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Author: Matthew David Surridge

The Clothes Make the Mage: Alan Moore’s Fashion Beast

The Clothes Make the Mage: Alan Moore’s Fashion Beast

Fashion BeastIt seems like one of those creative pairings that could only happen in comics. Odd, then, that it was originally planned to be a film.

In the mid-1980s, fashion and music impresario Malcolm McLaren called acclaimed comics writer Alan Moore. It seemed McLaren had some ideas for a film he wanted to make. The two men met and Moore was fascinated by one of McLaren’s notions: a movie that would be a modern retelling of the fairy-tale of “Beauty and the Beast,” to be set in the fashion industry — or a strange fantastical version thereof. You can see the connection: a fable about the conflict between exterior appearances and internal natures, set in a milieu that was all about appearances. Moore wrote a script titled Fashion Beast, apparently as heavily detailed as any of his comics work; in an interview with The Comics Journal a few years later, he mentioned that McLaren had observed that he’d left very little for a director to do with the film. In any event, the production never happened and the project was abandoned.

Until 2012, when Avatar press resurrected the script. With Moore’s blessing, Antony Johnston signed on to adapt the film script to comics. With art by Facundo Percio (and colours by Hernan Cabrera and lettering by Jaymes Reed), the movie script became a ten-issue limited series, now collected in a trade paperback. It’s an odd project, but the final result’s quite strong. It may not be of the same calibre as Watchmen, but it’s a very good story that seems to me to compare well with much of Moore’s other work of the period — in the range of his Swamp Thing run, say, perhaps even of V For Vendetta.

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Monster Mash-up: Elizabeth Hand’s Pandora’s Bride

Monster Mash-up: Elizabeth Hand’s Pandora’s Bride

Pandora's BrideFebruary is Women in Horror Month, and with that in mind I’d like to look at an interesting oddity. In 2005, Dark Horse Books, a then-recently launched imprint of Dark Horse Comics, announced they’d be publishing a set of tie-in novels. These novels wouldn’t tie into the big modern-day entertainment franchises that Dark Horse Comics was known for working with, though. Instead, they’d each present the further adventures of one of the famous Universal Studios horror characters. I happened to stumble across one a little while ago: Pandora’s Bride by Elizabeth Hand. Hand is a fine writer and I was happy to find that she’d taken her assignment here and run with it. Ostensibly, the book’s about the adventures of “the Bride of Frankenstein,” but Hand’s cleverly and amusingly told a story about several other remarkable film characters as well, playing with some of the great works of German Expressionist film and of Fritz Lang in particular.

Her main character, though, is the Bride — is there any other film character that’s made such an impact, become such an icon, with so little actual screen time? The Bride doesn’t appear until the final few minutes of the 1935 movie named for her; and then almost all she does is point and scream. Yet nearly everyone knows who she is. Her image is unmistakeable. Obviously, that’s a function of striking visual design. It may help that Elsa Lanchester, who played both the Bride and Mary Shelley (in a prologue to the film’s main action), ended up settling in to a career filled mostly with character roles and few other starring appearances. But for whatever reason, the Bride exists as perhaps the most literally iconic of movie roles: an image, with no character arc attached.

So Hand’s first task in this novel would be to find a story for the Bride. A prolific novelist and short story writer, Hand’s won all sorts of awards: a Nebula for her short story “Echo,” International Horror Guild Awards in 2001 for Best Long Form work and in 2002 for Best Intermediate Form, two World Fantasy Awards for Best Novella and one for Best Collection, and both a Tiptree Award and a Mythopoeic Award for her 1994 novel Waking the Moon. She’s an excellent writer, and specifically a horror writer, as well as a veteran of tie-in fiction — in addition to writing a number of movie novelisations, she’s produced four Boba Fett children’s books for Lucasfilm. (And perhaps Boba Fett before the prequel films and the Extended Universe would have been the only other character remotely close to the purely-iconic nature of the Bride; but then Fett had appeared in a cartoon segment in a TV special even before his first appearance in Empire, as well as newspaper comic strips.) All told, Hand was a good choice for the job.

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Delivering What the Title Promises: Saga

Delivering What the Title Promises: Saga

Saga #1A few months ago, the 2013 Hugo Award for Best Graphic Story was given to Saga, Volume 1, the first trade paperback collection of the ongoing Saga comic book. Written by Brian K. Vaughan, with art by Fiona Staples (and lettering and design by the Fonografiks studio), the book deserved the win. It’s the first chapter in a promising story and manages to establish a simple and powerful basic situation for the main characters, while also creating a complex world, backstory, and array of subplots. If it sometimes seems overbroad, too accessible and glib, it also has a deep and original sense of history to its setting, and a design sense that makes that setting live.

It begins with a birth, a battle, and an attempt to escape war. In a galaxy (presumably) not our own, there is a planet named Landfall, where a species of winged humanoids have developed high technology; orbiting Landfall is the moon Wreath, where magic-using horned humanoids live. Moon and planet have always been at war, but have reached the point where they can’t battle directly in their home solar system without risking their own destruction. So the war’s fought on countless fronts throughout the galaxy, with alien species everywhere forced to choose sides. One front is the planet called Cleave, where the fighting’s especially vicious; there, a woman from Landfall, Alana, has fallen in love with Marko, a former warrior from Wreath. They’ve run away from the war and the book begins with the birth of their daughter — and their discovery by agents of both sides.

The story moves quickly. Factions enlist various agents to track down the young family. And these agents have stories of their own. The book cuts quickly between plot strands, narrated by the newborn daughter speaking from some unspecified point in the future. There are ghosts, robots, pleasure planets, bounty hunters, mass battles, and all the familiar genre furnishings. There are also less familiar things, born from the mash-up of genres. Forests of rocketships. An interspecies romance novel. And a grumpy-looking lynx who can detect lies. It’s an inventive, fast-moving story about parenthood and art that never overstrains its central metaphors.

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The Least-Expected Trumpet of Apocalypse: Leonora Carrington’s The Hearing Trumpet

The Least-Expected Trumpet of Apocalypse: Leonora Carrington’s The Hearing Trumpet

The Hearing TrumpetA little while ago, I followed a retweeted link to a blog post by writer Sofia Samatar, presenting the syllabus for a class on weird world fiction she’ll be teaching this semester. It was an interesting list. Some names were new to me, so I set about looking them up. And found a library near me had a book by one of these writers: The Hearing Trumpet by Leonora Carrington. Which turned out to be a constantly surprising read, a short book that opened doors to places I didn’t expect.

Carrington died in 2011 at the age of 94. She was primarily known as a painter; as a young artist she left school to live with Max Ernst, and with him became a part of the Surrealist movement. When the German Ernst was arrested by the French government in September of 1939, Carrington suffered a mental breakdown and, after fleeing France, was institutionalised in Spain. She ultimately fled to Mexico, where she lived for the rest of her life, producing paintings, sculptures, novels, plays, and short stories. (You can see a selection of her works at her page at wikipaintings.org.)

The Hearing Trumpet may have been first written in 1950, or perhaps in the early 1960s; it was first published in French in 1974, then in Engish in 1976. It’s a story about a 92-year-old woman, Marian Leatherby, given a hearing trumpet by her friend Carmella (a character widely believed to be based on Carrington’s close friend, the surrealist painter Remedios Vero — see more of her work here). The trumpet sharpens Marian’s hearing to a fantastic degree and she at once hears her family planning to put her in a home for old women. This institution turns out to be marked by strange architecture — buildings in the shape of “toadstools, swiss chalets, railway carriages, one or two ordinary bungalows, something shaped like a boot, [and] another like what I took to be an outsize Egyptian mummy,” with the main building a castle at the centre — and is run by highly idiosyncratic Christians. A picture of a one-eyed female saint seems to grin mockingly in the dining hall. Strange things follow: one of the other inmates dies, perhaps murdered; Marian is given a peculiar book outlining the history of the painted saint and her quest for the Holy Grail; and then things get much, much weirder.

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“Beware the Man With the Stolen Soul”: Steve Ditko and Stalker

“Beware the Man With the Stolen Soul”: Steve Ditko and Stalker

Stalker #1The first stop I made on my shopping expedition last Boxing Day was at my local neighbourhood comics store, which happens to be conveniently located two and a half blocks from my house. There, I found a deal in the back-issue bins: issues 1 to 4 of Stalker, a DC fantasy comic from the 70s. I’d vaguely heard of the title, but knew nothing about it. I thought I remembered hearing that it had good art, which I imagined perhaps meant work by somebody like Nestor Redondo or Ernie Chan. I was way off. In fact, the art was by the remarkable team of Steve Ditko and Wally Wood. As a result, it’s wonderful. And more than that: it’s truly weird fantasy art in every sense.

Ditko’s one of the most distinctive stylists in American comics. I’ve written before about his supreme accomplishment in fantasy, but Stalker’s an interesting work in its own right. Ditko creates a setting, a very specific world, and does it not by means of creating a consistent dress or coherent architectural style, but by imposing his own specific style and sense of geometric form upon the matter of the story. Wood, in turn, gives a sense of specificity and plausibility to the art, anchoring Ditko’s layouts with a sense of reality: trees, stone walls, suits of armour, all have enough subtle detail that you can feel their weight and mass. Yet at no point does he ever overwhelm Ditko’s pencils with his own style.

The writing, from a young Paul Levitz, is solid. The plot’s tight, fast-moving, and designed around good sword-and-sorcery set pieces. Still, I can’t help but see the book as primarily Ditko’s creation. He’s laid out the action with his usual flair for the expressionistic; he’s designed any number of strange variations on fantasy furnishings (castles, swords, temples, evil priests); and he’s also left certain things alone, drawing from a stock of archetypal medieval imagery so that you can’t help but focus on the weirdness of the main action. The result is not like any other fantasy art I’ve ever seen, but it feels perfectly right for the story.

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“A Fighting Fantasy Gamebook In Which YOU Are The Hero!”: The Warlock of Firetop Mountain

“A Fighting Fantasy Gamebook In Which YOU Are The Hero!”: The Warlock of Firetop Mountain

The Warlock of Firetop MountainIt’s a time for looking back, as the old year ends. Now so it happens that on a Boxing Day sale I picked up a book I loved as a child; and therefore it seems fitting to write a little about it, now, glancing back down the vanished days of this and other years, and to try to again see the pleasure I once had. Will it come again, as I work through the text? If I work on the text, then no. Because this text, more than most, is not made for working. It is a thing to be played.

This is not a story I once loved, except in a way it is. There’s no strong central protagonist, except that in a way there is that as well. It’s a book-length riddle. It’s a maze through which you must find your way, filled with wrong turnings and frustrating locks. It is a story you can shape with a pencil and two dice: you are a hero with a sword, who must explore a wizard’s underground lair, before finally defeating the great mage in battle and taking his treasure. You choose your own adventure, flipping from one numbered section to another depending on the decisions you take faced with a given situation. More than most novels, the reader must shape the story; for the reader is the hero. This is The Warlock of Firetop Mountain, written by Steve Jackson and Ian Livingstone. First published in 1982, it was the first of what became a line of several dozen gamebooks, as well as a full-fledged role-playing game. Warlock inspired direct sequels, a computer game, and even several non-interactive novels. You can learn more about the books at their web site.

Not long ago, Black Gate’s redoubtable Nick Ozment looked at The Warlock of Firetop Mountain and several other of the Fighting Fantasy gamebooks. Nick remembered playing other Fighting Fantasy books, but not this one specifically. My experience roughly mirrored his: it was relatively easy to get to the end of the book, but incredibly difficult to actually win a complete victory. Nick liked the art — Firetop’s profusely illustrated by Russ Nicholson (you can see some of these pictures below) — but found the conception of the book’s dungeon improbable. I agree with both points. But I found myself wondering if there wasn’t something else to say about the book. I remembered playing through it in the early 80s, drawing out maps, trying again and again to make it through to the end. Why was I held so deeply in the book’s spell? Does it hold up?

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Rereading Orlando

Rereading Orlando

OrlandoFor some years now I’ve been wanting to reread Virginia Woolf’s Orlando. I first read the book about twenty years ago, and though I enjoyed it I came away confused. I felt as though on some level I really hadn’t understood the book. As though I hadn’t grasped how to read it. So, time having passed and me having (maybe) come to understand a bit more about books and reading, I sat down with Orlando again. And, as I’d hoped, I enjoyed it more thoroughly this time around, and felt as though I’d understood it a little better than I had. What surprised me was the reason for that understanding. I felt as though I’d worked out how to approach the book not because of any greater knowledge of modernism, or even because I’d read other books by Woolf, but because I now had a greater experience of early fantasy. More than I’d remembered or understood when I first read the book, Orlando is of a piece with the fantastic fiction of its time.

Orlando was first published in 1928. I have the impression that it’s read and spoken of primarily as an artifact of literary modernism, which is fair enough — Woolf was certainly one of the great modernists. But it’s worth remembering that Hope Mirrlees, who wrote the great fantasy Lud-in-the-Mist in 1926, was also a consciously modernist writer. And, to me, having read only To the Lighthouse and Mrs Dalloway among Woolf’s other work, the approach of Orlando is much more like something out of Lord Dunsany than it is similar to Woolf’s technique in those other novels. Orlando avoids inner monologue, presenting itself as written by an obtrusive biographer, playfully claiming to base its text on carefully-scrutinised sources, staying silent where these sources are silent; reading it I think of Joyce Carol Oates’ Gothic Quintet (which boasts an array of odd biographers, as well as at least one pivotal sex-change), but am also reminded of Dunsany’s mock-scripture of The Gods of Pegāna. I will even go so far as to say that in its playful fantasia on the theme of English history, Orlando distantly reminds me of G.K. Chesterton — a writer who Woolf would otherwise appear to be as unlike as it is possible to be.

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“This Ghostly Little Book”

“This Ghostly Little Book”

A Christmas CarsolIt’s one of the most famous stories in the English-speaking world, and it is a fantasy. A Gothic fantasy of Christmas, and the meaning thereof: the story of the miser and the three spirits. It’s been retold any number of times, parodied, set in America, updated to the modern day, acted out with mice and ducks, with frogs and pigs. It’s easy to overlook how powerful the original work really is.

For myself, I cannot remember how old I was when I first encountered some version of A Christmas Carol. Very young, and possibly pre-literate. The story’s often presented, I think, as a children’s story; but as I read it now, it seems far from that. Indeed it seems like a story that can only be understood with age. When I was a child I didn’t believe in Scrooge’s conversion, and didn’t see how simply revisiting his past could start such a change in his personality. Now that I’ve lived long enough to have distant memories of my own, I understand it. And rereading the story now, I see that while it’s true Dickens was unashamed of being sentimental and broad, he was also in many ways very subtle in the way he described Scrooge. To me, now, Scrooge and the change in his character seem only one reflection of the book’s central theme and of its vision: a vision of the human soul, both alone and as part of society.

Charles Dickens wrote A Christmas Carol in 1843. He was thirty-one, and already famous. Made to work as a child in a blacking-warehouse while his father was imprisoned for debt, the adult Dickens had a fierce drive to succeed, and a horror of the developing industrial capitalism around him; he worked as a journalist and editor, then had a massive popular success with the serially-published The Pickwick Papers. Oliver Twist followed, then Nicholas Nickleby, The Old Curiosity Shop, Barnaby Rudge, and A Christmas Carol. On the one hand, that’s already an incredible body of work. On the other, Dickens was a very young man to so powerfully capture the elderly Scrooge. But capture Scrooge he did; if A Christmas Carol works — and given that it hasn’t been out of print in a hundred and seventy years, we can say it does — it’s because Dickens gets at something in memory, and in how people age.

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The Man Who Was Gilbert Keith Chesterton

The Man Who Was Gilbert Keith Chesterton

G.K. ChestertonLast week, in a post about Neil Gaiman’s Sandman, I said that certain habits of Gaiman’s plotting reminded me of G.K. Chesterton. It seemed to me that I’d referred to Chesterton fairly often in my posts here, so I did a search of the Black Gate archive. I found that I had in fact mentioned Chesterton a number of times, but that neither I nor anyone else had yet written a post for Black Gate specifically about him or any of his works. I’ve therefore put together this piece to give an overview of the man and his writing. It’s insufficient; Chesterton’s difficult to describe, more so than most writers. But one has to begin somewhere. He’s an important early fantasist, admired by figures as diverse as Gaiman, Borges, Alberto Manguel, and Slavoj Žižek. There’s even a movement to canonise Chesterton, a late convert to Catholicism, as a saint. Many of his writings are online, so you can judge him for yourself; you can find a list of texts on this page, a part of this site dedicated to Chesterton.

It’s almost traditional to say that Chesterton’s writing was defined by paradoxes. It’s not entirely accurate, I think. It’s more precise to say that in both his fiction and non-fiction he often put forward propositions structured something like: “It is frequently said that x is the case; but it is not true. In fact the very opposite is true.” From which point Chesterton would then explain, clearly, simply, and with a common-sense air, just how the opposite of everyone’s assumption was the actual state of affairs. In feeble imitation, I might put it this way: it is not true that Chesterton was a writer who delighted in paradoxes. In fact the very opposite is true. He was a writer that delighted in showing that apparent paradoxes were nothing of the sort, and were easily explained by an appeal to reality. We must not forget that Chesterton studied as an artist; and artists, perhaps more than any other sort of person, are concerned with finding the proper perspective on things.

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Everything Bad Makes a Puzzle: Some Thoughts on Everything Bad is Good For You

Everything Bad Makes a Puzzle: Some Thoughts on Everything Bad is Good For You

Everything Bad Is Good For YouThere’s a certain kind of structure I’ve lately begun to notice in certain novels. These books read like puzzles, telling one story directly and overtly while implying a second story, or highly variant reading of the first story, through carefully-placed gaps, contradictions, and seemingly-irrelevant details. Throwaway references in highly-disparate points of the book might imply a completely different way to read at least the plot and often the tone or theme. It’s something Gene Wolfe does a lot; other examples I’ve noticed lately are Joyce Carol Oates’ The Accursed, Helen Oyeyemi’s White is For Witching, and Caitlín Kiernan’s The Red Tree. I’d been trying to work out what to make of this ‘puzzlebook’ technique, when as it happened I read a completely different book that seemed to have something to say about this structure — among many other things.

Steven Johnson’s 2005 non-fiction book Everything Bad Is Good For You is an argument about the structure and cognitive benefits of popular culture. Johnson suggests that video games, for example, sharpen certain kinds of problem-solving skills, and in general that the experience of games, TV shows, the internet, and to an extent film represents an engagement with increasing complexity. Most fascinating to me were his discussions of TV and of the way TV’s grown more structurally complex over the past few decades. He seems to me to have not only accurately identified how televised stories have changed but also by extension to have suggested how storytelling generally may be changing. And that in turn perhaps implies a broader context for the ‘puzzlebooks’ I seem to be coming across more and more often.

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