There's no flowery introduction by anyone to Unholy Dimensions explaining what a major contributing force Jeffrey Thomas is to the Cthulhu Mythos. It just starts immediately with a short story set in Punktown, a seething planet of decay and corruption in a sci-fi universe where there are holograms, ray guns, and aliens. This review contains spoilers!
Thomas' science fiction tales are not his strongest. My reaction to this sudden and jarring juxtaposition in THE BONES OF THE OLD ONES wasn't favorable. It features Hound of Tindalos, a private eye who dabbles in sorcery, a creepy kid, and Yog-Sothoth. Although Thomas deftly handled the tension between the protagonist and his former friend, I wasn't impressed with the setting because I hadn't yet bought into the idea of sci-fi Cthulhu. By the second story, with the same protagonist in the same universe, I was hooked. John Bell, a Mythos hunter archetype that would make any Delta Green gamer proud, takes on a weird conglomerate being led by Nyarlathotep in THE AVATARS OF THE OLD ONES. This story is told from the view of a third party and love interest, H'anna, which helps preserve the sense of horror when a conglomerate of deformed Mythos minions are activated. THE YOUNG OF THE OLD ONES is the last of the Punktown trilogy in this volume. It features an Elder Thing and Horrors from Beyond. It is also something of a tragic love story, a theme that will continue throughout Thomas' work.
Thomas returns to the science fiction genre with THE SERVITORS, a star-crossed tale of two beings who really, really hate their bosses. When they finally meet, it turns out their worlds are far more different than either might have dreamed. THE HOUSE ON THE PLAIN reads like the trailer to a science fiction horror movie…because the perfectly preserved house is on an otherwise barren and inhospitable planet.
I'm not a fan of Thomas' poetry. THE ICE SHIP, ASCENDING TO HELL, and YOO HOO, CTHULHU are clever enough but relatively uninspired.
Thomas enjoys dabbling in the relationships between his characters, building on romantic tension to further accentuate the horror. I MARRIED A SHOGGOTH is both the most disturbing of the lovelorn tales, despite the clever name. Thomas plays on the Lovecraft-style of the narrator narrating something he obviously survived. Here, he sets out to show that there are some fates worse than death. It's a parable about getting exactly what you want, even when what you want involves turning a Shoggoth into your own personal plaything. In SERVILE Thomas deftly interweaves romantic tension in a love triangle that features the Dreamlands and a Formless Spawn of Tsathoggua. You'll never look at a pair of dentures the same way again. THROUGH OBSCURE GLASS is another love story about a man tasked with guarding against a Dreamlands' intrusion by Gugs and the woman who loves him. CELLS is another sad love story between a mad scientist and his wife as they desperately try to cheat death through misbegotten science. In LOST SOUL, Thomas shows that there are worse things than a Mythos sorcerer as he explores an obsessive, incestuous love triangle. The ickiest story of the bunch. The collection ends with another love story, THE CELLAR GOD, combining Tcho-Tchos with Moonbeasts in a tragic tale of secret romance. THE FOURTH UTTERANCE is perhaps the best story of the lot. It features an exchange between a lonely woman, a sorcerer who summoned something terrible, and the answering machine between them. The Mythos is only hinted at, but that makes the story all the more disturbing.
In THE DOOM IN THE ROOM, Thomas parodies Lovecraft's writing style by filling the three pages with flower text and a narrator who madly types the story even while a Mythos beast advances on him. He must type very, very fast… Lovecraft is parodied again in the super short WRITING ON THE WALL, a cartoon-like representation of the typical Lovecraft explorer deciphering his own doom.
RED GLASS establishes another theme: that when you look into the Abyss, the Abyss looks back. Narrating in first person, the protagonist is drawn to a house full of mental illness and secret portal behind its peeling walls. Thomas is also an expert at prolonged suffering. BOOKWORM is a short tale but the ending sticks with you as we glimpse the last desperate moments of a too-curious thief succumbing to the Mythos. THE BOARDED WINDOW builds slowly, exploring parallel dimensions and how each side views the other as strange and horrible. THE FACE OF BAPHOMET provides an alternative twist to the Templars, Baphomet, and Shub-Niggurath. The initiation ritual and main character would complement the Templars as described in Unseen Masters nicely. WHAT WASHES ASHORE follows a conflicted female protagonist who is fond of seashells, a hobby that will ultimately consume her in the outskirts of a forgotten town.
Thomas enjoys spotlighting the war against the Mythos, including the terrible cost it exacts on the mortals who dare fight back. OUT OF THE BELLY OF SHEOL is told like a biblical tale, featuring a prophet, the insides of Cthulhu, and a war between the Elder Gods and the Great Old Ones. CONGLOMERATE, told from the perspective of a security guard working at Monumental Life Insurance Corporation, features Nyarlathotep in one of his many guises as the CEO of a massive, sinister corporate entity. Good stuff for Keepers looking to expand Stephen Alzis' holdings. Two sorcerers and brothers of Cthugha and Cthulhu go to war in CORPSE CANDLES, baffling the police. Building on the war between Mythos and Man, THE THIRD EYE is a sad little tale of a broken detective, his frightened son, and the burden of occult knowledge of Things Man Was Not Meant to Know. PAZUZU'S CHILDREN takes place during the first Iraq War. It ends with a fitting Twilight Zone-esque scream.
There are a few layout problems. Pages 193 and 248 feature just a few words and a whole lot of blank space. The artwork is blurry, abstract, and not particularly scary, serving only to interrupt the story. Thomas' text is evocative enough without these distractions.
But overall Unholy Dimensions demonstrates Jeffrey Thomas' amazing talent to tell an approachable Mythos tale that is both entertaining and creepy. A must read for Delta Green and Cthulhutech gamers.
Welcome to Talien and Maleficent's Reviews, catering to the role-playing, fantasy, and science fiction genre. We write reviews on the best and worst the world has to offer. If you see a category you're interested in, simply click on the title. You can then read our reviews and/or a short summary, and if you're interested you can buy the product at an excellent price from our associate, Amazon.com!
Friday, September 4, 2009
Tuesday, September 1, 2009
Watchmen
Thanks to a string of successful comic book movie hits, directors are finally showing some respect for their original source material. In the past, it was clear that the director's vision eclipsed any fan interest, which resulted in the Batman series kicked off by Tim Burton eventually circling the toilet bowl before being flushed by Joel Schumacher. The tide has reversed, with fanboys-turned-directors like Peter Jackson, Robert Rodriguez, and Guillermo del Toro showing an almost slavish devotion to the source material. Zack Snyder can now add his name to that list.
Watchmen takes place in an alternate reality where the threat of weapons of mass destruction looms large, thanks in part to superheroes who range in sanction from government agents to violent outlaws. They are gods among men, these superheroes, but they are also deeply flawed human beings. Watchmen is their story.
There's remarkably little superhero-action in Watchmen. When you strip away all the distractions like the altered timeline and the murder mystery, it becomes clear that Watchmen is actually a character study. The film ping-pongs between each character's backstory, slowly peeling back each layer until we get to the conclusion: that people do terrible things for good reasons. Unfortunately, some characters are fleshed out more than others.
Rorschach (Jackie Earle Haley), the Question-like stand-in, is the most interesting character, an anti-hero filled with the rage of moral absolutism, right at home in a repressive society. He also provides noir-style narrative throughout Watchmen.
Nite Owl II (Patrick Wilson), who has an uncanny resemblance to a young Chevy Chase, is basically an alternative Batman in search of a cause. He's largely a cipher here, cast primarily as the potential love interest of Silk Spectre.
Silk Spectre II (Malin Akerman) provides the emotional center of the film but unfortunately doesn't do much for women's rights – she comes off as emotionally conflicted and petulant.
The Comedian (Jeffrey Dean Morgan), a Punisher analogue whose death at the beginning of the film provides much of the movie's structure, is also a relative unknown. His nickname is derived from his sociopathic detachment, killing with glee. Unfortunately, he just comes off as a murderous thug.
Dr. Manhattan (Billy Crudup) is perfect as a mildly contemptuous superhuman, more alien and powerful than Superman. His mere existence can cause nations to go to war. Unfortunately, the film struggles with defining the limits of his powers – I half expected Manhattan to change time and space (like Superman did in the 1978 film) to "fix" things.
Ozymandias (Matthew Goode), perhaps the most important character in the film, is inexplicably both the most brilliant man on earth and a supreme martial artist. There's nothing in Ozymandias' background to explain why this is. His complete lack of development compared to the other characters is where Watchmen stumbles.
Watchmen is a really interesting take on superheroes. Unfortunately, it is no longer revolutionary as it might have been, because the 80s comic laid the framework for serious superhero comics that came later, which in turn spawned serious superhero movies like The Dark Knight. In other words, Watchmen might have been a genre-shaking film ten years ago. It's less successful as an entertaining film today. It's a museum replica of comic book history, faithful to its medium and appreciated more as a reference than a movie experience.
Watchmen takes place in an alternate reality where the threat of weapons of mass destruction looms large, thanks in part to superheroes who range in sanction from government agents to violent outlaws. They are gods among men, these superheroes, but they are also deeply flawed human beings. Watchmen is their story.
There's remarkably little superhero-action in Watchmen. When you strip away all the distractions like the altered timeline and the murder mystery, it becomes clear that Watchmen is actually a character study. The film ping-pongs between each character's backstory, slowly peeling back each layer until we get to the conclusion: that people do terrible things for good reasons. Unfortunately, some characters are fleshed out more than others.
Rorschach (Jackie Earle Haley), the Question-like stand-in, is the most interesting character, an anti-hero filled with the rage of moral absolutism, right at home in a repressive society. He also provides noir-style narrative throughout Watchmen.
Nite Owl II (Patrick Wilson), who has an uncanny resemblance to a young Chevy Chase, is basically an alternative Batman in search of a cause. He's largely a cipher here, cast primarily as the potential love interest of Silk Spectre.
Silk Spectre II (Malin Akerman) provides the emotional center of the film but unfortunately doesn't do much for women's rights – she comes off as emotionally conflicted and petulant.
The Comedian (Jeffrey Dean Morgan), a Punisher analogue whose death at the beginning of the film provides much of the movie's structure, is also a relative unknown. His nickname is derived from his sociopathic detachment, killing with glee. Unfortunately, he just comes off as a murderous thug.
Dr. Manhattan (Billy Crudup) is perfect as a mildly contemptuous superhuman, more alien and powerful than Superman. His mere existence can cause nations to go to war. Unfortunately, the film struggles with defining the limits of his powers – I half expected Manhattan to change time and space (like Superman did in the 1978 film) to "fix" things.
Ozymandias (Matthew Goode), perhaps the most important character in the film, is inexplicably both the most brilliant man on earth and a supreme martial artist. There's nothing in Ozymandias' background to explain why this is. His complete lack of development compared to the other characters is where Watchmen stumbles.
Watchmen is a really interesting take on superheroes. Unfortunately, it is no longer revolutionary as it might have been, because the 80s comic laid the framework for serious superhero comics that came later, which in turn spawned serious superhero movies like The Dark Knight. In other words, Watchmen might have been a genre-shaking film ten years ago. It's less successful as an entertaining film today. It's a museum replica of comic book history, faithful to its medium and appreciated more as a reference than a movie experience.
Monday, August 24, 2009
Last Rites of the Black Guard
Last Rites of the Black Guard is a d20 Modern ghost-hunting adventure, produced by 12 to Midnight, for low-level characters. It includes suggestions for adjusting to higher-level campaigns, a bookmarked PDF, and a printer-friendly version. The scenario also features rules from the OGL Horror ritual system. The 12 to Midnight website also offers free downloads of cool extras such as audio recordings of ghosts, pre-filled initiative cards, and more. Please note: this review contains spoilers!
If you’re familiar with the Karotechia in Delta Green, you know that it is led by a triumvirate of Nazis on their last legs: the ancient Olaf Bitterich, the artificially sustained Gunter Frank, and the immortal Reinhard Galt. Advancing the Delta Green timeline thus causes a bit of a problem, because Bitterich should be dead of old age. The solution: Last Rites of the Black Guard (LRBG).
In LRBG, the investigators visit Rosetta, Texas, home of a dirty little secret: it was once home to a Nazi, Franz Heimglimmer. Though Heimglimmer is dead, his legacy lives on in his secret acolytes, who are both trying to rob him of his power and keep him from returning to life. The investigators start out visiting the home of Lisa Gray and her two children, Marissa (7) and Matthew (6). Marissa is in contact with the spirit of Aimee Resnick, a little girl who was murdered at the hands of Heimglimmer. Matthew is protected by the spirit of a Rabbi, but that doesn’t stop glowing atmospheric balls of energy and poltergeists from terrorizing their home.
LRBG has difficulty structuring the plot such that the events flow from one to another. In my experience, players crave clear paths – it helps move the game along, gives them hints to their next clue, and ensures that the game master is appropriately prepared. Because LRBC is largely freeform, it's possible for players to skip whole swaths of the game…like skipping the haunted house to visit Heimglimmer’s home.
The free downloads are awesome, including audio clips of the various spirits speaking and photos of each of the main characters. These really add to the horror, which is why it’s all the more important that don't skip it by going to visit Heimglimmer’s home immediately.
LRBG assumes the characters will conduct a séance, which isn’t necessarily something every group will try. Instead, I had our resident psychic character possessed by Aimee’s spirit and let him role-play out the answers with the other characters. Only after enough clues were gathered about what happened to the spirits did I reveal that there was once a Nazi living next door.
LRBG then moves to the second part of the scenario, which is essentially a death trap. There’s reference to a gold tooth that’s part of the next installment in the series (as far as I know, there’s never been a sequel). Then the investigators find a secret door down into the basement…or they would, if it were on the map. There appears to be only one set of maps, labeled as handouts which are presumably for both the players and game master. This means that secret doors aren’t labeled on the map, and one of those secret doors is critical to finding the finale. The map of the Gray house, conversely, has several rooms labeled “Jeana” – we figured out that this was supposed to be Lisa and the name must have been changed.
Once the investigators find their way down to the secret door, it locks behind them and they are engaged in a fight for their lives with a Risen of Osiris, an undead monster. Since I adopted this monster to a Delta Green setting, I changed it to a Screaming Crawler. The effect is the same: the investigators have to slog it out in a toe-to-toe fight. My players were unhappy about this, expecting to uncover some plot-device to destroy it. The monster has no other purpose than as a guardian, which surprised my players, who expected it to be the Nazi himself (more about him later).
Once the investigators defeat the monster, two undercover cultists arrive to finish the job. When one of the cultists dies, the spirit of Heimglimmer appears (he’s also responsible for locking the characters into the chamber) and absorbs his soul. The other cultist flees, screaming “you’ve doomed us all!” I wasn’t content to just let the scenario end like that, so I had the police, already spooked from the swirling spirit activity around Heimglimmer’s home, fire on whomever ran out the front door waving a pistol.
It turns out that the characters’ actions have led to the resurrection of Heimglimmer and we get to see his return in a cut scene. In other words, the investigators have managed to unearth a great evil. This didn’t make my players happy, who felt like they were being manipulated all along.
It bears mentioning that one of the Nazi cultists has a Jewish-sounding name. For a scenario that spends a significant amount of space dedicated to respecting the Holocaust legacy, it seems peculiar that it would casually cast a Jewish person as a Neo-Nazi without explanation.
Overall, my players really enjoyed the first part of the scenario but were frustrated by the second half. The lack of an overall story arc may irk some game masters, who are left with a newly revived Nazi cultist without a plan as to how to proceed. For Delta Green keepers, however, it’s the perfect way to put Dr. Bitterich back in action. I recommend The Painting by Modern Misfits as a follow-up.
For more info: To see a demo of Last Rites of the Black Guard, visit the 12 to Midnight web site.
If you’re familiar with the Karotechia in Delta Green, you know that it is led by a triumvirate of Nazis on their last legs: the ancient Olaf Bitterich, the artificially sustained Gunter Frank, and the immortal Reinhard Galt. Advancing the Delta Green timeline thus causes a bit of a problem, because Bitterich should be dead of old age. The solution: Last Rites of the Black Guard (LRBG).
In LRBG, the investigators visit Rosetta, Texas, home of a dirty little secret: it was once home to a Nazi, Franz Heimglimmer. Though Heimglimmer is dead, his legacy lives on in his secret acolytes, who are both trying to rob him of his power and keep him from returning to life. The investigators start out visiting the home of Lisa Gray and her two children, Marissa (7) and Matthew (6). Marissa is in contact with the spirit of Aimee Resnick, a little girl who was murdered at the hands of Heimglimmer. Matthew is protected by the spirit of a Rabbi, but that doesn’t stop glowing atmospheric balls of energy and poltergeists from terrorizing their home.
LRBG has difficulty structuring the plot such that the events flow from one to another. In my experience, players crave clear paths – it helps move the game along, gives them hints to their next clue, and ensures that the game master is appropriately prepared. Because LRBC is largely freeform, it's possible for players to skip whole swaths of the game…like skipping the haunted house to visit Heimglimmer’s home.
The free downloads are awesome, including audio clips of the various spirits speaking and photos of each of the main characters. These really add to the horror, which is why it’s all the more important that don't skip it by going to visit Heimglimmer’s home immediately.
LRBG assumes the characters will conduct a séance, which isn’t necessarily something every group will try. Instead, I had our resident psychic character possessed by Aimee’s spirit and let him role-play out the answers with the other characters. Only after enough clues were gathered about what happened to the spirits did I reveal that there was once a Nazi living next door.
LRBG then moves to the second part of the scenario, which is essentially a death trap. There’s reference to a gold tooth that’s part of the next installment in the series (as far as I know, there’s never been a sequel). Then the investigators find a secret door down into the basement…or they would, if it were on the map. There appears to be only one set of maps, labeled as handouts which are presumably for both the players and game master. This means that secret doors aren’t labeled on the map, and one of those secret doors is critical to finding the finale. The map of the Gray house, conversely, has several rooms labeled “Jeana” – we figured out that this was supposed to be Lisa and the name must have been changed.
Once the investigators find their way down to the secret door, it locks behind them and they are engaged in a fight for their lives with a Risen of Osiris, an undead monster. Since I adopted this monster to a Delta Green setting, I changed it to a Screaming Crawler. The effect is the same: the investigators have to slog it out in a toe-to-toe fight. My players were unhappy about this, expecting to uncover some plot-device to destroy it. The monster has no other purpose than as a guardian, which surprised my players, who expected it to be the Nazi himself (more about him later).
Once the investigators defeat the monster, two undercover cultists arrive to finish the job. When one of the cultists dies, the spirit of Heimglimmer appears (he’s also responsible for locking the characters into the chamber) and absorbs his soul. The other cultist flees, screaming “you’ve doomed us all!” I wasn’t content to just let the scenario end like that, so I had the police, already spooked from the swirling spirit activity around Heimglimmer’s home, fire on whomever ran out the front door waving a pistol.
It turns out that the characters’ actions have led to the resurrection of Heimglimmer and we get to see his return in a cut scene. In other words, the investigators have managed to unearth a great evil. This didn’t make my players happy, who felt like they were being manipulated all along.
It bears mentioning that one of the Nazi cultists has a Jewish-sounding name. For a scenario that spends a significant amount of space dedicated to respecting the Holocaust legacy, it seems peculiar that it would casually cast a Jewish person as a Neo-Nazi without explanation.
Overall, my players really enjoyed the first part of the scenario but were frustrated by the second half. The lack of an overall story arc may irk some game masters, who are left with a newly revived Nazi cultist without a plan as to how to proceed. For Delta Green keepers, however, it’s the perfect way to put Dr. Bitterich back in action. I recommend The Painting by Modern Misfits as a follow-up.
For more info: To see a demo of Last Rites of the Black Guard, visit the 12 to Midnight web site.
Sunday, August 23, 2009
Inglourious Basterds
Inglourious Basterds is supposedly about Nazi-hunting in World War II, a revenge fantasy where Jewish-American guerillas (or terrorists, as the Nazis point out) are tasked with spreading fear and loathing throughout France. Led by the rustic Aldo Raine (Brad Pitt), the Basterds have but one task: to each collect 100 Nazi scalps. Please note: this review contains spoilers.
One might think, given the title and the trailers, that this is an action film filled with the occasional machinegun dialogue Quentin Tarantino is famous for. It's quite the opposite: a series of measured vignettes in which the tension is ratcheted up to feverish heights, then explodes in quick, messy violence.
The opening scene sets the stage: Han Landa (Christoph Waltz), AKA "The Jew Hunter," does what he does best in France. As such, he is the nemesis of spies and revolutionaries hiding in plain sight. Landa hunts down Shosanna's (Melanie Laurent) family in a terrifying exchange that culminates in the death of her family. Out of mere whim, ego, or simply being true to his hawk-like nature, Landa lets Shosanna escape. Her survival will have grave repercussions for the German war effort.
These two plots, the Basterds and Shosanna's revenge, eventually intertwine when Hitler and his entourage arrive to view a special showing of a Nazi-propaganda film (Stolz der Nation) in Paris. The film stars Frederick Zoller (Daniel Bruhl), a Nazi war hero who singlehandedly killed dozens of enemies from a sniper tower.
Tarantino never just makes a film to tell a story, as evidenced by the obvious digressions from history he takes with Basterds. He films a vibe, an expression -- in doing so, Tarantion comments on the nature of the cinema and our own humanity. And this time, he's aiming his camera at the audience.
You see, this film isn't just about Nazi hunting, or Pitt's funny accent, or the tension between agents who know their social repartee will end in blood; it's about violence in the movies and how we glorify it. And Tarantino is merciless as he judges every person involved with the film guilty:
The producers are guilty: Goebbels (Sylvester Groth) is a simpering suck-up who is far too enamored with the approval of his audience to see how vile his film is.
The actors are guilty: Actress Bridget von Hammersmark (Diane Kruger) is a duplicitous murderer who shoots an unarmed man in cold blood. Zoller, the star of Stolz der Nation, has no stomach to watch his own murders taking place on the big screen but is only too happy to bully a woman with his affections.
Even the projectionist is guilty: Shosanna is so consumed with her revenge that only in killing a man does she finally see his humanity.
But the most guilty of all is the audience in the theater watching Stolz der Nation. They are shot, burned, and blown to bits at the end. That was the goal, of course – to kill as many Nazis as possible, right? It's just a goal that doesn't seem quite so laudable if you happen to be a member of the audience.
From the images of soldiers dying in the Nazi propaganda film to the graphic scenes of Nazis being scalped, Tarantino holds up a mirror. Are you enjoying this, he asks? Because if so…
You're the basterd.
One might think, given the title and the trailers, that this is an action film filled with the occasional machinegun dialogue Quentin Tarantino is famous for. It's quite the opposite: a series of measured vignettes in which the tension is ratcheted up to feverish heights, then explodes in quick, messy violence.
The opening scene sets the stage: Han Landa (Christoph Waltz), AKA "The Jew Hunter," does what he does best in France. As such, he is the nemesis of spies and revolutionaries hiding in plain sight. Landa hunts down Shosanna's (Melanie Laurent) family in a terrifying exchange that culminates in the death of her family. Out of mere whim, ego, or simply being true to his hawk-like nature, Landa lets Shosanna escape. Her survival will have grave repercussions for the German war effort.
These two plots, the Basterds and Shosanna's revenge, eventually intertwine when Hitler and his entourage arrive to view a special showing of a Nazi-propaganda film (Stolz der Nation) in Paris. The film stars Frederick Zoller (Daniel Bruhl), a Nazi war hero who singlehandedly killed dozens of enemies from a sniper tower.
Tarantino never just makes a film to tell a story, as evidenced by the obvious digressions from history he takes with Basterds. He films a vibe, an expression -- in doing so, Tarantion comments on the nature of the cinema and our own humanity. And this time, he's aiming his camera at the audience.
You see, this film isn't just about Nazi hunting, or Pitt's funny accent, or the tension between agents who know their social repartee will end in blood; it's about violence in the movies and how we glorify it. And Tarantino is merciless as he judges every person involved with the film guilty:
The producers are guilty: Goebbels (Sylvester Groth) is a simpering suck-up who is far too enamored with the approval of his audience to see how vile his film is.
The actors are guilty: Actress Bridget von Hammersmark (Diane Kruger) is a duplicitous murderer who shoots an unarmed man in cold blood. Zoller, the star of Stolz der Nation, has no stomach to watch his own murders taking place on the big screen but is only too happy to bully a woman with his affections.
Even the projectionist is guilty: Shosanna is so consumed with her revenge that only in killing a man does she finally see his humanity.
But the most guilty of all is the audience in the theater watching Stolz der Nation. They are shot, burned, and blown to bits at the end. That was the goal, of course – to kill as many Nazis as possible, right? It's just a goal that doesn't seem quite so laudable if you happen to be a member of the audience.
From the images of soldiers dying in the Nazi propaganda film to the graphic scenes of Nazis being scalped, Tarantino holds up a mirror. Are you enjoying this, he asks? Because if so…
You're the basterd.
Friday, August 21, 2009
Fall of Cthulhu Vol. 3: The Gray Man
The Grey Man is the third volume in the epic story arc that is Boom Studios' Fall of Cthulhu comic series. I discovered Fall of Cthulhu when I was just launching my Delta Green campaign and was hungry for any fiction dealing with the Cthulhu mythos in a modern context. Fall of Cthulhu is all that and more.
The Gray Man continues the story of the odd knife that caused so much havoc in the earlier parts of the series. Our new protagonist is Raymond Dirk, Arkham's sheriff, who is accustomed to strange goings-on. His life is radically changed once he crosses paths with a Brazilian thief named Luci Jenifer Inacio Das Neves (Lucifer for short). A student of Professor Walter McKinley, Lucifer returns to Arkham only to discover he committed suicide.
McKinley had Lucifer steal a cursed knife from an antique collector in Fortaleza in an attempt to keep it away from Cthulhu cultists. It turns out the knife belonged to a very special person: The Gray Man, patron saint of sacrifice. Lucifer and The Gray Man are in a race to get to the knife first.
Dirk is a likable lead character, a man who keeps his cool no matter how strange things get. Lucifer, on the other hand, looms larger than life: she is a master thief and adept sorcerer, capable of concealing herself from the Gray Man and entering the Dreamlands at will.
Speaking of the Dreamlands, The Harlot is back in this series. Although her dialogue is wry as always, the Dreamlands artwork is not up to the same creepy standards of Andrew Ritchie, who oozes weirdness with every frame he draws.
Throughout the storyline, a little girl in a yellow dress makes random appearances. Her origins are somewhat explained in the final volume of Fall of Cthulhu, but the nature of separate installments means that readers new to the series will invariably be confused. My guess is she's an incarnation of Hastur (and his avatar, the King in Yellow).
Gnruk also makes an appearance, but he is not nearly as horribly realized as his debut earlier in the series. A conflict between The Gray Man and Gnruk looks a bit like the two are waltzing together.
At the conclusion, Mickey Rennier, a Cthulhu cultist with a green Mohawk, provides a bit of a deus ex machine to wrap it all up. Rennier feels oddly out of place in a comic that seems so grounded; punk villains went out of style in the eighties.
Lucifer is clearly a favorite character; her abilities as a thief aren't really demonstrated in this comic – her claim to fame is basically grabbing a knife and jumping out a window while failing to avoid The Gray Man AND Gnruk – but it's clear she's being set up for greater things, specifically the comic series Hexed.
The conclusion has a great twist and ends on a surprisingly poignant and bittersweet note. Unlike some of the other volumes in the Fall of Cthulhu, this story largely stands on its own. Overall, this is an excellent entry in the Lovecraft tradition that manages to bring the horror of the Mythos down to a personal level.
The Gray Man continues the story of the odd knife that caused so much havoc in the earlier parts of the series. Our new protagonist is Raymond Dirk, Arkham's sheriff, who is accustomed to strange goings-on. His life is radically changed once he crosses paths with a Brazilian thief named Luci Jenifer Inacio Das Neves (Lucifer for short). A student of Professor Walter McKinley, Lucifer returns to Arkham only to discover he committed suicide.
McKinley had Lucifer steal a cursed knife from an antique collector in Fortaleza in an attempt to keep it away from Cthulhu cultists. It turns out the knife belonged to a very special person: The Gray Man, patron saint of sacrifice. Lucifer and The Gray Man are in a race to get to the knife first.
Dirk is a likable lead character, a man who keeps his cool no matter how strange things get. Lucifer, on the other hand, looms larger than life: she is a master thief and adept sorcerer, capable of concealing herself from the Gray Man and entering the Dreamlands at will.
Speaking of the Dreamlands, The Harlot is back in this series. Although her dialogue is wry as always, the Dreamlands artwork is not up to the same creepy standards of Andrew Ritchie, who oozes weirdness with every frame he draws.
Throughout the storyline, a little girl in a yellow dress makes random appearances. Her origins are somewhat explained in the final volume of Fall of Cthulhu, but the nature of separate installments means that readers new to the series will invariably be confused. My guess is she's an incarnation of Hastur (and his avatar, the King in Yellow).
Gnruk also makes an appearance, but he is not nearly as horribly realized as his debut earlier in the series. A conflict between The Gray Man and Gnruk looks a bit like the two are waltzing together.
At the conclusion, Mickey Rennier, a Cthulhu cultist with a green Mohawk, provides a bit of a deus ex machine to wrap it all up. Rennier feels oddly out of place in a comic that seems so grounded; punk villains went out of style in the eighties.
Lucifer is clearly a favorite character; her abilities as a thief aren't really demonstrated in this comic – her claim to fame is basically grabbing a knife and jumping out a window while failing to avoid The Gray Man AND Gnruk – but it's clear she's being set up for greater things, specifically the comic series Hexed.
The conclusion has a great twist and ends on a surprisingly poignant and bittersweet note. Unlike some of the other volumes in the Fall of Cthulhu, this story largely stands on its own. Overall, this is an excellent entry in the Lovecraft tradition that manages to bring the horror of the Mythos down to a personal level.
Tuesday, August 18, 2009
District 9
While searching for alien encounter videos, I discovered a little clip titled "Alive in Jo'burg" on YouTube by Neill Blomkamp. Fortunately for us, Blomkamp's ill-fated Halo movie was delayed, so he went back to his roots with the film that started it all: District 9.
If you've seen Alive in Jo'burg you know much of what's going on in District 9 (this review contains spoilers!). In essence, a giant alien saucer lands on Earth and its citizens are repatriated in Johannesburg. However, the aliens are ugly, uncivilized squid-like monstrosities and thus integration attempts (when they happen at all) go poorly. The movie begins with a battle with a telekinetic mech and ends with riots in the streets.
District 9 adds meat to the bones of this highly original film. The aliens are no longer blurry actors in masks but crustacean-like beasts in fully-realized CGI. The ship and the conflict in Johannesburg is still a major plot point, but it is explored through Wikus Van De Merwe (Sharlto Copley). Wikus is a bigoted but cheerful company man who just happens to be married to the daughter of the head of Multi-National United (MNU). He documents the task of relocating the "prawns" (a racial slur for the aliens) to a concentration camp through video, with frequent asides asking the producer to remove particularly embarrassing shots in editing.
In this tightly scripted film, every detail is important: the fact that the aliens have powerful weapons technology only they can use; that the Nigerians take advantage of the prawns by selling them prostitution (and all that implies) and cans of cat food in exchange for said weapons; and that the Nigerians believe they can acquire the power of a prawn through cannibalism.
Blomkamp quickly achieves a sense of rising dread through documentary-style clips where various experts expound on "what Wikus did." The special effects used in creating the prawn are a critical part of making them utterly alien. This is counterbalanced by a horrifying scene where Wikus destroys prawn eggs by setting them ablaze, comparing the popping sound of the roasting babies to popcorn. As a new parent, when Wikus threatens a young prawn, I flinched. And just like that, I was now on the side of the aliens.
An important but unlikely plot twist brings Wikus around to the alien side of life. Betrayed by his company and his father-in-law, he has no choice but to work with Christopher Johnson, an alien who knows more than he lets on. Together, they unveil the depth of corruption in both the squalid slums of Johannesburg and the clean corporate offices of MNU. No organization or race walks out of this film unscathed.
Combining elements of Alien Nation and Enemy Mine, District 9 adroitly balances political commentary on apartheid with Peter Jackson-ian levels of violence. The movie ends with more questions than answers and the certainty of a sequel. I can't wait!
If you've seen Alive in Jo'burg you know much of what's going on in District 9 (this review contains spoilers!). In essence, a giant alien saucer lands on Earth and its citizens are repatriated in Johannesburg. However, the aliens are ugly, uncivilized squid-like monstrosities and thus integration attempts (when they happen at all) go poorly. The movie begins with a battle with a telekinetic mech and ends with riots in the streets.
District 9 adds meat to the bones of this highly original film. The aliens are no longer blurry actors in masks but crustacean-like beasts in fully-realized CGI. The ship and the conflict in Johannesburg is still a major plot point, but it is explored through Wikus Van De Merwe (Sharlto Copley). Wikus is a bigoted but cheerful company man who just happens to be married to the daughter of the head of Multi-National United (MNU). He documents the task of relocating the "prawns" (a racial slur for the aliens) to a concentration camp through video, with frequent asides asking the producer to remove particularly embarrassing shots in editing.
In this tightly scripted film, every detail is important: the fact that the aliens have powerful weapons technology only they can use; that the Nigerians take advantage of the prawns by selling them prostitution (and all that implies) and cans of cat food in exchange for said weapons; and that the Nigerians believe they can acquire the power of a prawn through cannibalism.
Blomkamp quickly achieves a sense of rising dread through documentary-style clips where various experts expound on "what Wikus did." The special effects used in creating the prawn are a critical part of making them utterly alien. This is counterbalanced by a horrifying scene where Wikus destroys prawn eggs by setting them ablaze, comparing the popping sound of the roasting babies to popcorn. As a new parent, when Wikus threatens a young prawn, I flinched. And just like that, I was now on the side of the aliens.
An important but unlikely plot twist brings Wikus around to the alien side of life. Betrayed by his company and his father-in-law, he has no choice but to work with Christopher Johnson, an alien who knows more than he lets on. Together, they unveil the depth of corruption in both the squalid slums of Johannesburg and the clean corporate offices of MNU. No organization or race walks out of this film unscathed.
Combining elements of Alien Nation and Enemy Mine, District 9 adroitly balances political commentary on apartheid with Peter Jackson-ian levels of violence. The movie ends with more questions than answers and the certainty of a sequel. I can't wait!
Tuesday, August 11, 2009
Dark Wisdom
I was chiefly interested in Gary Myers' collection of Lovecraftian-inspired short stories because they all take place in a modern setting. I'm always looking for ideas for my Delta Green campaign and was curious to see how other authors updated the Cthulhu Mythos.
There are two ways an author can modernize Lovecraftian horror. He can borrow elements from Lovecraft and incorporate them into his own work, thereby changing the setting but not the theme. Alternately, he can maintain the narrative style of Lovecraft and apply it to a modern tale. Most authors choose the first option, because it's easier; Lovecraft's archaic voice is difficult to emulate and even more difficult for modern readers to absorb. His protagonists narrate the horror tale after the fact, diminishing any sense of urgency. And the final twist is always blasted with great fanfare; italics, exclamation points, and all.
Myers vacillates between these two options with varying degrees of success. Unlike Lovecraft, he is fond of ending the tale at the moment the protagonist is about to discover his fate. He does mimic Lovecraft's narrative style in "The Nest," wherein a police officer shares in the first person his encounter with a ghoul. It's actually one of the best of the lot, and shows a glimmer of potential that isn't always recognized in the other stories.
In some cases, Myers is just content to create an eerie sense of weirdness. "The Web," in which two boys mess with a Necronomicon web site, plays out more like a bad eighties horror movie.
"Slugs," in which a thief finds a statue of Cthulhu in a sewer, begins what is something of a problem in Cthulhu-mythos authors: massive information downloads. Look, we're all fans of Lovecraft. But it is not necessary to mention every Mythos deity, explain who Cthulhu is, and otherwise lay out the plot like a Saturday morning cartoon. Part of Lovecraft's genius was being perfectly comfortable not explaining anything, and in these very short stories there's not a lot of room for exposition. A thief who just happens to run into a sewer and just happens to find a Cthulhu statue and just happens to be on the run from the police and just happens to know an antiques fence…the whole thing begins to sound like a Tales from the Darkside episode.
"Mother of Serpents" is an oddity as the tone is completely different from the rest of the stories. It's written in the stilted language of an older, more formal time. The ending isn't particularly scary and entirely predictable.
It's not until we get to "Fast Food" that Myers really knocks it out of the park. An office worker is sickened by the food at Belial's (yes, it's called Belial's, complete with a pitchfork logo on a matchbook), a burger joint. Customers obsess over the burgers, become grotesquely fat from gorging on them, and are then led herd-like into the restaurant at night. Despite the cheesy name of the restaurant, this is a clever take on an old mythos beast…and no, it's not tcho-tchos. The imagery at the end stuck with me long afterwards.
Connecting Deep Ones to the Creature of the Black Lagoon is the plot of the "Understudy," a mediocre entry. "The Big Picture" is much more Lovecraftian, about a man obsessed with stereograms (remember when those were popular?). This is a modern twist on a popular Lovecraftian notion of perception beyond space and time, but it's pretty standard fare. Similarly, "Omega" is more like a Lovecraftian tale, with a narrator who provides the big twist at the end. This is another massive Cthulhu Mythos dump that saps the story of its momentum.
"The Mask" is another great entry, expanding on the Brotherhood of the Yellow Sign and the Mi-Go war. That's followed by "What Rough Beast," a hitchhiker tale that is both heartbreaking and terrifying.
"From Inner Egypt," like "Omega," provides too much detail and not enough freaky weirdness. Likewise, "Horror Show" ends without any real denouement.
For reasons known only to the publisher, someone allowed Myers to produce black-and-white artwork for this book. This was a mistake. The cover is perfectly evocative, but the interior art is a lesson in bad Photoshop. Two cloned pictures of a pixilated butcher standing in a hallway, meant to represent two cultists at Belial's, nearly ruins the story. As does the full-page picture on page 97 of…boxes. A story about Yig has a picture of a snake; a story about Tsathoggua has a picture of a toad. This book would have been better off without the art.
For modern Cthulhu fans, Myers has some entries worth reading. But the uneven nature of the tales and the terrible art detract from what could otherwise be a solid collection.
There are two ways an author can modernize Lovecraftian horror. He can borrow elements from Lovecraft and incorporate them into his own work, thereby changing the setting but not the theme. Alternately, he can maintain the narrative style of Lovecraft and apply it to a modern tale. Most authors choose the first option, because it's easier; Lovecraft's archaic voice is difficult to emulate and even more difficult for modern readers to absorb. His protagonists narrate the horror tale after the fact, diminishing any sense of urgency. And the final twist is always blasted with great fanfare; italics, exclamation points, and all.
Myers vacillates between these two options with varying degrees of success. Unlike Lovecraft, he is fond of ending the tale at the moment the protagonist is about to discover his fate. He does mimic Lovecraft's narrative style in "The Nest," wherein a police officer shares in the first person his encounter with a ghoul. It's actually one of the best of the lot, and shows a glimmer of potential that isn't always recognized in the other stories.
In some cases, Myers is just content to create an eerie sense of weirdness. "The Web," in which two boys mess with a Necronomicon web site, plays out more like a bad eighties horror movie.
"Slugs," in which a thief finds a statue of Cthulhu in a sewer, begins what is something of a problem in Cthulhu-mythos authors: massive information downloads. Look, we're all fans of Lovecraft. But it is not necessary to mention every Mythos deity, explain who Cthulhu is, and otherwise lay out the plot like a Saturday morning cartoon. Part of Lovecraft's genius was being perfectly comfortable not explaining anything, and in these very short stories there's not a lot of room for exposition. A thief who just happens to run into a sewer and just happens to find a Cthulhu statue and just happens to be on the run from the police and just happens to know an antiques fence…the whole thing begins to sound like a Tales from the Darkside episode.
"Mother of Serpents" is an oddity as the tone is completely different from the rest of the stories. It's written in the stilted language of an older, more formal time. The ending isn't particularly scary and entirely predictable.
It's not until we get to "Fast Food" that Myers really knocks it out of the park. An office worker is sickened by the food at Belial's (yes, it's called Belial's, complete with a pitchfork logo on a matchbook), a burger joint. Customers obsess over the burgers, become grotesquely fat from gorging on them, and are then led herd-like into the restaurant at night. Despite the cheesy name of the restaurant, this is a clever take on an old mythos beast…and no, it's not tcho-tchos. The imagery at the end stuck with me long afterwards.
Connecting Deep Ones to the Creature of the Black Lagoon is the plot of the "Understudy," a mediocre entry. "The Big Picture" is much more Lovecraftian, about a man obsessed with stereograms (remember when those were popular?). This is a modern twist on a popular Lovecraftian notion of perception beyond space and time, but it's pretty standard fare. Similarly, "Omega" is more like a Lovecraftian tale, with a narrator who provides the big twist at the end. This is another massive Cthulhu Mythos dump that saps the story of its momentum.
"The Mask" is another great entry, expanding on the Brotherhood of the Yellow Sign and the Mi-Go war. That's followed by "What Rough Beast," a hitchhiker tale that is both heartbreaking and terrifying.
"From Inner Egypt," like "Omega," provides too much detail and not enough freaky weirdness. Likewise, "Horror Show" ends without any real denouement.
For reasons known only to the publisher, someone allowed Myers to produce black-and-white artwork for this book. This was a mistake. The cover is perfectly evocative, but the interior art is a lesson in bad Photoshop. Two cloned pictures of a pixilated butcher standing in a hallway, meant to represent two cultists at Belial's, nearly ruins the story. As does the full-page picture on page 97 of…boxes. A story about Yig has a picture of a snake; a story about Tsathoggua has a picture of a toad. This book would have been better off without the art.
For modern Cthulhu fans, Myers has some entries worth reading. But the uneven nature of the tales and the terrible art detract from what could otherwise be a solid collection.
Subscribe to:
Posts (Atom)