasy genre. Gormenghast, however, managed to steer literature right into the farthest depths of the fantastical. If anyone ever doubts that a fantasy work can have literary merit, Gormenghast remains to this day the most resounding counter argument.

Barsoom Series

I’ve done a few reviews for books, films and movies that were fresh on my mind. I’ve been a bit hesitant to delve further back, since I know that nostalgia and memory are fickle things to work with. At the same time, I tend to judge works on their lasting impact upon me. Something that sticks in my mind for many months or years afterwards is probably something worth talking about.

A good place to start would likely be near to the beginning – both for me and for much of the science fiction genre, with A Princess of Mars. Author Edgar Rice Burroughs is much better known for his work on Tarzan, which has left an indelible imprint on the public consciousness. To this day, kids Tarzan yell and pound their chests, if not really understanding why. Burrough’s old neighbourhood in Los Angeles is known as Tarzana to this day. Hollywood is likely a good reason for Tarzan’s continued impact, with close to 40 “official” Tarzan films, and countless more homages, spin-offs and spoofs.

The Barsoom series (Barsoom being the name the inhabitants of Mars give to their planet) conversely has, to my knowledge, a low budget Asylum film and the John Carter film released by Disney. I admit to having not seen the latter film, despite it having been an adaptation of a series of books I quite well enjoyed. Given the content of the books, I didn’t particularly trust that a live action Disney movie trying to capitalize on the Pirates of the Caribbean action adventure trend would really interest me. (For similar reasons I passed on The Lone Ranger). Supposedly the film wasn’t particularly good, but I’ll not go making judgement on something I didn’t see – but I don’t really think modern Hollywood has the sort of specific talent lineup to really bring something from the pulp heyday to life. Maybe if Ralph Bakshi was still allowed to direct big budget animated films, and we could get A Princess of Mars a la Fire and Ice….

In any case, my point is that A Princess of Mars was more of a footnote. In many ways, this makes sense. A Princess of Mars features a highly exotic and alien setting, plenty of violence and constant nudity. Modern studios might feel that brute force of CGI and good directing could help them overcome those first two obstacles, but none of them would want to engage with that third issue – least of all Disney! Tarzan, on the other hand, was easy enough to portray through jungle sets, tamed animals, and leopard print loincloths.

I think that the Barsoom cycle ends up being somewhat unfairly forgotten, reduced to a bit of a punchline by the financial failure of John Carter. (Also, why on Mars would you name a film John Carter over A Princess of Mars?! The former sounds like a biographical film and evokes nothing at all of the sort of story involved. Maybe Disney was trying to distance itself from an overreliance on Princesses?) Also, the Barsoom cycle spawned a bevy of imitations, perhaps most infamously the Gor series, noted for its smugly Nietzschean author and, as it progressed, growing obsession with the sexual subjugation of women. In the public mind, the exotic nudity of Barsoom (none of the Martians wear clothes – modesty is an Earthly construct) may have been conflated with the sexual obsessions of Gor. The issue with Gor was less that it was sexy (I think we get a little too upset over escapism these days), but because the other was very adamant about linking the sexual content to the inferiority of women. Gor did end up with its own cultural impact, an odd little side note in science fiction history – fans of the series mimic the subjugating relationships found in the book in real life or online to this very day. That sounds like it involves more of an interest in BDSM given a thin coat of science-fiction paint, but since I’m not an expert, I’ll assume that the “Gor” elements are somehow vital to the experience. The series also got a couple of notoriously bad movies, so I suppose it managed to leave a mark.

The Barsoom cycle, I would argue, had a deeper and more vital impact overall, beyond simply copycat series. The “planetary romance” or “sword and planet” genre that Barsoom popularized may have mostly burned itself out by today, but it had a strong presence in the minds of many. While weird fiction had always blended fantasy, horror and science-fiction together, Barsoom can be seen as the crystallization of the “science fantasy” genre that we still see today. Many science fiction authors were influenced and inspired by it, such as Vance, Clarke, Heinlein and especially Bradbury with his Martian Chronicles. Carl Sagan mentioned what an impact the series had on his interest in space. George Lucas was also influenced by it, and you can see the shadows of Barsoom across the deserts of Tatooine, the flying airship and ornately dressed slavegirls of Jabba the Hutt and the focus on sword fighting in a world with fantastical guns. And I don’t need to explain the influence Star Wars would go on to have.

I think because Barsoom focuses heavily on traditional “Fantasy” elements (princesses, sword fights, journeys into the unknown), its revolutionary science fiction elements are often forgotten, especially since they seem so prototypical. Burroughs based his ideas on a civilization on Mars on early mistranslations regarding the “canals” of Mars by astronomers – the same germ behind War of the Worlds, and he creates and evocatively “dying world” from this idea. The inhabitants of Mars, which often reminiscent of Earthly peoples and animals, have many unique cultures, customs and appearances, with enough interesting twists to keep them fresh to this day. The setting is one that sticks with me to this day due to its forlorn romance and mysteries. Barsoom is not perhaps remembered as a part of Weird fiction because the narrator, John Carter, is portrayed as a fairly hardheaded military man. The series deals with his transportation to the strange world of Barsoom, and the interpretation of the world through his eyes. He’s a much less poetical author than the leads who explore strange territories in the works of say, Hodgson or Lovecraft. This does make the books fairly easy reads even so many years later, but I don’t believe Carter’s blunt nature diminishes the fantastical world he travels in by too much. The books are, of course, pulp and designed to entertain, but even the violence is presented in a “heightened” manner, with Carter flipping and leaping through the lower gravity of strange Martian landscapes like a precursor to the superheroes who would bound through later comics. Carter is not a complex character, but that is part of the charm of the books. He is not on Mars to subjugate weaker peoples or sexes, but to rescue his beloved Princess, no matter what terrifying part of the planet she ends up in.

Compared to the often-dated racial interactions in Tarzan, the Barsoom cycle often displays a remarkable encouragement of tolerance. Many have been turned off by the conceit that John Carter is an ex-Confederate soldiers – within the book, however, that set up seems to be more an explanation why Carter is both good at war and without much attachments back on Earth. Carter of course carves a path through most of the various sentient races he finds on Mars, but also finds friends among nearly all of them as well, even the truly monstrous “Green Martians.” Indeed, the “White” Martians are consistently portrayed in the most villainous light. The focus on race will certainly seem awkward today, but not to the distracting degree found in the works of other pulp authors or later comic books.

They might be straightforward adventure tales, but the Barsoom cycle mixed a quick pace with pure wild imagination that is, in essence, pure Weird, while still remaining an important step towards the formation of later science fiction. As a fast fun read, I can certainly recommend them. I highly enjoyed them when I was younger as they were able to mix an easy to follow adventure with consistently interesting ideas and a desolate, intriguing world. Even if you don’t give it a read, be sure to look up some of the really fantastic artwork that the series has inspired over the years, and which stand as proof of how many people have been caught up in the exotic romance of Barsoom.

Psychonauts

Trailers have been out for a while now for Psychonauts 2, the latest project by cult game creator Tim Schaefer and Double Fine Studios.  This would seem like a good time to reflect back on the first Psychonauts, often described as one of the “best games no one played”, and the subject of one of the most remarkable resurrections in the history of video games.

But first, some background. Tim Schaefer started in the video game industry working at LucasArts, being involved with projects as far back as the Monkey Island series, on which LucasArts built its brand of adventure games. In 1995 he got to work on his own game with Full Throttle, and in 1998 took the adventure game genre into 3D with Grim Fandango.  Schaefer had always been known for his quirky sense of humour and style, but Grim Fandango was perhaps his best display of his work so far. Mixing Aztec Mythology with Film Noir seems like a gimmick, but Grim Fandango is, quite frankly, a masterpiece. The secret was, apart from being hilarious and visually arresting, Grim Fandango was filled with pure heart, with a cast of memorable and engaging characters. The writing was on point, which is one reason I became interested in that game when it popped onto my radar.

Grim Fandango, unfortunately, was not going to be the herald for a new age of 3D adventures – instead it was to serve as something of a swan song to the adventure game genre. As the world moved into the third dimension, tastes were changing, and point-and-click story-based games seemed antiquated.

This was the environment that Tim Schaefer found himself in as he started to create Psychonauts, and, to the game’s detriment, it often does feel like the makers were entering into the world of 3D platforming with a gun pointed at their heads. At best I can say that the platforming involved is serviceable. The game also features a heavy emphasis on collecting items, similar in a way to games made by Rare such as Banjo-Kazooie and Donkey Kong 64. However, in Psychonauts, a lot of this collecting is admittedly more infuriating than engaging – especially since there are plot critical items that require you to collect the game’s currency, without forewarning you that hoarding this cash will be vital later on. Indeed, you need to have been forewarned, or suffered through this problem in a first playthrough, to understand that you need to take special steps to find secretive piles of cash to most adequately prepare for the late game. Certain other in game collectibles are rendered in transparent two dimensions, making collecting them a headache as they often blend into the background, or it becomes unclear as to which angle you should be trying to move at them from.

The platforming itself can be hit or miss. Most infamously, the final level, dubbed “The Meat Circus”, had to be toned down in later Steam updates due to being incredibly frustrating. Even with the changes, the level still combines an awkward blend of unfair design choices with strangely limp boss battles.

The thing is, many people, myself included, absolutely forgive all of these flaws, so engaging is Psychonauts in regards to characters and writing. The artistic design of Psychonauts is delightful off kilter, with the misshapen characters resembling the cast of a colourful cartoon rendered in three dimensions. This abstract approach allowed for the flexibility needed for the incredible variety in level design found in Psychonauts. The story of the game concerns Raz, a psychically gifted child who sneaks into a summer camp for similarly psychic children and works to prove his skill. While doing his best to demonstrate and hone his skills, Raz also needs to deal with a growing conspiracy that is slowly emerging at the seemingly innocuous summer camp.

The absolutely unique part about Psychonauts is that since it is about a psychic, a majority of levels take place not in the camp itself, but within the minds of various characters Raz encounters. While these first jaunts into minds are for the purpose of learning how to use other psychic abilities, Raz soon has to leap into the psyches of damaged or brainwashed characters in order to help them overcome their traumas. This is genius partially because it makes the characters a major part of the gameplay, and partially because it allows for a fantastic array of level designs. Raz navigates dreamscapes that resemble Japanese kaiju movies, kitschy black velvet paintings and a warped view of suburbia through the eyes of a conspiracy theorist – to name just a few. Every mind is filled with a further “micro-cast” of bizarre characters, creating a very extensive list of NPCs for Raz to interact with. Even the characters who you may interact with for only a very short time are highly memorable, with off-beat writing and excellent voice acting leaving a lasting impression.

The cartoonish humour is also notable for the dark and often serious undercurrents to it. The game can be very goofy, by design, but it still is a game about mental trauma, and doesn’t lack for emotion and pathos. Raz himself is motivated by a difficult relationship with his father, one he has twisted within his own mind to be something even worse than in reality. The game walks a thin line but never really ends up feeling meanspirited – all the trauma is treated seriously, no matter how silly it might be, and Raz is willing to leap in to help anyone. The ending of the game has Raz helping the main villain overcome his damaged childhood and making him give up his plans for world domination. Instead of creating a tonal clash, the silly and the dark play off each other well, creating an atmosphere that allows for constant surprise and delight.

Despite being lauded for all these reasons at its release, Psychonauts was a significant failure – the game had a tumultuous history after being dropped by Microsoft and nearly not getting released. Upon its launch it sold abysmally, killing off publisher Majesco. However, it was lauded critically, and developed a steady cult following. The game’s lasting appeal finally paid off when it was put into digital distribution on Steam, becoming a sleeper hit years after it was initially released in 2005. This has led to enough new demand to warrant a sequel, which has also had a long road to being finished, with production being announced in 2015.

In the end, I’d give Psychonauts a thorough recommendation, though you may want to look up some tips beforehand. While gameplay didn’t always end up fully polished, the writing has the same spirit of humour and sweetness that worked so well in earlier adventure games, and in many ways, with off the wall solutions to obstacles, Psychonauts carries their DNA. If you want something unique and strange, it’s worth it. And with the Steam version, it’s much easier to get a copy of it that has some of the worst bugs and issues ironed out. Hopefully the traditions that Psychonauts set over a decade ago will be repeated and improved upon in the sequel.

Malazan Book of the Fallen

I’ve talked a lot about my love of fantasy, and yet I haven’t yet touched on any actual recommendations for series. I do have my own miniature “canon” of what I consider to be the standouts in the genre for myself, but often it has been awhile since I have read the works in question and I would like to do a quick review.

However, I did recently finish the Malazan Book of the Fallen series by Steven Erikson, and have many friends going through those books as well, so this seems like the perfect time to touch upon the most recent fantasy sequence to have made such an impressive impact upon me. This is definitely a set of works that I want to talk about while the impression is fresh in my mind.

I must point out the potential hypocrisy of giving out recommendations when I, myself, tend to be very wary of book recommendations found online. We live in the age of relentless hype, and while this is mostly visible within movies and video games, it can be seen in the literary market as well. Of course, I understand better than most the importance of marketing and getting your work out there and noticed. However, I cannot tell you how many times I have heard a newer series hailed as “better than Lord of the Rings!” (Lord of the Rings being always trotted out as the benchmark is another topic, though perhaps a tangentially connected one – more on that in a bit).

So, it was with interest that I noticed that the discussion around Malazan was more polarized, with people either loving or hating it. I am glad I got a personal recommendation, as I am firmly in the category of adoration. I don’t want to assume why anyone has a particular reaction to something, but I feel why Malazan receives such strong opinions in both directions is because it feels very much out of place in the current fantasy landscape – people who enjoy the sort of fantasy that it is echoing are ecstatic to see its return, and those who do not likely have expectations that the series is not interested in meeting. As well, I fully admit that the series has a beginning that while not bad, per se, does not quite match the rest of the series in sheer engagement and style.

Author Steven Erikson has famously rebutted assumptions that all fantasy stems from Tolkien, and Malazan fairly oozes with the mood of the pre-Tolkein age. Some would say that the pre-Tolkien age was marked mainly by Conan-esque violence and “grit”, but there was a deeper sense of the weird to it. Tolkienesque fantasy often features comfortable, clean and crisp renditions of European landscapes – forests, hills and plains, counterposed against the dark corners of the world – bleak mountains, dark woods and blasted industrial wastelands. Before Tolkien, there was often a sense that the whole world, from places to people to even physics, were suffused with the essence of otherworldliness.

Erikson captures this feeling of mystery excellently, making his world feel expansive and strange – even when there is no visible strangeness. Thankfully he does not go into minute detail over things like “magic systems”, always making sure to keep the mystique even as he unveils complicated plots and concepts. I was very much reminded of the first-time reading Dune when I was younger.

The series perhaps most reminds me of Glen Cook’s dark military fantasy series the Black Company, and some even bring up this comparison as a negative point, claiming Malazan is too close. On this point I must disagree – while the series does often focus on military soldiers and wizards with catchy nicknames, the scopes are entirely different, with Malazan ranging into entirely different types of stories and characters, and much deeper into the religious and supernatural underpinnings of the setting. That is perhaps the most unique part of the whole Malazan series – it feels like a melding of older styles of fantasy but takes them out of what was often a structure of short stories into Tolkien levels of epic scope.

This scope unchains Erikson to roam far and wide, interacting with all sorts of different characters and situations, and it is a testament to him as an author that he does well with so many different set ups. The second and third books are infamous for their harrowing military sequences filled with betrayal and bloodshed, while later books bring the metaphysical conflicts to an impressive conclusion. I would have to say that my favourite part of the books is his “Lether Arc” which mixes the most heartbreaking tragedy of the series with its most outstanding examples of comedy. What makes all these tonal shifts work without being jarring is the wonderful cast of characters that Erikson builds up. Even characters that only appear for a single book can often leave a significant impact, and the characters we get to follow for longer get very engaging development.

The novels also are not shy at delving deeply into human nature, religion, philosophy and politics, but ties these discussions so tightly to the characters that it never feels like the reader is being pulled out of the story. Indeed, it feels integral, given the world changing events characters often find themselves witness to, even if they cannot affect these events. (Though, Malazan is a series that is very happy to overthrow status quos – being a God is no guarantee of success or even survival).

In short, the series seems to pull off a very rare “having your cake and eating it too” situation.

I often say that my favourite fantasy series of all time is Gormenghast, for the reason that even when mundane events are occouring, the prose makes them seem odd and otherworldly. Malazan manages to capture some of this magic in its slower moments and detours, while also managing to have complex plotlines and vivid action.  Malazan feels like a love letter to the sorts of fantasy novels that I love, and it was a thoroughly enjoyable read from start to finish. It isn’t a series I would recommend lightly or casually – if you liked something like the Black Company, there will be something for you here. I fully admit it to be complex and often dense, but I found nearly every detour an enjoyable and interesting one. Malazan manages to feel new and exciting, while pulling up the very best parts about fantasy, the parts that too often are lost and forgotten.

‘Quatermass and the Pit’ and ‘The Stone Tape’

I’ve alluded to my love of John Carpenter’s work, as well as the enjoyment I get peeling back the layers of inspiration behind books and film. I’ve also been getting more into exploring old British television serials, so this would be the most opportune moment to touch on the works of Nigel Kneale, one of the most famous British screenwriters of all time – and surely the most famous Manx screenwriter in history. All in all, it has been a highly enjoyable experience investigating his work. It’s a testament to his skill that I refer to it as “his” work, or at least a testament to the times. These days it seems that most screenwriters work via committee, and on the whole seem to be the most loathed members of the television profession, always the first to get the blame when a shows plot starts to go off the rails. I have to admit it does seem that writing is considered an “extra feature” in Hollywood currently, rather than the foundation of good television. And while I never condone bullying, I’d really rather see screenwriters held to account than watch poor actors who had little say in the matter bear the brunt of viewer ire. Needless to say, it was refreshing to watch television where you could see that even if the script had been worked on by more than one person, there was a clear, concise and clever idea making up a strong foundation.

Despite the association of their works, Carpenter and Kneale did not have the best of relationships it seems, with Kneale’s foray into Hollywood being short and disastrous. John Carpenter was a fan of Kneale’s Quatermass series and so recommended him as a scriptwriter for Halloween 3, which Carpenter was producing. As the story goes, Kneale wrote a very ‘psychological’ script, with all the careful restraint found in his serials. Producer, Dino De Laurentiis, always a fan of excess and spectacle, immediately demanded more visible horror and gore, having director Tommy Lee Wallace rework the entire screenplay. In response, Kneale requested his name be removed from the film. In the end Halloween 3 may have been doomed regardless of script. Carpenter envisioned the film series to be a horror anthology, but fans demanded more of the iconic slasher villain Michael Myers from the first two films. (Myers was therefore condemned to return again and again, before finally being beaten into unconsciousness by Paul Rudd. Then the series was rebooted and Myers was finally defeated – again – by Busta Rhymes. He was then reimagined by Rob Zombie, before being rebooted yet again into an ongoing trilogy. You need a diagram to understand Halloween continuity, but for the purpose of this writing all you need to know is that Halloween 3 was a standalone film.)

This interaction would seem to have coloured Kneale’s opinions on Carpenter from then on. When told that there were similarities between his The Stone Tape and Carpenter’s Prince of Darkness, Kneale responded in writing:

“For the record I have had nothing to do with the film and I have not seen it. It sounds pretty bad. With an homage like this, one might say, who needs insults? I can only imagine that it is a whimsical riposte for my having my name removed from [Halloween 3]”

I must object! Prince of Darkness is admittedly flawed but underrated! I’ll have to touch on Prince of Darkness at some point in the future, and I’ll return to this comparison in a bit. In any case, we’ve seen how Quatermass and The Stone Tape relate to Carpenter – but how are they as works on their own?

There was an original trio of Quatermass serials, the crown jewel of which is most certainly Quatermass and the Pit. I’ve had experience with serials of that era often having issues with pacing, an understandable concern when faced with a limited budget and schedule. While this is not necessarily a deal breaker, it still is striking how tight the writing and pacing are with The Pit compared to other serials of its era. The premise is that a London construction crew uncovers ancient hominid remains and the titular Pit becomes an archaeological site. There are more eerie discoveries to be made besides just mysterious bones, however. The serial plays out like the archaeological dig itself – layers of the mystery are peeled back, steadily and in detail. The escalation is done superbly, as theories of science and the supernatural slowly intertwine as the danger increases.

The serial also does restraint very well – there are some ant-like aliens, but it only ever shows them as desiccated corpses, or as brief nightmarish glimpses in dreamlike telepathic recordings. Someone with less moderation might have had them jerkily walking around, or worn as suits, but relegating the aliens mostly to the mists of darker human history, and our repressed racial memory, makes them much more unsettling. The restraint also carries into the script itself. Kneale claimed to not be a fan of “science fiction”, but he is careful to frame everything within the script in the realm of plausibility. Indeed, as he would do again with the Stone Tape, in The Pit plausibility is used to make the events more unnerving, as human superstitions are given a tangible, albeit alien, explanation.

If the Pit used realism well, then The Stone Tape flat out weaponized its plausibility. In this television movie, researchers and engineers based out of an old property discover that one of the rooms, an ancient stone tower, appears to be haunted. Instead of simply taking the haunting at face value as a ghost, or as a fabrication, they instead start to study and analyze it, picking apart the haunting from a purely rational standpoint. There is very little of the regular sort of hysteria and purposeful ignorance one finds in such a horror movie set up. Indeed, most of the excitement occours when the group deduces that the “haunting” is simply an imprint upon the very walls of the tower – and promptly start to find a way to replicate the process for commercialization. We are lulled into a false sense of security with the idea that the haunting is “solved”, which makes the grim ending all the more disturbing. Just because we understand something scientifically does not mean we understand the full scope, or the ramifications of what we have uncovered.

The theme of mankind’s inability to maintain our ethics in the face of rapidly advancing scientific and industrial progress is apparent in both of these works. In The Pit, protagonist Quatermass is introduced trying to prevent his peaceful rocketry program from being taken over by the military, who seek to put a missile stockpile on the moon. Throughout the serial he has to fight as much against a stubborn military presence as against alien influence. Inspired by race riots ongoing in England at that time, the serial ends with mass madness and violence dubbed a “Wild Hunt”, man’s pointlessly tribal nature on full display. In The Stone Tape, the British engineers overwork themselves and blunder into supernatural dangers to try and keep up with the unstoppable juggernaut (at the time) of the Japanese electronics industry. In both, human failings are just as danger, if not more so, than the strange and supernatural.

Needless to say, I’d highly recommend both works if you’re into more old-school horror. Lastly, before I forget  –  what’s the verdict on Prince of Darkness as a Stone Tape rip-off? Was it theft? A homage? A parody? I’ll admit that Prince of Darkness does seem to hold some similarities to Kneale’s style, most obviously the fact that something that would normally be handled in a supernatural manner is approached more scientifically by the experts. However, Prince of Darkness, while it has its problems, does have Carpenter’s signature directing flair and is closer in line to his own canon of films. Indeed, I’ve often joked that Prince of Darkness is like The Thing without a budget. Beyond having scientist type characters in an old building, there really is little difference to The Stone Tape, which is overall something of a cozier experience, with the thrills slowly building until the horror at the climax. Prince of Darkness is much more about survival, both for the researchers, and the fate of the human race, and there are plenty of solid horror moments scattered throughout. Both works end up being very different experiences, and I feel they can’t properly be compared.

All in all, I highly enjoyed dipping into British television history. They move with a different pace and style than we may be used to now, but if you want tight and engaging scripts, I do recommend checking out both works, or anything else that Kneale worked on. I think that in this day and age, a little bit more appreciation for the toil of the screenwriter could go a long way.

Book Review – The Night Land

I’d like to have more content on this site that’s not related directly to marketing and copywriting, and give a bit of a better view of myself and my interests. I think I’d like to start putting down some book reviews here to collect my thoughts. Review actually sounds like too formal a word – I’m not interested in slapping scores or ranks on material, simply giving my thoughts and possible recommendations. I am, in particular, a big fan of what is colloquially known as “genre fiction” – science fiction, horror and especially fantasy. It will also become fairly apparently that my tastes are, to put it kindly, antiquated. I’m not exactly sure how I managed to be turned into a grumpy old man of fantasy in my 20s, but I think I partially have to blame the practice of turning people’s names into adjectives. When I was younger and started to be interested in science fiction and fantasy I kept hearing the term “Lovecraftian” tossed about. When I was in school, since I was no good at athletics, and admittedly not quite social, it was decided that I would be a “smart” child. I wasn’t actually able to live up to the standard of being “smart”, but attempts to do so left me with a deep and terrible fear that I’ve internalized and hold to this day – a fear of not knowing something. So when I heard the term “Lovecraftian” I determined that I needed to get to the bottom of this mystery. What I found there intruiged and delighted me. Jumping back to the pulp era wasn’t as difficult as it might have been. My father has always had a love of pulp as well (I ruined a copy of Princess of Mars he gave me),  and I’d always had a fascination with history as well. Rather than finding older materials dated, it seemed to me more like a wonderful window into another time – not just into the facts of that time, but into the thoughts and imagination of the people who lived them.

This petty curiosity also caused me to become a serial backtracker. Whenever I read or watched anything I liked, the first thing I wanted to know is where it came from – what was its genealogy?  This gave me a broad scope of the history of genre fiction, and a particular love for works that often feel sadly forgotten. I did find that this exploration had some limits, however. While the 19th Century has some excellent gems for genre fiction, it is clear why Lovecraft is considered such a benchmark. You can see all the future history of horror laid out in his work, as well as many concepts for science fiction and fantasy. Indeed, that is one of my favourite parts of reading pre-Tolkein work. Not everything had been put into neat little boxes of “Sci-fi”, “fantasy” and “horror” and the three often were blended together into a wonderfully delicious mixture simply labled “weird”.

Needless to say, this all meant that I was fascinated while recently reading the works of William Hope Hodgson, an author who wrote before, and influenced, Lovecraft. Hodgson had an unfortunately short, if interesting career. Bullied as a cabin boy after taking to the sea at a young age, he decided to, in the best tradition of Charles Atlas, bulk himself up and become a body builder and personal trainer, only to find little money in this. Inspired by Poe, Wells and Verne, he would take to writing instead, starting to publish his short stories and other works in 1904 – he would die in 1918 at the age of 40, having signed up for WWI despite his age.

While somewhat known for his sea-themed horror short stories, and his tales of the “occult detective” Carnacki, he is best known for his two novels, The Night Land and The House on the Borderland. The Night Land in particular stands out as a story shockingly ahead of its time, despite its attempts to be a story before its time. The idea behind the story is that a 17th century gentlemen, distraught over the loss of his love, starts to project his consciousness forward in time, pining after her, eventually imagining himself in a time when their souls are reunited. (The simple projection of one’s self to another time reminded me of A Princess of Mars – no need for fancy spaceships). However, the time where he and his lover both exist is in fact, far in the future, when the sun has gone out and all is cloaked in darkness. This setting is clearly inspired somewhat by the brief section in Wells’ The Time Machine wherein the narrator escapes the Morlocks by travelling millions of years into a dismal, dying future.

The Night Land, however, takes that concept and introduces a heavy dose of pure “weird fiction” horror, as well as truly imaginative science fiction, to a wonderful result. In the future the narrator finds himself in, humanity still exists, but inside a giant pyramidal megastructure, the Last Redoubt, each “floor” of which contains a city’s worth of people, a concept that feels positively cyberpunk. The sun isn’t just dying, but dead, and eternal night stretches in all directions outside the glow of the Last Redoubt. One of the best parts of the book is simply the second chapter where the Narrator stands at the top of the Redoubt with observational tools, and relates the things he sees in all directions – giant watching monsters, places of ominous fires where dark things scuttle and structures whose terrifying purpose can only be imagined. Long before the post-apocalypse genre took off, Hodgson presents a world that absolutely wants every last human dead, and humanity as a whole only survives through science and tenacity. Other science fiction concepts include the psionic ability of the main character, and the weapon he uses – essentially a staff topped by a shining buzzsaw, something that would seem more in place in modern takes on science fiction.

The work easily incorporates its fantasy and horror aspects as well, with the terrifying forces arrayed against humanity ranging from hideous monsters to forces that seem more supernatural and unknowable in nature. For a story mostly about a hopeless protagonist doing his best to simply survive the world he traverses in search of his lost love, there are also some very evocative bits of action. The work does have its weaknesses, however. The choice to use a narrator with a very archaic voice can lead the prose to plod at times. The second half also is slowed by constant romantic interludes between the main character and his love interest – though it was somewhat fascinating to see a female character get so much proverbial “screen time” in a book from this time period – its interesting to consider the work was released the same year that A Princess of Mars started to be serialized. Overall, it was clear why Lovecraft gave the book such glowing reviews, and it truly is astonishing in its imaginative trailblazing. While the 17th Century narration does cause certain parts to slow, they also give a severe majesty to the most dramatic sections. If you’re a big fan of Lovecraft and want to investigate his own inspirations, and don’t mind the angle of the narrator, its definitely worth a look.

Silver Bullet

I’ve always been a big fan of old action, science fiction, horror and (as rare as they may be) fantasy films. Partially this was a case of going to college in California, where being a film buff is someone expected – partially its due to a shared passion with my dad. At the risk of sounding too pretentious, or like a terminally old soul, it’s also because I find that genre films today tend to be disappointing to me. While we’ve certainly got slicker special effects (not actually something I care about, but the charm of practical effects is another essay entirely!) and many talented actors, directors and cinematographers, I find that the writing leaves much to be desired. While there are those who will always turn their noses up at scripts written for horror, sci-fi and fantasy, I’m not arguing over the quality of those scripts compared to anything else – rather I’m simply making a statement about the quality of the old compared to the new. I think what I miss most about older genre films is the simplicity. So many of those stories are based on the extrapolations of a very simple “What If?” premise. What if people were trapped with a predatory alien on a spaceship? What if soldiers from a future war tried to alter the past to secure victory? What if a whole city were made into a prison? Even if the characters and concepts are not wholly original, they can be given an original spin. What if we mixed old serials with WWII and samurai films? What if someone is out for revenge on characters we know and love?

Many newer films, conversely, seem to have no central conceit or concept, instead being a strange mess of references, ironic self-awareness, plot holes, unfinished concepts, non- conflicts, false starts, hand waves, and mandatory advertisements for other films by the same studio, all editing in such a way to hopefully make you lose your train of thought in trying to string all of this together. In short, it seems fairly obvious that writing by committee is in vogue.

There are many more essayists and podcast preachers who can do a better job than I of dissecting the issues that plague modern writing. One odd, and slightly worrying trend I often see, however, is the assumption that one of the most significant factors in the deterioration of writing quality is the desire to make films more “politically correct” – that the inclusion of a more diverse cast is as significant a factor as the issues I laid about above. Many take it into the realm of paranoia (not really surprising given the times) and assume secretive political messages. While I do understand that sometimes the push for inclusion manages to stumble over its own feet and become a push for exclusion (or a push for the ridiculous) this seems to be a bizarrely out of place complaint for the reason that I feel that older films often handled more diverse casts better than we do today. Often times, a studio attempting to make a “diverse” movie ends up looking preachy or buffoonish – just look at the marketing for a film like Captain Marvel to see how absurd this can get. (Of course, this isn’t an issue with all modern films. Sadly eclipsed by the aforementioned film was a wonderfully charming, if imperfect, adaptation of Battle Angel Alita, with a fantastic female lead character.)

This contrasts heavily with how effortlessly older films often pushed the boundaries of what was expected in the genre. Few female lead characters manage to capture the imagination like Ellen Ripley or Sarah Connor. Heck, the lead for Night of the Living Dead, the definitive zombie flick, was black. One of the best action films of the 70s, Assault on Precinct 13, starred a black police officer and a female secretary. The only white male lead in that film was a death row convict – not exactly conventional.

Once again, before I start rattling off too many examples, I should point out many people have covered this topic much better and more extensively than I have. The actual thought I have had is an addendum of sorts to the ones above, inspired by a news article that caught my eye on the topic of diversity in film. The article in question (the source of which I cannot recall), was bemoaning the fact that while casting has begun to be more inclusive, it has left behind a large segment of the population – the disabled.

This instantly made me think that, once again, the classics had already been there and done it better. While there’s a few examples I could bring up, the film that instantly popped to mind was Silver Bullet. It’s a film that’s not very widely known outside of horror circles, which makes some sense. It is an adaptation of a Stephen King story collection based around a werewolf killing every full moon for a year (originally the stories were going to be paired with horror art for a calendar). The film can be a bit odd in its mixing of drama with the intentionally campy, but this gives it what I feel is a wonderfully hysterical tone. Never has a film made me burst out laughing at a hard cut to a funeral before.

However, what makes it rare among movies in general, not just in the horror genre, is the fact that its main character, the young Marty (played by Corey Haim), is paraplegic. On the one hand, Marty’s disability is never ignored by the script. Getting around is shown to be a chore. And yet despite this, or perhaps because of this, Marty is one of the most determined and likeable horror movie protagonists I can think of.

Marty never takes too much time to worry about his lack of ability to walk. Not that the script ignores it, as some of the more ignorant adults around the comment on the fact. However, Marty traverses the town in a truly amazing motorized wheelchair made by his uncle (portrayed hilariously by Gary Busey), shows great upper body strength in climbing, and when finally confronted with the werewolf, shoots out its eye with a firecracker. In a show of assertiveness that is almost comical, after identifying who the werewolf is around town, he sends the monster cut-out letters firmly requesting that he off himself to stop the killings. And in an exciting finale, Marty pulls off a win against evil worthy of any horror movie star.

Silver Bullet rides a line between comedic and creepy that might not click with everyone, particularly today, but I think its worth a look for horror fans. While I can think of a few science fiction, action and horror films with disabled protagonists, they are often more niche. (Ask someone to name a Romero movie and they’ll never say Monkey Shines first, for example). I’m curious now if we might get an underrated film with such a protagonist coming out soon. Hopefully it will be done well, and hopefully we’ll give it more than just a second glance.

DETECTIVE. ARRIVING. ON THE SCENE.

I want to note down some of my thoughts on the video game Disco Elysium while it is fresh in my mind after finishing – though I have a feeling this is going to be one that I will revisit sooner rather than later. There’s already been an outpouring of praise for the game, so I think another lengthy panegyric would not add much. The most I will say is just how happy this game made me in its existence. Interactive media can be a difficult topic to have discourse in because of how frustratingly imprecise of a term it is, and because it means so much to so many people. A book exists as a book, and a film as a film. But a video game can take on the role of a sport, a hobby or a social activity. People will argue constantly over whether video games are an artform or not, which seems like far too broad an argument to me. Do video games that try to be an artform exist? Absolutely, and to state otherwise is categorically false.

I don’t begrudge any of these differing but connected forms of media. I myself enjoy video games for their social and hobby aspects. But when speaking from a purely entrepreneurial standpoint, it is hard not to see games as a storytelling medium feeling a little snubbed of late. What really puts a spark in the eye of most studios is the ideas that games can become no longer a single form of media, but a “service”, becoming essentially a second job with its own demands, despite being something that is paid for. It’s the media equivalent of a wage job I suppose. You give your time and your money. This can be fulfilling, of course, like any job, but that is the way the relationship with the player is structured.

That was why it was such a joy to play through Disco Elysium and be reminded that there exists a space where that relationship was different, where a video game can give as much to a player as a reader or watcher receives. And this is a game that gives plentifully. I tend more and more to judge media by how much it lingers – how often my mind keeps coming back to it and the impact it had on me. How much, essentially, that it pushes back against the concept of disposability. Even in this consideration, parts of my experience are drifting back to the surface.

Piecing together the life of an elderly housewife from her tiny apartment as I try to find the best way to explain to her the stupid and pointless death of her husband.

Singing karaoke in the grungy cafeteria of a grungy hotel, a little emptier than it normally was due to my own failings in the face of human violence.

A very strange but playfully foreshadowed ending, where empathy from the oddest place pushes you through to the end of a satisfyingly meandering detective story.

And those are just some particular moments, all of which are surrounded by gorgeous music, hilarious and evocative writing, and an art style that feels like, well, art, resembling a painting in motion. As I said before, it’s a generous game with plenty to give. I couldn’t shake the feeling while playing it that it was something of a thesis statement on the industry as a whole, with an equal measure said about what a video game should and shouldn’t be.

There’s a lot to unpack, but this was meant to be a short reaction, so I’ll focus in on one aspect I thought was handled in an interesting way. Like so many video game protagonists beforehand, the lead character of Disco Elysium (who I will not name to reserve spoilers) begins as an amnesiac with no real memory of who they are. This is not uncommon in games and generally is used for two reasons. Firstly, it can be done to make the character a blank slate for the player to project onto either themselves or a roleplayed identity. Secondly, it can be used to add mystery to the plot, concealing information for a later reveal or plot twist.

However, in Disco Elysium, these purposes are more played with than used straight. The main character may start off with some pieces missing, but he most certainly has a character of his own. He is less a character that you build from scratch, and more one that you can attempt to steer. Despite having a fractured psyche, he is still his own person and his own character. The game would be significantly affected with a differing character in his place. And while his amnesia is used to conceal certain facts, they are not the usual sort of revelations you would expect. Traditionally it is a massive aspect of character, world or game that is kept in the shadows. (An excellent example of all three at once would be in Bioshock.) What we slowly pull out from behind the amnesia in Disco Elysium is in turns hilarious, heartbreaking and humanizing. Our main character wasn’t the villain all along, nor an integral part of some massive plot, or an outlandish element of the world. He was just a person who probably wanted to forget a lot of things.

Too often when the “human element” is brought up in discussion of video games its in the context of trying to crack the psychology of what makes people give up their time and money. It meant a lot to me to instead have a game give this human element a respectful and thoughtful presentation. I wish the studio the best and I’m hoping to see more from them soon.

 

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