Fantasia 2019, Day 1-2, Part 1: The Deeper You Dig

Fantasia 2019, Day 1-2, Part 1: The Deeper You Dig

Fantasia 2019Not long ago I acquired copies of two well-known anthologies: Dangerous Visions and Again, Dangerous Visions.

(This post is not about the books. This post is the beginning of my coverage of the Fantasia International Film Festival, Montreal’s long-running three-week genre film festival, and is specifically about the first movie I saw there in 2019, an independent horror film called The Deeper You Dig. But it is useful to start with the anthologies, or the idea of the anthologies.)

I’ve yet to read deeply into the books. But I’d always wanted copies, because of the promise of the titles: the promise of art, of visions, that pose a danger to the audience. Stories that will do something to you if you read them. That will change you, in ways you might not understand, through a process you might beforehand perceive as a psychic danger. What I have come to realise is that the art that has meant the most to me has been the art that has changed me the most without my expecting it or being able to stop it. There’s a thrill in art that can rework you and refashion you into something else. It may be a danger, but without danger there is no real adventure.

It is perhaps accurate to say that one is changed by every kind of art, even by every experience one has. But it’s also true that there’s a specific kind of experience that art can give. The nature of this experience is difficult to articulate, but a change in the self that experiences the art is a part of it. In this way the influence of art is difficult to predict and difficult to trace in recorded history, yet is very real.

And this I think is why after several years, after learning much about film as artform and as industry, I’m still drawn to Fantasia. Not every film it shows is an aesthetic success. But many of them are. And many of them are the kind of works that can change you, in that most difficult to define fashion. You don’t know which ones until you watch them, mostly. But the act of finding out, of dedicating time to the perception and experience of art, is a reward in itself.

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All Aboard! Building the Great Railroads with Railway Empire

All Aboard! Building the Great Railroads with Railway Empire

Click for full-size image
Click for full-size image

While I prefer fantasy games, and sometimes, shooters, I’m also a fan of strategy and simulations (sims). As is the case for many folks, SimCity was one of the first I really dove into. Now, you might have read my post on a show I really, really, liked: Hell on Wheels. It was a hard boiled, fictional take on the building of the Trans-Continental RailRoad. You should go read it now, if you haven’t already. I said, NOW! ?

A game that took up a lot of my time, when I wasn’t swinging a sword and hunting down dragons, was Railroad Tycoon, developed by the legendary Sid Meier. It’s been a while now, and I can’t recall if it was Tycoon 1, or it’s follow-up, Railroad Tycoon 2, which I sunk most of my time into. But regardless, I thoroughly enjoyed laying out routes and successfully completing scenarios. Even in open-ended RPGs, I’m very much a ‘check the box’ kind of player.

I didn’t play Railroad Tycoon 3, so I was done with railroad sims for over a decade. Then, a few months ago, I discovered Railway Empire, which came out in early 2018. And I found the love I had for railroad sims, rekindled. It’s from Kalypso, the folks behind the enjoyable and successful Tropico series. I played a couple of the earlier versions of that franchise, and I really liked being the dictator of a banana republic.

(I REALLY suggest you click on the images to see the details in this post. It helps sell the game)

The game is set in America, between 1830 and 1930, with a couple different play modes. The Campaign Mode has required goals to accomplish by specific dates, with additional optional goals. If you fail to accomplish any mandatory goals, you fail. Succeed, and you can move on to the next Campaign scenario. They do not build on each other. The Campaign itself is not interconnected. You ‘start over’ for each one. Which is fine, I guess. You jump back and forth in time. A connected campaign isn’t as important in a railroad sim, as it is in an RPG.

The Free Mode is more open world, with goals to accomplish by certain dates, but you don’t fail the entire thing if you miss one (or all!) of them. You can decide what order to tackle them in. Or, you can ignore them all together and just play. You still use money to buy resources. In Sandbox Mode, there’s no money and no restrictions. You just play however you want, however long you want to.

The map is divided into regions in which the Campaign scenarios take place. For example, in the third or fourth one, you start out in the South near the end of the Civil War. And the first scenario (which is the tutorial) takes you across the Great Plains. Downloadable content has added France, Germany, Great Britain and Ireland, Crossing the Andes, Mexico, and the Great Lakes.

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The Golden Age of Science Fiction: The 1973 Locus Award for Best Fan Artist: William Rotsler

The Golden Age of Science Fiction: The 1973 Locus Award for Best Fan Artist: William Rotsler

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The Locus Awards have been presented since 1971. In that first year, there was an award for Best Fan Artist, and another for Best Fan Cartoonist. William Rotsler won the latter, and that was the only year of that award. The Best Fan Artist award continued through 1975 (since then there has only been a Locus Award for Best Artist.) Alicia Austin won the first Best Fan Artist Locus Award, and William Rotsler won in 1972 and 1973. Tim Kirk won the final two Locus Awards for Best Fan Artist.

William Rotsler was born in 1926 and died in 1997. He began doing illustrations for fan magazines by the mid ‘40s, and indeed he won a Retro Hugo in 1996 for Best Fan Artist for that work from 50 years before. (As with many Retro Hugos, I suspect he won that award more for his later notoriety than for any knowledge voters in 1996 had of that earlier work.) Rotsler was a highly regarded fan artist by the late 1960s at least, when he began consistently appearing on Hugo ballots. He won the Hugo for Best Fan Artist in 1975, 1979, 1996, and 1997.

Like many fans who first made their mark in fanzines, Rotsler later became a well-regarded professional. What’s interesting about Rotsler is that in fandom he was best known as an artist – but he made his mark as a professional as a writer. His best known work is probably Patron of the Arts, which was a Nebula, Hugo, and Locus nominee in its first appearance as a novelette in 1972. He expanded it to a novel in 1974. He also collaborated with Gregory Benford on the novel Shiva Descending (1980). His other fiction is less well remembered – much of it was work for hire, in such universes as Star Trek, Marvel, Planet of the Apes, and Tom Swift.

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Future Treasures: Gideon the Ninth by Tamsyn Muir

Future Treasures: Gideon the Ninth by Tamsyn Muir

Gideon the Ninth-smallI love a good gothic space opera. And Tamsyn Muir’s debut, coming next month from Tor.com, sounds like excellent gothic space opera. In a starred review, Publishers Weekly summarizes it as “Queer necromancers vie for power, solve ancient puzzles, and cross rapiers while exploring haunted deep-space ruins in this madcap science fantasy romp that manages to be both riotously funny and heartbreaking,” and Kameron Hurley describes it as “a pulpy science-fantasy romp that will delight and horrify you.” (And Charles Stross sums it up as “Lesbian necromancers explore a haunted gothic palace in space! Decadent nobles vie to serve the deathless emperor! Skeletons!”) It’s hard to make sense of it all, but I’m definitely getting a picture of something I’d enjoy. Gideon the Ninth arrives in hardcover next month. Here’s the description.

The Emperor needs necromancers.

The Ninth Necromancer needs a swordswoman.

Gideon has a sword, some dirty magazines, and no more time for undead nonsense.

Tamsyn Muir’s Gideon the Ninth unveils a solar system of swordplay, cut-throat politics, and lesbian necromancers. Her characters leap off the page, as skillfully animated as arcane revenants. The result is a heart-pounding epic science fantasy.

Brought up by unfriendly, ossifying nuns, ancient retainers, and countless skeletons, Gideon is ready to abandon a life of servitude and an afterlife as a reanimated corpse. She packs up her sword, her shoes, and her dirty magazines, and prepares to launch her daring escape. But her childhood nemesis won’t set her free without a service.

Harrowhark Nonagesimus, Reverend Daughter of the Ninth House and bone witch extraordinaire, has been summoned into action. The Emperor has invited the heirs to each of his loyal Houses to a deadly trial of wits and skill. If Harrowhark succeeds she will be become an immortal, all-powerful servant of the Resurrection, but no necromancer can ascend without their cavalier. Without Gideon’s sword, Harrow will fail, and the Ninth House will die.

Of course, some things are better left dead.

Gideon the Ninth will be published by Tor.com on September 10, 2019. It is 448 pages, priced at $25.99 in hardcover and $13.99 in digital formats. The cover is by Tommy Arnold. Read the first eight chapters at Tor.com.

Lost in the Halls at Gen Con 2019

Lost in the Halls at Gen Con 2019

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I’m here on site at Gen Con for the first time in…. wow, I don’t even remember. Fifteen years, at least. Last time I visited Gen Con it was in Milwaukee, if that’s any clue. It now fills (and substantially overfills) the spacious halls of the Indiana Convention Center in downtown Indianapolis, where tens of thousands of gamers meet friends, play games, try out new games, play the legendary NASCRAG tournament, and wander through the jaw-dropping Exhibit Hall.

I’m here for the first time in over a decade because I was invited to speak at the Writers Symposium, on topics like Submitting Short Fiction, What Happens to a Story After You Submit it, and Does Advertising Work? I’ve been very impressed at how well organized the Symposium is — it’s run like an excellent mini-convention just for writers, inside a much larger enterprise. And it’s attracted some top-notch speakers, including Howard Andrew Jones, Bradley P. Beaulieu — whose talk on Tension on Every Page was really terrific — the charming Anna Smith Spark, Black Gate blogger Clarence Young, writer and interviewer Seth Lindberg, Tor.com editor Diana Pho, and many, many others.

Of course, we’re here in the name of games, and games new and old were everywhere. The enormous Exhibit Hall (pictured above) was filled with hundreds and hundreds (and hundreds) of game companies showing off their wares. I didn’t get to spend nearly as much time in the Hall as I wanted — and you could spend weeks in there, believe me — but I did find countless treasures, many in the generously stocked Goodman Games booth at the far end. Over the next few weeks I’ll share the details here. But in the meantime, I have to run to my next panel, Reviews and Reviewers: How to Find Them, How to Keep Them. Wish me luck!

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Blogging Marvel’s Master of Kung Fu, Part Four

Blogging Marvel’s Master of Kung Fu, Part Four

61Wi5uAwkoL._SX323_BO1,204,203,200_Giant-Size Master of Kung Fu #3 continues the run of excellent issues from writer Doug Moench and artist Paul Gulacy. While the early cycle of stories suffer from an over-reliance on Fu Manchu as the villain (to levels that rival Baron Mordo in the early Lee-Diko Dr. Strange stories), there was a method to their madness. The blowback from Sax Rohmer fans (which started in the pages of The Rohmer Review fanzine) was followed by the author’s widow filing a complaint with The Society of Authors over Marvel’s mismanagement of her husband’s property.

Steve Englehart and Jim Starlin had no way of knowing that killing off an old character in Shang-Chi’s debut would constitute not keeping to the tone and content of the originals. They were a writer and artist assigned to a property and were more interested in creating a Marvel variation on the successful Kung Fu television series than they were in reviving Fu Manchu. Moench and Gulacy were determined to avoid further legal hassles by showing something approaching fidelity to Rohmer while carefully positioning the storyline to more closely model Ian Fleming and Len Deighton spy thrillers than Rohmer.

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The Definition of a Long Game: The Raven’s Mark Trilogy by Ed McDonald

The Definition of a Long Game: The Raven’s Mark Trilogy by Ed McDonald

Blackwing-smaller Ravencry-smaller Crowfall-small

When I wrote about Ed McDonald’s Raven’s Mark trilogy back in November, in the comments reader H.P. shared a review of the opening novel from his blog. He said in part:

Blackwing has a lot going for it. The worldbuilding is tremendous, the action scenes bloody, the human interaction surprisingly poignant. The plot is well crafted. One of my favorite aspects is the depiction of the Nameless and Deep Kings. They are almost entirely offstage, but always near to mind. McDonald really dives into what it means to get caught in a struggle between immortals. It is the definition of a long game, and not one where you worry too much about the odd pawn.

That piqued my interest, to say the least. I don’t have time to read a lot of trilogies, but I think I’ll make an exception in this case — especially now that the final volume, Crowfall, has arrived. In his survey of The Best Science Fiction & Fantasy Books of July, Jeff Somers sums it all up nicely:

The third book in the Raven’s Mark series finds the Deep Kings close to a final victory, as the Range — the last line of defense between them and the republic — and the Nameless — the gods who have long protected it — are both broken. Without the strength of the Nameless, the Blackwing captains are toppling one after another as the Deep Kings ready one final, decisive blow. Ryhalt Galharrow has been in the wasteland known as the Misery for so long it has become a part of him, and the Blackwing captains line up behind him for one last mission that will decide the fate of the republic for once and for all. McDonald’s talent for creating characters you’ll love and then showing them no mercy has not abated as he brings his trilogy to a rousing close.

Crowfall was published by Ace Books on July 2. It is 416 pages, priced at $18 in paperback and $9.99 in digital formats. See all our recent coverage of the best new Series Fantasy here.

The Golden Age of Science Fiction: “Encased in the Amber of Eternity,” by Robert Frazier

The Golden Age of Science Fiction: “Encased in the Amber of Eternity,” by Robert Frazier

Cover by Vincent di Fate
Cover by Vincent di Fate

Cover by Tim Mullins
Cover by Tim Mullins

The Rhysling Awards, named for Robert A. Heinlein’s poet from The Green Hills of Earth, were established by the Science Fiction Poetry Association in 1978. Both the association and the award were founded by Suzette Haden Elgin. Each year, awards are given for Short Form poetry and Long Form poetry. The first three years of the award resulted in ties, with three poems tying in the first year, and two each tying in the second and third year.

Robert Frazier’s poem “Encased in the Amber of Eternity” depicts a Pacific Northwest in the aftermath of a nuclear war that has depopulated the North American continent (and presumably most of the rest of the world). His imagery moves briskly from descriptions of various objects associated with lights and fire representing the falling missiles, to the bone-like remnants of human civilization, represented by Portland. The poem’s narrator, who seems to be a survivalist type, has managed to come through the catastrophe and offers a glimpse of hope that he will be able to find other survivors to rebuilt some sort of civilization, or, even if it is only him, at least he is still around.

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Goth Chick News: Feeling at Home at the Oddities and Curiosities Expo

Goth Chick News: Feeling at Home at the Oddities and Curiosities Expo

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We here at Goth Chick News have the pleasure of covering several trade shows annually, dealing with a variety of topics on and near the horror industry. Many of these concern haunters both professional and amateur who pour their money and talent into one month a year when the U.S. embraces all things scary.

But as the band Ministry told us in 1986, for some every day is Halloween, and in 2018 a show came through Chicago which catered to this crowd in particular. Unfortunately, I was unable to attend its premier in the Windy City but corrected that in late July when the Oddities and Curiosities Expo came back through town, drawing together precisely what its name implied; two show-floor levels of artists specializing in the odd and curious.

Targeted toward “the lovers of the strange and unusual,” the O&CE describes itself as…

The first and Original Traveling Oddities event. We have expanded from 2 cities in 2017 to 8 cities in 2018 and now for 2019 we have 16 cities! We want to support local/national vendors, dealers and small businesses by giving them a place to sell and feel welcome. We have vendors on all spectrums of weird, creepy and unusual. Our goal is to bring like-minded people together and have events that people truly enjoy.

Organizers Tony and Michelle have partnered with Ripley’s Believe It or Not, a taxidermy school, suspension artists (read, people hanging from their piercings) and over a hundred vendors and craftspeople to put on an exposition which more than lives up to its name.

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Vintage Treasures: Machines & Men by Keith Roberts

Vintage Treasures: Machines & Men by Keith Roberts

Men & Machines Keith Roberts-small Men & Machines Keith Roberts-back-small

Cover by Anthony Roberts

I love discovering British vintage SF paperbacks. There’s a lot to discover, they’re relatively inexpensive, and they’re virtually unknown here in the US. Recently I’ve been accumulating British short story collections by John Wyndham and Keith Roberts, and they’ve been well worth tracking down. I admit I enjoy the covers as well — especially the ones featuring exotic spaceships.

My latest discovery is Machines and Men, the second collection by Keith Roberts, published by Panther in 1973 and which was never reprinted in the US. It’s a slender volume, yet packed with tales of UFOs, wary submariners, a 24th-Century film crew, a synthetic human getting a divorce, and much more. And lo! There’s an exotic spaceship on the cover, which sorta looks like a futuristic curling iron.

The fiction within originally appeared between 1964-69, in places like SF Impulse magazine and John Carnell’s long-running New Writings in SF anthology series. Here’s the complete Table of Contents.

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