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14 review

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    14 by Peter Clines is a novel I've been hesitant to review, not because I've heard bad things but the opposite. Being the irritating post-apocalyptic hipster that I am, I felt the need to hold off on this one because I'd heard so much positive buzz that reviewing this book felt like I was somehow caving into pressures of the masses.

    Either that or I just never got around to it until now.

    Take your pick.

    First of all, I'd like to comment on the utter genius of the cover. Usually, I judge a cover on whether it's serviceable to attract reader attention or not. It's a rare cover which warrants commentary and they're usually fantasy (and made in the 1980s or 1930s).

    In this case, I find 14's cover to be shockingly effective as wanting me to open the book and find out what's inside. It's evocative, perhaps deliberately so, of the 4th Silent Hill game. Silent Hill 4: The Room wasn't the most popular of the franchise due to the heavy backtracking but I consider it the point before the franchise became a parody of itself and the last period when Silent Hill was genuinely scary.

    It's the little things which scare me and what's more little than a locked room?

    The premise of the book is Nate Tucker is a data-entry drone at a magazine with no prospects and no real future. He's a likable enough everyman and his position is familiar enough to most people my age to illicit immediately sympathy. Nate is in desperate need of a new place to live due to his roommates bailing on him, so he takes advantage of an acquaintance's suggestion to seek out an apartment building with a checkered history.

    The building isn't magically perfect. It's got green cockroaches with extra-legs, bad parking, and every room is different in size. The neighbors are all a collection of weirdos with some being the desirable kind (the sexy artist girl who sunbathes on the roof) and others being less so (a militant fundamentalist always in everyone's business). Nothing, however, leaps out to say this is a dangerous place.

    Well, except for the locked room on his floor.

    Oh, and the room which is vacant because it's last few (dozen) occupants committed suicide.

    And other things.

    For $550 a month, including utilities, Nate is willing to put up with a lot. Unfortunately, these above problems are only the beginning. Peter Clines walks a careful balance between revealing the secrets of the building while not taking it to the point a reasonable person would run screaming. The characters remain likable but they also remain intelligent, which is a quality largely absent from the horror genre except for The Cabin in the Woods.

    Individuals expecting a story filled with gore and murder will be disappointed as 14 is more a story of cerebral horror mixed with gradual dawning terror than shock scares. Some people have compared it to Lost with its mixture of character-building and the surreal. On my end, I consider it closer to an episode of the Twilight Zone or Outer Limits.

    The relative absence of cheap scares is what makes this such an effective horror novel. Indeed, I compare it to a movie I recently reviewed called Into the Mouth of Madness.Given Into the Mouth of Madness was one of my favorite horror movies of all time, I'm not as at all unbiased here. There's a connection to the Cthulhu Mythos for fans of the series but I won't spoil that to encourage people to people to read it cold.

    Really, I think a lot of horror authors could learn from Peter Clines the skill of making likable characters. All of them read as believable individuals you might meet, say, in your apartment building. This makes any potential deaths or trauma they suffer all the more intense as you don't want them to come to a horrible end, unlike the majority of [insert profanity] who exist in horror movies as monster fodder. I'm particularly fond of the character of Xela and I kind of wish Peter would write a sequel with her (whether or not that's possible) because she's so entertaining on page.

    Despite this, I'm not going to give 14 a ten out of ten. This is going to be a strange sort of complaint because it's related to much of what I find appealing about this book but I think Peter could have gone darker.  

    The Twilight Zone rarely needed a high body count, or one at all, to make itself the seminal work of horror television it was. However, for much of the book, things relatively lighthearted. While he does some serious damage to the characters, I expected the sheer scope of the final revelations to blast some cast members' sanity.

    It's the Diet Coke of Lovecraft. Which, I say as someone who wrote a book set in the Cthulhu Mythos starring a character more akin to Conan than Giles. There's nothing wrong with Diet Coke Lovecraft, though, and I love it when it's done by Brian Lumley. I also loved it when it was done by Peter Clines. It's got more calories than Lovecraft Coke Zero and that's more than enough for me.

    Buy this book. You won't regret it.

9/10

The Becoming review

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     Two men, one woman, all badass.

    The Becoming by Jessica Meigs is a novel about three very capable people in a zombie apocalypse. For those tired of dealing with individuals who are stumbling over themselves trying to deal with basic necessities in this situation, it's a welcome relief to have one Marine, one cop, and a member of the Israeli Defense Force. If you like The Walking Dead's Michonne and Rick more than Lori, you're probably going to find this an enjoyable novel.

    The Becoming is a much more action-intense novel than the majority of the zombie novels I've read in my time. Jessica Meigs has a very cinematic-style which I think would translate well to the small (or big) screen. The book is filled with tense well-described chase sequences, memorable zombie-encounters, and tense character reactions to the frequently degenerating situation around them.

    The premise is a typical-enough zombie apocalypse outbreak. There's a disease (presumably being studied by the CDC) which breaks out in Atlanta, Georgia before spreading across the globe. Two of our main heroes are in Memphis, TN when things go south and the third joins up later--leaving them to deal with the daily issues of survival and the undead as is traditional. What's similar to many other zombie books is alright.

    What's different is where this book shines.

    The first thing is Jessica Meigs makes some small changes to her zombies which blur the line between them and Infected. It's a horrifying revelation that, instead of being completely mindless, the zombies of her world are possessed of animal levels of intelligence. This means they strategize, hunt, and learn from their mistakes. It makes things much more tense to know zombies are actively hunting you.

    The second is the focus on the transformation the intense trauma of events has on people. I originally thought she was setting up the character of Ethan, an ex-police officer, to be the "good" one of the main trio and Marine deserter Brandt to be the "amoral" one. To use another Walking Dead-ism, Rick vs. Shane.

    In fact, Ethan becomes far more ruthless as the Zombie Apocalypse continues because he has lost his family and has nothing to live for while Brandt's enlightened selfishness has him act altruistically because that's just sensible. The fact both of these positions make perfect sense but aren't the kind of writing choices you normally see pleased me.

    The stand-out character of the novel is certainly Cade, however. The Israeli soldier is visiting with Ethan's family when everything goes to hell and goes almost immediately into survival mode. Female action heroes are nothing new since the 1980s, God bless those who write them, but they're still relatively rare. Cade is an excellent addition to the ranks of folk like Sarah Connor and Ripley, serving as the "center" between Ethan and Brandt's extreme positions.

    Individuals wondering whether or not this will turn into a love-triangle situation need not worry. While there is a small amount of sexual tension, which seems realistic under the circumstances, I like how the author makes it clear their only real concern is survival. Ironically, despite being the unromantic lover of carnage I am, I hope to see some possibilities on that front bloom.

    One area which the book excels is moral choices. While all zombie stories usually have some sort of ambiguity to them, just look at Night of the Living Dead, Jessica Meigs is not afraid to have her heroes act in a manner which calls into question our heroes' consciences. This can range from robbing a gun store during the early days of the apocalypse to seriously questioning whether they can afford to take on other survivors due to limited food supply. Other members of the cast get in on the action but, ultimately, it's about the three very different attitudes expressed by the leads.

    In conclusion, I liked The Becoming. It was a nice breath of fresh air to the more depressing stories I'd read about the end of the world. Horrible things happen in The Becoming and I almost removed a entire point for a young child's fate, but our heroes aren't stupid, which is something we've had way too much of in survival situations.
   
    9.5/10

Borderlands 2: Mister Torgue's Campaign of Carnage

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    The question is...explosions?

    The answer is, yes.

    Very much so.

    Mister Torgue's Campaign of Carnage is a delightful homage to gladiator movies, professional wrestling, and the Running Man--which is a good thing since they all sort of bleed into one another.

    Mister Torgue, himself, is an homage to the late great Randy Mario Poffo a.k.a The Macho Man Randy Savage (*a moment of silence*) who was a longstanding source of entertainment to my impressionable young mind. The DLC also has starring roles for Mad Moxxi and Tiny Tina. It's literally impossible for me NOT to like this DLC as they've poured way too much things I adore about the Borderlands series into it.

    Which is a good thing since the Campaign of Carnage isn't very ambitious. Unlike Captain Scarlet and Her Pirate's Booty (which managed to combine Tatooine with Pirates of the Caribbean), let alone Assault on Dragon Keep, Mister Torgue's Campaign of Carnage is mostly more of the same.

The arenas are very well-designed and I wish we'd gotten to use them more. I suppose that's what sidequests are for.
     The robotic enemies during one mission aren't even re-skins, they're just Hyperion Loaders painted gray. About the most innovative thing they throw into this DLC is bikers. Which, okay, is cool but not exactly something to consider a great accomplishment. Despite this, I'm not going to be too harsh. If you have something you do well, there's no reason to shake it up too much. This DLC is a pure Borderlands 2 experience with all the humor, action, and Space Western meets Mad Max feel of the main game. It introduces new, likable characters and hate-able villains.

    So, what more could you ask for?

    Maybe a little more effort in the gameplay?

    Oh well.

The major problem with the level design is Mister Torgue's Crater of Badassitude (that's it's name) looks like the rest of Pandora.
    The premise is Mister Torgue, the aforementioned Macho Man homage, invites the Vault Hunter to participate in a tournament to determine who is the biggest badass in Pandora. This is due to the fact a prophecy states that said biggest badass will kill "The Ultimate Coward" and open up yet another Vault on Pandora. This DLC has the minor spoiler of additional vaults existing but there's no helping that.

    You basically fight a couple of gladiator brawls like Mister Fink's Slaughterhouse and Moxxi's Underdome from the first game as well as a series of bosses. That's pretty much the whole thing and it's not a bad premise for a game. One can do worse with a over-the-top parody of Wrestlemania meets Streetfighter with guns.

    Which it does very well.

    Mister Torg is hilarious and one of the most likable NPCs in the Borderlands series. His enthusiasm is infectious and you'll find yourself ignoring the relatively samey gunplay to enjoy his one-liners or even paragraph-liners. The fact a great deal of the battle-areas have ridiculous amounts of exploding barrels and gas lines also is a bit of clever level design.

The cannibal biker Motor Momma is my favorite gladiator.
     The loot, too, reflects its ostensibly creator's love of explosions. I can't say I'm terribly fond of the need to "Torgue Tokens" to buy the new weapons. There's not enough to spend the massive amount of money you make as is. I can't say much about the sidequests, other than they're fun but not especially imaginative or funny. Mostly, they're races and arenas. Given I wasn't too fond of the arenas or races in the main game, this isn't exactly a big plus for me but you may be different.

     The bosses are really the best gameplay portion of the DLC and that's as much due to Mister Torgue's running commentary as anything else. Pyro Pete, Motor Momma, a dirigible fight, and a battle against a character you will come to LOATHE all make them enjoyable boss fights. I found them to be extremely easy with my exploding shotgun from Tiny Tina's DLC but it was nice to finally mow down my enemies like wheat--I've been waiting 40 levels for that.

    In conclusion, Mister Torgue's Campaign of Carnage is a very funny and well-written DLC which gives you more Borderlands 2 but doesn't do anything spectacular with it. If not for the NPCs, this DLC would be skippable. The humor saves it from being a waste and I can't say I regret buying it. It's not great, though, which is sad.

7/10

Star Trek: How Much For Just The Planet? review

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    A pallet cleanser for me as I get off horror for a bit to do a flashback to the funnier days of the Star Trek franchise. Well before the official Star Trek Expanded Universe was established in 1987, How Much For Just the Planet? was released to mixed reaction. Why? Because it's to Star Trek what Monty Python and the Holy Grail is to Arthurian lore.

    And it's glorious.

    Oh, don't get me wrong, this novel is about as substantial as a vanilla wafer but sometimes that's what you want from a story. Not everything has to be The Wrath of Khan (despite attempts by movie makers to do so) or The Undiscovered Country. Here, it's just a bunch of increasingly ludicrous situations the Enterprise crew is forced to confront. Even so, the book makes a few wiry points about moral equivalence, imperialism, and empire-building.

    The premise of the book is the Klingons and Federation have signed a treaty thanks to the events of "Errand of Mercy." For those unfamiliar with an episode of Star Trek which ran fifty years ago, godlike aliens forced both empires to cease their aggression against one another under threat of mutually assured destruction. Furthermore, they would be allowed to expand only if they demonstrated themselves consistently better equipped to colonize or develop worlds along their borders.

    This is problematic as, on the planet Direidi, they have no desire to part of either the Federation or Klingon Empire. This would be fine if not for the fact the planet is more or less one gigantic ball of dilithium crystals. Even in 1987, it's hard not to see the parallels over oil. Of course, mining "less developed" nations for resources goes back to when men with iron-spears were dominating those with bronze ones. The fact it's happening in the enlightened future of Gene Roddenberry doesn't bother me at all.

    Some habits are hard to shake.

    Captain James T. Kirk and company thus set out to planet Direidi in order to convince the locals to side with the Federation for their own good. The Klingons also send one of their best ships to do the same, albeit with slightly less doubletalk. The book goes out of its way to show the two sides aren't that different, up to and including replicators producing strangely colored food. It reminded me a bit of some bits from the Illuminatus Trilogy.

    What could have been played as a serious drama, however, is portrayed as a farce. We've already had the moral equivalence of Klingons and the Federation done before, in "Errand of Mercy" no less, so beating that drum wouldn't add anything more to the franchise. Instead, we have love-triangles and musical numbers plus an all-consuming milkshake threat.

    Yes, I'm serious.

    Some of the humor falls a little flat and a lot of the in-jokes are going to fly right by you if you're not familiar with some of the authors he pokes fun at. Still, it's an enjoyable little romp and something I can hardly call a poor edition to the franchise. Star Trek takes itself way too seriously sometimes and it's fans do the same.

     There's really not much to talk about plot-wise because the plot exists to do a series of sketch-scenes and running gags which carry on from one chapter to the next. It's a bit like the Hitchhiker's Guide to the Galaxy in that respect but without Douglas Adam's sense of cosmic horror used for absurdest comedy. This is a far lighter tale and not as funny but it's still very-very funny.

    Which is all it wants to be.

    8/10

Update on my writing: Six-book contract!

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Hey folks,

Those interested in knowing about my authorship situation should be pleased to know that I am hitting the ground running when it comes to establishing my authorial credentials. I have signed a second contract with Permuted Press (http://permutedpress.com/). This one is for the Cthulhu Apocalypse series and is for six-books versus my original three-book contract for The Red Room series.

I've been somewhat sparse on the details for both of them but since things are now in writing, I'm going to explain a bit about both.

The Red Room series is an urban fantasy spy-thriller set. Our heroes are a collection of cinematic spies dealing with the world of the creepy and the crawlie. Conspiracy and lies are common place in a world where magic belongs to those who can horde it. If The Laundry series is very Smiley, I go Bond and Bourne.

Cthulhu Apocalypse is a post-apocalyptic science fiction/fantasy. After the Great Old Ones rise, the world burns. This is set a hundred years later as the survivors of humanity eke out an existence in a world where the very laws of physics are questionable. I was inspired in part by Stephen King's Dark Tower and Robert E. Howard's Conan as Lovecraft so our heroes aren't completely helpless--just mostly.

I've already got the first two volumes of the Red Room series submitted to Permuted Press and the first volume of Cthulhu Apocalypse. Right now I'm working on the sequel to Cthulhu Apocalypse and have the third Red Room sketched out. We'll see where things go from there.

Thanks for your interest, folks!

Carrie (2013) review

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    I think of the 1976's Carrie as one of the best horror movies of all time. The book version is almost as important to scary fiction but only in the context that it helped launch Stephen King's mega-prolific career. I'm one of those horror-heathens who believe Stephen King is as often as not improved on by translations to the silver screen with Carrie and The Shining as my chief proof.

    So what do I think about remakes?

    Remakes are often very bad. It's a tired truism that people often take classic movies, suck out all of the fun from them, then try to coast on their success to achieve a limited amount of their popularity. I'd list some of the absolutely dreadful remakes out there but I really only have to list one that shows how direction and acting are as important as writing or even shot-adaptation.

    Psycho.

The effect of the abuse is doubled given it's a 26-year-old actor bullying a 15 year old one.
    The remake was dreadful, despite being a shot-for-shot remake. So, what does this mean for Carrie? Well, it means I was cautious. Carrie has been remade before and even had a sequel to the remake despite the original story having one of most definitive endings in the history of cinema. For those few people who aren't familiar with the ending of Carrie and which the cover art spoils of this movie, Carrie is ended about as finally as Hamlet.

    Yet, I decided to watch the remake anyway. So, what do I think?

    *drum roll*

    It's pretty good.

    In fact, I would go to say it's good-good and an excellent gateway drug to horror. For those of us cursed with family who are not (yet) into the blessed genre of horror, Carrie (2013) is probably a better film to introduce them to it than trying to get them to appreciate how awesome the original is. Hell, my wife loved Carrie (2013) and she hates horror with as much passion as I love it--and one look at my tag list will tell you that's a lot.

Seriously, isn't she pitiable? Don't you want to give her a hug?
        The production values are higher, there's more recognizable stars (excepting one--you know which), and the characters are more likable. The latter two are going to stick in the craws of discriminating horror aficionados (read: snobs) as I can already hear quote-unquote purists saying, "famous people distract from the immersion of the original movie" and "it's a story of alienation, why make the characters more likable?!" I'm not going to dignify the first one with a response but the second one actually deserves to be analyzed at length.

    Mostly, because it's the only real change-change they make in the movie.

    Carrie (2013) is an extremely faithful remake of the original movie and novel. A young girl raised by her mentally-ill fundamentalist mother is abused by her classmates and life. Eventually, one of her tormentors takes pity on her and tries to set her up on a date with her boyfriend for prom.

    This strikes Carrie's chief tormentor as a perfect opportunity to play the cruelest prank ever. Which would be bad enough but not dangerous if not for the fact Carrie was developing telekinetic powers. The kind which, in a kinder universe, would get her picked up by Professor Xavier.

    Or hell, even Magneto.

Julianne Moore makes a very difficult role repulsive and sympathetic at once.
     Chloë Grace Moretz plays a Carrie who is sheltered, abused, and unhappy but not broken. The movie takes pains to make it clear that Carrie just needs perhaps a friend or two to get through the hells of high school until she's eighteen and can get out of her mother's control. With the only barest hint of water poured on her wilting flower, she turns into a beautiful rose. Which makes what happens later all the more tragic.

    Audiences perhaps should not sympathize with Carrie's actions as much as they do (especially given applicable RL incidents of violence) but they always do. Here, it's damn near impossible NOT to be totally on her side right up until the end--Chloe's Carrie is just so adorable. Her performance is so affecting you don't mind that the unpopular bullied girl looks like Scarlet Johnansen probably looked when she was fifteen.

    Judy Greer as Miss Desjardin is another character who is significantly nicer. The original didn't actually sympathize with Carrie, she just pitied her and was a little bit irritated by her personality. Here, the gym teacher is actually trying to reach out and mentor the young woman. Like most such interventions, her attempts to help backfire, but you can tell how much Carrie appreciates her. Also, Judy Greer is ****ing awesome and I dare anyone to say otherwise.

You have no idea how difficult it is to find pictures which aren't spoilers.
    Even Carrie's mother as played by Julianne Moore is someone who is hard to hate. The source of her unease is more less obviously religion and more obviously the fact she seems to be an undiagnosed case of severe bipolar disorder.  Throw in the fact she seems to have been raised in a misogynist household as well as a fundamentalist one (and there is a difference--albeit there's plenty of places they overlap) and you get a woman who hates herself every bit as much as Carrie. Only, poor Mrs. White let's that raw self-hatred pour onto her daughter.

    There's a moment when she receives praise for her sewing work which shows, if it had happened earlier, Mrs. White might have lived a normal life too--presumably with a lot of medication. This humanization of a formerly Dursley-esque level of villain is most welcome.

    About the only character who isn't humanized is Portia Doubleday's Chris. She's almost always been a complete psycho in these movies along with her boyfriend but 2013 takes it up to the 11--combining the self-entitled asshattery of the 1%, teenage entitlement, and what appears to be a genuine case of sociopathy-in-the-making. Even then, we don't cheer what happens as there's a bit of visual shorthand about the abuser and the abused not being so different.

    In short, everyone is just a wee bit less creepy than in the original. This has an effect of diminishing the horror but upping the tragedy. Carrie White's hometown is not some creepy village near Castle Rock but a living place in the 21st century. This could happen anywhere and that's a good choice by the filmmakers. Is it as good as the original? From my snooty-perspective? No. It's very good, though, and helped wash the bad taste from the last remake from my mouth.

8.5/10

Silent Hill: Downpour review

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    Silent Hill is, with a caveat, the greatest horror game series of all time. The caveat is, unfortunately, it's gotten progressively worse with each installment after Silent Hill 3. Almost as bad, all of its spinoff media is of questionable quality at best. Silent Hill 4: The Room was pretty good despite it's immense amount of backtracking and boring segments and Silent Hill: Shattered Memories was psychologically well-written if not scary.

    Everything else like Silent Hill: Homecoming, the comics, and the movies are just eh. Not quite "meh" but eh is pretty close. Silent Hill: Downpour is an attempt to recover the lost credibility of the franchise by telling a deeply psychological story of guilt and supernatural horror. This was what won the franchise much of its immortality with Silent Hill 2, widely considered the best of the franchise. What do they achieve?

    A watered-down Diet Coke version of Silent Hill.

The action is appropriate in both difficulty and reaction.
    If Silent Hill 1 was a really good episode of the Twilight Zone and Silent Hill 2 was one of the best and Silent Hill: Homecoming was a Saw movie then this is an episode of Scooby Doo. The game plays it safe and sympathetic rather than psychological. The previous games were all very R-rated examples of the media while Downpour is squarely in the area of PG-13.

    What I'm going to say next is not spoilers since 90% of it is in the opening scene and the remaining 10% is spoiled by interviews. The protagonist, Murphy Pendleton, is a convicted murderer on a bus transporting him to another prison when it crashes on the outskirts of Silent Hill. While there, he is tormented by visions of his crime and monsters who represent elements of his past.

    So far, so good.

    The problem starts at the concept stage, unfortunately, when we find out what crime Murphy is guilty of. He killed the pedophile serial killer who killed his son. Murphy also committed car theft in order to get into prison for this premeditated act. I shouldn't need to point this out but while, yes, it's murder, it's kind of hard to muster up much condemnation for Mister Pendleton.

Brightly-lit bloody-rooms are less effective than dark ones. Particularly, when nothing all that scary happens in them.
     Countless works of fiction from poems to video games have been made about vengeance for the loss of a loved one. NCIS, one of the most conservative feel-good shows on television, stars a man who hunted down the drug lord who ordered his family and killed them in a vigilante slaying.

    Silent Hill doesn't have to be a fair place. In Silent Hill 2, the character of Angela is implied to be damned to a hell of her mind's creation for the crime of murdering her sexually abusive father (and possibly mother but this is never clear). It's easy to understand why Angela is tormented by this act of self-defense, though, and why she can't escape the despair the evil town is torturing her with. Murphy, by contrast, seems to feel somewhat guilty about killing his victim but is largely okay with it.

    This would not be a damning offense by itself but the game seems uninterested in exploring any other reasons Murphy might be feeling guilty. Is he tormented by the thought of failing to protect his son? Not really. Does he regret throwing the rest of his life away for killing a man who is already imprisoned for the rest of his life? Not that I can tell. There's a plot thread where Murphy is implied to have done something unspeakable in order to get at his foe--but this, too, falls apart. The game seems worried that, God forbid, we find Murphy unlikable because of something he did in his past.

    The game's monster designs are similarly lazy. You'd think in a game series where evil faceless children are one of its most iconic monsters we'd see some of the little bastards show up in order to torment a father traumatized by his son's death. Nope. There's a weeping banshee monster but I have no idea who this is supposed to represent. Murphy's wife? We never get her reaction to Murphy's vengeance crusade. There's some prisoner monsters but we don't know Murphy's relationship to his fellow inmates. Was he abused? A snitch? There's no hint to what sort of life he felt in prison.

Again, too brightly lit. Less foreboding place of horror and more "basement."
     The level design is equally unappealing. During one portion of the game, you go through a hellish tunnel-ride filled with countless terrifying monsters and reach the end only to stop. I thought this would result in Murphy having to return back through a tunnel filled with horrors but, no, the car comes right back on its own. A potentially awesome level reduced to nothing more than a cheap carnival ride. Most of the rest of the game is set in Silent Hill itself. Instead of the fog-encrusted streets of yesteryear, it's just kind of rainy. Living in the middle of a valley in Kentucky, that's not spooky to me--that's normal.

    Even the Otherworld levels, ostensibly set in an environment inspired by Hell, are actually kind of nice. They take a lot of imagery inspired from Steampunk and Alice in Wonderland. Which, again, doesn't really speak too much to Murphy's mindset. The fact the prison sequence doesn't actually do much set in a prison irritates me almost as much as the aforementioned tunnel scene. Aside from the "stabbing to death a man in the shower" tutorial, there's not much in this which couldn't be on an episode of Scooby Doo (RIP Casey Kasem).

    Despite this, the game is probably the best thing since Silent Hill IV and may be as good in a "trade off one bad for another" sort of way. Silent Hill IV could be scary and haunting at times. Silent Hill: Downpour is never either. Silent Hill IV's gameplay is often shit. Downpour is always above-average (sometimes bordering on easy).

They stole a scene from the Great Mouse Detective. Seriously. That's...an odd source for horror.
    Indeed, the game is only saved by virtue of the fact its characters are extremely likable. Murphy Pendleton is probably the nicest Silent Hill hero (assuming "good" moral choices are taken versus the cartoonishly evil ones) and seems like the kind of guy who would be an excellent horror game protagonist. Murphy Pendleton's version of Inspector Javert, Anne, is equally likable and could have been a co-op player character like Claire Redfield was in Resident Evil 2.

    I could go on and talk about how poor the moral choice system is for horror or how the side-quests in the game are bogus (except for one involving an autistic child--which gave me nightmares, good job, game!) but you get the picture. Downpour just isn't scary or horrifying. It also misses a lot of opportunities to do so. It's not a bad game but the biggest problem is, with a little more daring, the game could have been a great one.

7.5/10

The Transition of Titus Crow review

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    The Transition of Titus Crow is the second book in the Titus Crow series by Brian Lumley. It also represents a transition from the first novel's Pulpish but grounded flair to something significantly more cosmic, which will continue throughout the rest of the series. In a very real way, while The Burrowers Beneath was occult Sherlock Holmes vs. The Cthulhu Mythos, this is more Doctor Who.

    This isn't to say the book is bad, far from it. Instead, I would go to say this is some very good classic science fiction which just so happens to be set in the Cthulhu Mythos. It also counteracts some of the more unfortunate themes which H.P. Lovecraft placed in his works. As a modern 21st century fan of his writing, I can still appreciate Lumley taking a moment to contradict what he didn't agree with.

    Lovecraftian purists might want to give this one a pass while those who are capable of appreciating a variety of different takes on the Mythos will find it quite enjoyable. Certainly, I derived a great deal of enjoyment from the entirety of the Titus Crow series and its antecedents.

    The premise of the book is Henri Laurent de Marginy wakes up ten years after the events of The Burrowers Beneath with no memory of how he got there or what he's been doing for the past decade. Titus Crow and his magical clock is missing as well, depriving Henri of answers until the titular character shows up one day after a harrowing psychic encounter. From there, the book discusses the fantastic journey Titus Crow has been on.

    The majority of the book is told in flashback form, the events narrated to Henri by Titus Crow. What is described is a fantastical magical journey from Earth's primordial history to the dying days of the Sun. Titus Crow will have to deal with Ancient Romans, Other Gods, the dreaded Hounds of Tindalos, Yithians, and even a black hole.

    The problem is the novel becomes so overtly amazing that it's difficult to really feel much in the way of horror at Titus Crow's situation. He is guided almost every step of the way by Kthanid the Elder God and Tiania the Girl Goddess. These omni-benevolent entities as well as the freakishly powerful abilities of Titus' magic clock make it difficult for us to be worried about our hero. During the novel, no less than two of Lovecraft's "gods" get punched out by its capacities. Once you've made a fool out of them, it's hard to take anything less seriously as a threat.

    I'm not too fond of the character Tiania either. Titus Crow's introduced love interest has a personality which mostly consists of how much she loves the hero as well as how perfect she is. The two fall in love at first sight, before either of them has met the other, and seem to have no real interaction but how much they adore the other. As a married man who has to deal with a real woman, I have to say I'm predisposed to find this as preposterous as my wife undoubtedly would find the reverse.

    Despite this, I can't be too hard on the book because it is a trippy fantastic journey. The plane of Elysia does not invoke so much cosmic weirdness as a 1970s album fantasy world cover. The sheer staggering breadth of the magnificent vistas Brian Lumley is able to conjure up in a short amount of pages is tremendous. I also enjoyed Titus Crow's awe at the alien sights he viewed, absent the horror and disgust of Lovecraft's protagonists.

    In conclusion, The Transition of Titus Crow is not my favorite of the Titus Crow series but there's much to recommend the novel. While I would have preferred more novels like The Burrowers Beneath, I do not begrudge the author for going in a different direction.
   
7/10

Borderlands 2: Sir Hammerlock's Big Game Hunt review

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    To put Gearbox's sense of humor into perspective, I shall summarize this campaign in a sentence: A black gay "Great White Hunter" takes you against a bunch of savage Caucasian tribal stereotypes who worship a Japanese scientist, a dead corporate CEO, and a robot as gods. The "Darkest Africa" tropes from the 19th century are some of the most discredited in fiction, for good reason, but Borderlands 2 manages to get around them by portraying them so ridiculous and inverted I think they get away with it.

    The very fact the "savage tribesmen" are undoubtedly the same colonists abandoned by the Dahl corporation which populate most of Pandora only adds to the irony. While I can't say I would have done this, I've got to say the developers have got their bases covered if they want to defend this peculiar work. They want to tell a science-fiction version of Heart of Darkness with safari motifs and, for the most part, they succeed.

Racist of not. You be the judge.

    The premise of Sir Hammerlock's Big Game Hunt is the titular English cyborg invites our player character on a hunting expedition on the Pandoran continent of Aegrus. While they, they find themselves ambushed by Handsome Jack-worshiping "natives" (later revealed to be just another gang of bandits) who are controlled by a surviving Hyperion scientist out to avenge Handsome Jack.

    Ironically, for a game series which has extensive subtext about riches being strip-mined from planets for corrupt foreign interests, Sir Hammerlock's Big Game Hunt has no subtext about imperialism.

    The Vault Hunter is hired to kill a bunch of exotic animals for sport, film a nature documentary, collect stool samples, and stop Nakayama's plan to avenge Handsome Jack. The natives are trying to kill the Vault Hunter but, otherwise, are just featureless masked enemies in grass-skirts chucking spears.
Professor Nakayama is HILARIOUS.
    I won't lie, even with the ridiculousness of being a bunch of white guys doing this, I was uncomfortable with the imagery. It didn't get any better with the bestowing of their Witch Doctors and Medicine Men with magical powers. Fair warning for purchasers who might feel the same--and that's the last I'll speak of it.

    The continent of Aegrus is a beautiful and well-developed contrast to the majority of Pandora we explore in Borderlands 2 or other DLC. It's not as imaginative as Tiny Tina's Assault on Dragon Keep but that's a high bar to set. There's marshes, jungles, and even a series of cliff-side villages I enjoyed exploring.

The final Boss is, sadly, a "trick" boss.
    The tribals are definitely different from your regular bandit and the Witch Doctors' magic is surprising until you become used to it. They can put curses on you, heal themselves, and even mutate their fellows into stronger enemy types. When you see them, it's advisable to kill them quickly. I also liked the Catch-A-Boat enemies as well as the giant spiders who provide yet more contrast from the vanilla game.

    Professor Nakayama is a villain I enjoyed because he's more or less a Venture Brothers character. He's so ridiculously earnest and determined to be your archenemy, he completely overestimates how powerful his forces are compared to the Vault Hunter. The fact he's outclassed in-universe is a nice contrast to all the various enemies who think you're going to be a pushover. His "end" was also one of the funnier moments in the series and so fitting.

    Loot fans will note there's no real major additions to your weapons. It's hard to top Mister Torgue's shotgun which shoots swords which explode (which I lost during this DLC by accident) and probably an exercise in futility to try. Sir Hammerlock's Hunting Lodge is an awesome pad and I think it was a missed opportunity not to place a second vault for player characters to store their loot there. Likewise, it's a persistent problem that getting up to the Lodge is a ginormous pain in the ass requiring a circular trip up a gigantic staircase. A ladder you'd be able to lower to get there would have been great too.

    In conclusion, Sir Hammerlock's Big Game Hunt is probably my least favorite of the four DLC. It's not bad, though, questionable content aside and is only slightly behind Mister Torgue's Campaign of Carnage. I just happened to like the characters more in the Campaign of Carnage. Sir Hammerlock's Big Game Hunt is what I'd play last out of the four DLC but worth the play.

7/10

Braineater Jones review

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    Braineater Jones resurrects the hardboiled Detective genre with a zombie twist. There, now that I've gotten my cheesy one-liner you can put on a cover out of the way, I'll get to the actual review.

    Braineater Jones is an unconventional Detective story and an unconventional zombie novel in one. Fans coming in expecting your typical shambling undead are going to be disappointed as Stephen Kozeniewski decides to do something different with them. The book's zombies are intelligent, personable, and engaging creatures who just have the problem of being dead. They bear the scars of injuries but rot at an exceptionally slow pace, engaging in many of the past-times they used to while alive (including, yes, THAT).

    A lot of time is spent describing how the walking dead maintain themselves in this novel. One undead woman maintains her body using plaster and the tools a 1930s mortician might. After so many years of vampirism being treated as a sexy wonderful gift, it was nice to see someone show undeath being disgusting.

    The book opens with a two page forward by the author pre-apologizing for the fact the book would contain 1930s racism, homophobia, and sexism.  This put me on guard and made me wonder if I should continue on but it proved to be an unnecessary warning. Aside from the occasional slur against Italians, the book goes out of its way to underscore how stupid the prejudices of the time were. One black character gets the chance to talk about how irritating it is white people think of him as an easy mark while there's a surprise revelation of a character's bisexuality which I found to be quite bold.

    Indeed, the zombies of the book serve as an applicable metaphor for the oppressed of the time period. They live in the worst part of Ganesh City, are ignored by municipal services, and are being deliberately targeted by the city officials in hopes they can be run out of town. Even other minorities and oppressed peoples despise the undead. This allows them to serve as a stand-in for any number of groups from blacks to the poor to gays.

    Tolkien spoke about how The Lord of the Rings was not a metaphor for World War 2 but applicable to discussions of it, which makes it far less likely to go out of style. The zombie situation does not replace the suffering of RL groups but serves as a underscore of them. It's sort of like my opinion of the X-men. They would not be nearly so effective as a weapon against racism if not for our heroes, in addition to being mutants, were a mixture of RL minority groups.

    None of this would be particularly interesting if the social commentary didn't have a good story attached to it and this book does. Braineater Jones apes a pseudo-Noir style which invokes such films as Sunset Boulevard (our hero wakes up dead in a pool), Sam Spade, Pulp magazines, and a half-dozen other sources. The actual plot is mostly a series of vignettes as Jones deals with one problem after another. He's a private eye of questionable talents but that doesn't stop him from getting into all the troubles one might expect from a zombie in a city of predators.

    I found the character of Braineater Jones, himself, to be particularly evocative. He has an extremely complex and nuanced character which starts off appearing as an amalgamation of every 1930s P.I. in pop culture but gradually reveals a much-deeper persona. At some points he shows himself capable of great compassion as well as empathy only to revert to astounding ignorance on a dime. His amnesia and discovery of who he once was makes a compelling plot for once as the result may not be what he expects.

    Does the book have flaws? Yes. One of the twists involving the character of Lazar didn't work for me and the book's later introductions of Pulp's most overused stock villains proves wholly unnecessary. Even if there was a point to their presence, and there is, I would have preferred them to be kept out of the story. Likewise, while I usually applaud character death, a number of enjoyable ones perish before I think the story was "done" with them.

    These flaws are not overwhelming ones, however, and are just part of what makes a book distinct. I'd also like to pause and state that I consider the cover of this book to be a triumph of marketing as it immediately made me want to purchase and read the book. It reminded me of Watchmen and that's never a bad thing.

    In conclusion, Braineater Jones is a great novel. It's probably the most original zombie novel I've read in years and deserves significant kudos. The author should be proud and while I doubt this will become a series, I'd definitely read a sequel.

9/10

Vampire Academy (2014) review

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     Vampire Academy is a series which has a good deal of personal meaning to me. When I first heard of Richelle Meade, she was the author of the Georgina Kincaid series that my wife and I were big fans of. Both of us were leery of reading a Young Adult series, back before The Hunger Games made it cool, so we approached Vampire Academy with some trepidation. The fact I was a big fan of Buffy: The Vampire Slayer, especially the early years, made my hesitation all the more inexplicable.

    I feel silly now, not picking up the series earlier, because I very much enjoyed the adventures of Rose Hathaway. She's every bit as fun as Buffy Summers and her adventures were a good deal more adult than I expected. The books were funny, the supporting cast interesting, and unexpected twists happened all the time. I disliked the ending a bit because of "shipping" but a shipping-based complaint is the second most worthless one in fandom. What's the first? Not writing fast enough (see George R.R. Martin).

    But how is the movie?

The Buffy influences are there (and welcome) but don't overwhelm the movie.
    Not as good as the book but better than I expected. Which, I admit, leaves a lot of room for interpretation. However, the short version is the movie has the potential for cult-classic status or "beloved b-movie" enjoyment due to the excellent performance of Zoey Deutch and the surprisingly quotable dialogue peppered throughout.

    Gabriel Byrne overacts every scene he's in and his refusal to take the movie seriously elevates the material in much the same way Frank Langella did with Masters of the Universe's Skeletor (albeit, Gabe is no Frank Langella). The premise of Vampire Academy is there is an entire race of "living vampires" called the Moroi who possess elemental powers. They are guarded by their half-human offspring, called dhampir. Hunting these living vampires and their bodyguards are the decidedly undead vampires known as the Strigoi.

    One dhampir bodyguard-in-training named Rose Hathaway is guarding her friend Lissa, who she feels is in danger. This leads her to ditch school for a year, trying avoid the unseen danger. There's also a subplot about the fact Lissa can control minds like a "movie" vampire, see the future, and heal the injured. This is no more complex plot than Voldemort was stopped by Harry Potter but not completely yet the movie struggles to lay it out for the audience. The film has a heavy-handed exposition scene at the beginning but what was really needed was someone saying, "There's good vampires, bad vampires, and the first group's kids. The good vampires can do magic. Except Lissa who does really weird magic."

More school library scenes should be in every movie. Don't ask me why.
     The movie is further complicated by the fact the majority of the film revolves not around the monsters trying to kill them but the fact Lissa and Rose are unpopular. The causal cattiness and bullying of high school is depicted well, also the rampant homophobia (Lissa and Rose exchange blood--and I was disappointed it wasn't more than that), but it's not as engaging a plot as the one with the Strigoi. I will give the movie credit, though. When one of your teenage protagonists has the power of mind-control, it realizes there's no way in hell she's going to remain unpopular long.

   Where the movie shines, however, is it's dialogue. Here's just a sampling thereof:

   Rose Hathaway: [Tries to tackle Dimitri but fails] What did I do wrong? I had you.     

   Dimitri Belikov: The battle cry was your first mistake.

    Rose Hathaway: I lied, Lissa doesn't think that you're a creepy stalker, she actually likes you.
    Christian Ozera: Then why did you-?
    Rose Hathaway: Because I think that you're a creepy stalker and *I* don't like you.

    Rose Hathaway: Lissa used to like Hot Topic, too. Then, she turned 12.

   
    The later is doubly hilarious since I've seen Vampire Academy shirts there.

    Where the movie falls down is not everyone is capable of keeping up with the witty banter and comic timing of Zoey Deutch. Most of the actors do a serviceable job of portraying their roles but Saint Vladimir's academy is a little too much "ordinary high school" and not enough neo-feudalist palace. I went to a private school for twelve years and IT was creepier and more Gothic than this one.

    A school in Ohio.

    In short, the results are worth-watching and I encourage people to both check out the movie and read the original series. This is by no means a great film but I enjoyed it and wish the movie had taken a few different choices as well as spread out the running length to two hours so it could properly develop its pacing. As is, it's a zany mess which is worth a rental but not a franchise starter--which is a shame.

6.5/10

    P.S. I actually might raise this movie to a 7.0  for the cover of "Bela Lugosi's Dead" by the Chvrches. However, my "classic Goth" associates find this to be a blasphemy of the highest order so YMMV.

Time of Death: Induction review

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    "A cheerful look at apocalypse by zombie."
    -The United Federation of Charles.

    That's what I'd put at the top of the book cover if I was trying to summarize this volume. It's not the events of the book are particularly pleasant, it's got one of the larger on-screen body counts I can remember from a zombie novel. Which is saying something. No, it's the irrepressible attitude of its protagonist.

    Emma Rossi is a nurse trainee at the outbreak of a zombie apocalypse created by the release of underground gases. Already, I give the author props for explaining how the zombie apocalypse happens. Lately, too many zombie apocalypses have been happening with no explanation whatsoever. While this might work in The Walking Dead, even they take the time to explain it's viral eventually. Underground gasses may not be the most scientific of explanations but it was an explanation and one which worked for me.

    The character of Emma is unlike any other protagonist I've read about in zombie fiction. Her ability to maintain good cheer and humor despite the end of the world is amazing. I'm reminded somewhat of Harry Dresden, Wizard P.I. who confronts all manner of horrible things with a quip. Emma Rossi isn't a wizard, though, but a normal person with a husband and dog.

    After so many post-apocalypse novels with protagonists fighting off soul-crushing depression, Emma is a stand-out. About the only other character I can think of with a similar attitude is the literary, not the television, Sookie Stackhouse and even she had a mean-streak Emma doesn't.
   
    I admit I may be biased to liking Emma because she's a dog-lover and the character of Daphne the Wonder Yorkie would have won me over even if our heroine didn't. Knowing pet owners, I'm well-aware attempts to separate them from their dogs or cats would go extremely poorly--even in the zombie apocalypse.

    The problems of taking care of a small animal and their owners' attachment to them even when their barking might attract the living dead are plot points I enjoyed reading about. Daphne should have her own series. A children's book about a little dog surviving Z-Day with her owners.

    What?

Daphne the Wonder Yorkie commands you to buy this book!
    Rounding out the characters of Emma and Daphne (who is the real star, dammit!) is Emma's husband Jake. The cheerfulness of Emma wouldn't be nearly so enjoyable or believable this novel if not for Jake acting like every other survivor in a Zombie Apocalypse normally acts.

    We see him start off relatively normal only to begin degenerating into the ruthless paranoid survivor which so many others do. Watching Emma try to pull him back from this is something I don't recall seeing very often in this sort of fiction and I approve of Shana Festa going places other authors don't.

    There's plenty of other supporting cast members but Shana Festa doesn't hesitate to kill them without warning or hesitation. Characters you think are going to evolve into main cast members die suddenly while others you think are one-offs develop into full-fledged characters.

    The author has a keen grasp of the "literary action scene" where they stick in your head, such a woman trapped in a too-small window she's trying to get out of with zombies behind her and our heroes trying to rescue her. These sorts of scenes are simple but effective.

    Shana Festa also has a talent for using musical cues, which is not something you expect to see in these sorts of books. One scene had a character sing Brittney Spears'"Oops, I did it again" to distract a horde of zombies. Even characters in-universe looked stunned by that. It's moments like this which separate the Time of Death series from others in its genre. I even like the character's extensive nursing experience, which is put to use in terrifying and sometimes just gross ways.

    Which brings me to the book's flaws.

    Despite being Shana Festa's freshman effort, there's only one real flaw with this books and it's the same one I had with World War-Z. The novel more or less takes it as a given once the undead start rolling out, the world is going to end. Given the United States military is not portrayed as a bunch of complete boobs and the zombies only spread by bite, I'm not sure how the outbreak is supposed to have destroyed the entire world in the span of a few weeks.

    Our heroine reacting to the military bombing her hometown (the start of the outbreak), the President going offline, and so on would have done the book wonders for believability. Instead, our heroes go to stay with the military for a bit then the entire East Coast seems to be depopulated.

    It's quite a jump.

    This wasn't a deal-breaker for me but I hope we'll see a bit more explanation in future installments of how the government collapsed so quickly as well as what caused the outbreak to become global. I'm also interested in how Emma reacts to the changes in her husband and what other relationships she might develop with her fellow survivors. While not the best zombie novel I've ever read, I think Time of Death: Induction is up there and bound to be considered a literary gem in the future. It's just so darn fun.

9/10

My thoughts on Alan Wake 2 being cancelled.

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    This is hardly news and I almost didn't put it on my blog but I thought I'd explain why this saddened me. Alan Wake was a game I really enjoyed and I was also impressed by its intrequal, Alan Wake's American Nightmare.

    The appeal of the Alan Wake games is they were a interactive commentary on the relationship between writer and audience. It was a horror game which the conventions of such a story were fighting against our interests. People died to create suspense and poor Alan Wake the character knows they're dying to create the story because he wrote it that way.

    The Alan Wake series was flawed because of the dull, repetitive combat as well as the somewhat bland environments but there was too much to like not to get into the spirit of the game. Given more time, we could have seen where Sam Lake saw the series going and what sort of new experiences poor Alan would find as his connection to the Old Ones grew.

    Despite this, if you played American Nightmare, I can't say the series didn't have a ending. Alan Wake's confrontation with Mister Scratch can be considered a proper resolution to the storyline and we can assume our hero will have his happily ever after. There's other plot lines but nothing I'd consider dangling.

    So I was disappointed with this announcement? Yes, but there's more stories in the works.

The Clock of Dreams review

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    The third volume of the Titus Crow series by Briam Lumley changes locales again. While the first volume was set on Earth and the second was a space-time crossing adventure, this is a story set entirely in the Dreamlands. H.P. Lovecraft's Dream Cycle is, already, his most "out there" work and its setting only becomes more so in Brian Lumley's hands.

    This is certainly the most 'fantasy-esque' of his books and doesn't properly belong in the horror section of books at all. Indeed, I'd say it's as much a pastiche of Edgar Rice Burroughs as anything else. For some people this will prove intriguing but, sadly, this is my least favorite of the Titus Crow novels.

    The Clock of Dreams' premise is Henri-Laurent de Marginy, the intrepid sidekick of Titus Crow, finds out his mentor has been kidnapped along with said mentor's new bride. Henri is recruited by the Elder God Kthanid to go get them back. This requires Henri to journey into the Dreamlands, specifically to the city of Ulthar, and try to get them back. It's a fairly straightforward premise and gets resolved around the halfway mark before a series of side-adventures occur which end in a confrontation with the Other God Nyarlathotep.

    Unfortunately, The Clock of Dreams is a book decidedly lacking in tension. Despite the fact Henri loses the overpowered Clock of Dreams early on, there's very little actual threat from the opponents they face. The Horned Men are decidedly un-intimidating opponents compared to the Chthonians from The Burrowers Beneath. Likewise, Nyarlathotep is far from the omnipotent figure from Lovecraft's Dream Cycle. Instead, he's merely a different kind of monster and far from as powerful as the heroes' patron Elder God.    

    The book's treatment of the Girl Goddess Tiania isn't very pleasing either. Despite being thousands of years old and, presumably, every bit the same level of sorcerer as capable of learning in Elysia--she's easily captured not once but three times during the course of the novel. Titus Crow is also very dismissive of his lady love. This, despite the fact Titus Crow is equally ineffective against the forces they're arrayed against.

    Despite this, there's still much to admire in this volume. My favorite part of the book is the story of the dreamer Elderby, who finds the town he visits in his dream taken over by the Horned Men and its people reduced to slavery. Its a haunting and evocative tale which, despite having a "happy" ending is the most traditionally Lovecraftian portion of this tale. I also liked a hilarious scene where Henri pilots the titular clock while drunk off his ass.

    The guest appearance of Lovecraft's famous protagonist, Randolph Carter, does little to improve the book either. Not only does the series remove the dread curse he was suffering under but it seems to morph his character into a stand-in for John Carter of Mars. Given the two characters could not be more different, I'm wondering how this characterization choice happened. Randolph Carter possessed the power to dream entire nations into existence so the idea of him conquering new ones, even for their own good, is just surreal.

    Overall, I wasn't a big fan of The Clock of Dreams. The books have shifted genre repeatedly with the first being a horror-adventure, the second being science-fiction, and the third being fantasy. The abrupt tonal shift was also troubled by the relative incompetence of the villains and the ease by which they're disposed of. Our heroes' victories are earned, occasionally, but they seem to come too easy to be really enjoyable. I didn't much care for the treatment of Tiania either. As a result, I could take or leave this novel and suggest it only for those who want to complete their Titus Crow collection.

6.5/10

True Detective and Lovecraftian Horror

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Note: This essay will contain spoilers for the TV show True Detective.


    I just finished a binge of HBO's True Detective, well after everyone else in America seems to have watched it. Still, one of the benefits of our modern society is everything is almost immediately available online (in my case, HBO GO) or soon out on DVD. I could review the individual episodes but I tend to believe some television series are best analyzed when taken as a whole.

    While True Detective is one of those series, it also occurs to me everyone in the world has written reviews of that as well. So, instead, I'm going to talk about how True Detective manages to capture the spirit of Lovecraftian horror without ever having a (tentacled) monster in it.

    The premise of the show appears to be a police procedural about two flawed detectives investigating an occult-themed murder (and is), it's also a series about a great deal more. I'd say the best way to think of True Detective is it's more or less three shows: the first show is about the occult murder investigation, the second show is about masculinity in modern America, and the third is about the lies we tell ourselves to get through the day. All of which have different things to say about the Cthulhu Mythos and its themes.

    The first of these three is the most interesting to me, being the diehard fan of supernatural horror that I am. Interestingly, True Detective goes with the trappings of the universe without actually confirming whether or not anything mystical is happening or not. It uses references to Robert Chambers, Thomas Liggotti, and the general cosmic nihilism of H.P. Lovecraft's writings to establish a theme of universe meaninglessness which humans instinctively recoil from.

    One of the elements played up by the original Call of Cthulhu novella by H.P. Lovecraft which has been lost in many other adaptations is the central role of the cult. H.P. Lovecraft spoke of how human beings, when they encountered the Mythos, were warped in a way which rendered them perverse as well as deranged. The "truth" of the cosmos was too much for them to bear and they became unnatural fiends in behavior. Robert Chambers'The King in Yellow is a novel about despair and insanity which follow along similar lines.

Altar to the Yellow King.
    In True Detective, the occult element is explored less as a question of whether or not the cult's beliefs are valid--they're not. Even if the universe is a dreadful, meaningless, and horrific place the individuals suspected to be involved in the murders are repulsive beyond belief. Their crimes are unspeakable and their victims are society's most vulnerable. Instead, it is a journey of the protagonists down the proverbial rabbit hole to figure out who was involved, why, and how to put a stop to it.

    Our guides on this journey are the aforementioned flawed detectives: Rust Cohle and Marty Hart. Their names give cursory insight into their worldviews. Rust is ostensibly a nihilist and cosmicist who believes humankind and its pretensions of importance are a joke. Marty Hart is an ostensible family man who believes in religion, home, and tradition.

    The show subverts Lovecraftian expectations by making Rust's worldview a shallow facade which hides his regret while Hart is an enormous hypocrite. Both individuals struggle to ascribe meaning to the universe they don't believe in, the former by claiming it has no meaning so nothing he does matters while the latter struggles to live up to an ideal he can't follow.

    Over in my review of the 2007 Cthulhu movie, I said that Lovecraftian horror was used as a metaphor for alienation due to a man's homosexuality. Here, True Detective does something similar with gender roles. Again, this is something that H.P. Lovecraft (as well as Chambers) never touched upon but fits perfectly in their universe.

Carcosa--real or imaginary? Is there a difference?
     The women of the show live under deep oppression of a male patriarchy and are almost invisible to the men around them. An invisible system of abuse, rape, and murder is alluded to across the state of Louisiana which can't be talked about because the primary victims have no one who will listen to them.

    The "invisible evil" is something which H.P. Lovecraft used frequently in his writings. The character of Wilbur Whateley is an abomination against reality and a monster but he is a person born under extremely humble beginnings in a town of no particular importance. The cult of Cthulhu is everywhere in H.P. Lovecraft's world but effectively opaque to the character of Inspector Legrasse.

    The cult of the Yellow King in True Detective systematically abuses and rapes hundreds of children in parochial schools spread across Louisiana. One of them is possibly Marty Hart's own daughter. This massive crime spree barely registers as a blip on the radar of the police because the victims, children, are intimidated into silence. Even if they spoke up, they would probably not be believed because the perpetrators are authority figures their parents respect. They'd prefer to blind themselves to the unpleasant truths of the cosmos.

    It's enough to cause damage to one's insanity in real-life that this sort of thing has happened in real-life.

    Happens in real life.

    All the time.

    *shudder*

    The embodiment of the cult and "villain" of True Detective, Errol Childress is almost an embodiment of the deranged deviants envisioned by Lovecraft. Unlike so many other fantasy and science-fiction authors, Lovecraft did not envision possessors of supernatural knowledge to be  successful. Indeed, his cosmic knowledge (if he has any) has rendered him unable to relate to other human beings save on the most superficial level. Yet, despite this, he dwells amongst us as an invisible threat.
You wouldn't think this guy would be a wizard of vast supernatural power. Maybe he's not. Does it matter if he believes he is?
     Errol Childress lives in filth, barely hovering above poverty-level, has an incestuous relationship with his mentally handicapped sister, and is warped in every possible way. Whether he actually possesses occult knowledge that connects him to the Yellow King is unimportant. Errol believes he does and is willing to act upon this information.

    Which is, perhaps the scariest possible result.

    Folks who desire to see something specific from the Cthulhu Mythos will be disappointed. Carcosa, depicted as a alien world in The King in Yellow, is treated as much as a state of mind as anything else in True Detective. The Yellow King is never referred to as Hastur or any of his other names. The closest we see to him is an altar dedicated to his evil.

    We have a scene of what is possibly a gateway to Carcosa but it's just as likely to be in Rust Cohle's head. This is the way it should be, in my humble opinion, because the greatest horrors are only alluded to. Great Cthulhu, himself, is more effective as the "horror in clay" versus his skyscraper-tall self at the Call of Cthulhu's climax.

    Perhaps the most Lovecraftian element of all is also where True Detective subverts itself. A great deal of the horror to the Cthulhu Mythos is the revelation of the universe's meaninglessness. One of the main characters has this philosophy from the beginning and it's actually an attempt to comfort himself. Because if nothing has meaning, nothing is of importance.

    Whereas Hart's "meaning" to reality is something he doesn't take any comfort in because he can't commit to it. The show also makes illusions to religion as stories told to children and lies we tell ourselves. The ending of the show where Rust Cohle finds "meaning" to his life may speak of him adopting a (possibly) false worldview or embracing the true meaningless he'd only been fooling himself into believing.

    I'm rather fond of the show's ending for this as well. While Errol Childress is defeated and his "ascension" plan foiled, whether it was real or not, the cult itself remains undefeated. It may only be a five-man-band of which only a single survivor remains but the true scope of its activities remains concealed from the public. Like even "successful" Lovecraftian heroes, the 'True Detectives' strike only a symbolic blow against the evil around them.

    Perhaps that is enough.

    In conclusion, True Detective is an extremely Lovecraftian show and one I'd recommend to any fans of the genre.

Exclusive Interview with Lindsay J. Pryor!

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Hey readers,

I have a special treat for you today! Thanks to her immense generosity, Lindsay J. Pryor (author of the Blackthornseries) has agreed to an interview for our website.

The Blackthorn series, for those unaware, is one which we've reviewed before (here, here, and here). It is the tale of urban segregation in a world where vampires and other supernaturals are regulated to living in crime-ridden slums while the elite of humanity dwell in their own districts. Each novel, a new couple of star-crossed lovers form along class lines as outsider heroines deal with the dangerous supernatural men who make the Blackthorn district their home.

Despite the United Federation of Charles not being known for its Paranormal Romance reviews, I find this series one of the most evocative titles of the genre. Its excellent world-building and well-conceived mythology appeals to both my urban fantasy as well as Gothic Punk sensibilities. The seamy Noir mood is a cherry on top of an already rich dessert.

I hope our readers will enjoy the insights shared by one of our site's favorite authors!

Q. Blackthorn is a class-conscious place with the rich separate from the poor who are separate from the supernatural. Where did you get the inspiration for this?

A. It was inspired approximately eighteen years ago when I’d moved 300 miles away from home to a city where I began my teaching career. I got lost on my way home one night and ended up wandering the streets of this city alone in the dark. With a non-existent sense of direction anyway and no one waiting for me at home (and no mobile phones back then), I was absolutely terrified. I ended up in a really run-down part of the city where they had reinforced doors and bars on windows. The whole place screamed deprivation, neglect and a high crime rate. To distract myself from panic, I started to plot stories (I’d already been writing for several years by then) about social divide as I struggled to find my way home.

Because I was already hugely into mythology, I imagined what it would be like to have a district where the supernatural were segregated from humans. A whole social and political world started to form as to why the divide would be set up and how it would be maintained. I started to get really excited about the potential of this new world, let alone all the possibilities of how this seemingly infallible system could be broken. It wasn’t long before romances started to filter in. As soon as I got home, I scribbled all my ideas down and I continued to do so over many years. What started out as individual stories of characters’ plights whilst struggling to survive against the odds in this dystopian backdrop, gradually developed into an entire story arc for a series I never saw coming.

Q. How did you get the idea for humans being the oppressors of vampires rather than the more reverse?

A. Making vampires the oppressors was too obvious. Historically, the perception of vampirism as evil was heavily influenced by the introduction of Catholicism (hence why crosses, holy water and sunlight – the representative of good - etc are seen as deterrents). Understanding of vampires is now based on these beliefs rather than the original traditions. Even today, with so many new concepts of vampirism explored in popular media, some people still insist on established vampiric traits as if they’re facts. But if you span back as far as the Ancient Greeks when vampirism was first mentioned, there is only one prevailing trait – they feed on human blood. The rest is fair game. So, basically, I wanted to flip things on their head and explore the concept that vampires aren’t the undead and they aren’t evil, nor were they once human, but just a misunderstood co-existent species labeled with human-motivated tags of being a threat.

Once I’d formed the concept behind the story – that the third species (vampires, lycans etc) would be the ones to be contained in these impoverished core districts – I continued to work with it. It seemed logical that if the third species started to reveal themselves, the human authorities would have to do something to protect their own.

Although Blackthorn sits in the realm of fantasy, I still see it as a reflection of themes applicable to human society. It is a world riddled with species divide, discrimination, assumptions, prejudices, social ignorance and political abuse. It’s about the destructive influence of control and raises questions of the extent some will go in order to remain (or claim) top of the hierarchy.

Q. What role do prophecies play in your setting? How are they different from other worlds?

A. The prophecies are central to my setting because they’re the driving force behind maintaining the oppression and subjugation of the third species through the system set-up by the human-run Global Council who established it. The third species are trying to make a pact of equality but in the background are whispers of a prophecy that dictate it’s just the first step to them overthrowing humans.

As will become more apparent in Blood Deep, Blackthorn’s prophecies reveal pre-destined events. Ultimately though, it’s freewill that governs them. Instead of having my heroes and heroines as helpless puppets no matter what they do, their decisions shift the goal posts. I think this makes for a much more exciting and unpredictable read – not least because each of my couples are, by the very nature of their forbidden romance, flipping the middle finger of defiance up at what destiny tells them they should be doing. Unfortunately, it’s not without consequences though.

At the heart of it all (because I’m an optimist), is the capability of the individual to change the world around them. Through my leading cast of four couples, I explore how even extreme social divide and prejudice can be overcome and that love can be the most powerful force in making that happen.

As to how Blackthorn’s prophecies are different to other worlds, I’ll leave that to readers who are more widely read in PNR and UF to comment on.

Q. We have witches, werewolves, soul-rippers, (ghosts – not as yet, Charles!), and vampires so far. Are there any other species we haven't met yet?

A. There are. A couple more get introduced in Blood Deepbut I’m not going to give you anyclues as to what they are. I’ll just say one is another established species but with my usual twist on it. And there’s another new creation too, not unlike the soul ripper from Blood Shadows.

I’ve had huge fun developing a variety of species over the years but some won’t make it into the series because they’re not relevant enough to the story arc. There’s always potential for a Blackthorn spin-off one day though! ;-)

Q. Blackthorn is very solidly in the Paranormal Romance genre. Do you think it crosses over into any other genres? Would you ever write outside it?

A. I’ve seen comments about Blackthorn straddling various genres, not least Urban Fantasy. It’s probably the complex extent of the worldbuilding and the thriller/action backdrop that prompts some readers to believe it lends itself more to UF. But, at the core, Blackthorn is a PNR because it’s the developing romantic relationships that take centre stage and drive the plot forward. More so, it’s the love between my heroes and heroines that ultimately influences the decisions they make which subsequently impacts on the world in which they live.

Blackthorn was created before UF or PNR became genres, so how people choose to label it is up to them. It just means the series will meet some readers expectations and not others depending on what pre-beliefs they come with. I can’t do anything about that, only make it clear that it’s dark PNR.

If there’s any genre I believe Blackthorn crosses with, it’s Gothic Romance. I’m much more heavily influenced by the Gothic genre than any other. Gothic fiction combines the elements of both supernatural horror and romance, with suspense and mystery added to the mix. With a “damsel in distress” in an unfamiliar, frightening and atmospheric environment set against an oppressive and decaying dystopian backdrop that reflects the social issues of the time, I think Blackthorn fits neatly in that genre. Above all else, the Gothic genre is primarily based on fear and desire, and contains both physical and psychological terror, often delving into the dark and twisted psyche of the main characters. I think that goes a long way to describe Blackthorn. 

As to whether I would write outside PNR – absolutely. I’ve already done so (though all of that is still safely tucked in my bottom drawer). Having been published for less than two years, I’m still just at the beginning of what I hope is much more to come for Blackthorn and other books.

Q. We've (obviously) seen a lot of Blackthorn, will we ever see the other districts in-depth? What do you think the flavor of the other districts are by comparison?

A. For those unfamiliar with Blackthorn… When the third species (vampires, lycans etc) outed themselves, towns and cities were disbanded then re-amalgamated to form locales. Within each locale are four segregated districts. Blackthorn is the core of just one locale. The most affluent district is on the periphery and neighbours equivalent districts. The closer you get to the core (where the third species are primarily contained), the greater the deprivation, let alone fewer opportunities for jobs, healthcare, education and progression. Each district has a guarded border that increases in impenetrability the further you move away from the core.

In terms of seeing the other districts in depth, I’ve had to hold back on quite a lot, not least because the backdrop of each book needs to remain focused on the romance. The first four books occur primarily within Blackthorn, so you’ve seen more of that (and its neighbour, Lowtown) than any other so far. You’ll see a bit more of the other districts as the series continues.

During the years spent constructing Blackthorn, I’ve written short stories in all four districts whilst trying to find my central heroes and heroines. A lot of what I have written will never see the light of day, but I think for any author building a complex world, they need to know every aspect of what they’ve created even if it doesn’t make it onto the published page. Maybe one day I’ll release some of those short stories for those who particularly love the worldbuilding of Blackthorn.

Q. Is there a difference between Shadows and Souls in your mind or is this just semantics?

A. The difference between souls and shadows is explained in more detail in Blood Deep, so I won’t spoil it here.

In essence, the Global Council needed a basis for difference to justify the segregation. One of the key differences between humans and the third species is that humans have light inside them (souls) and the third species have darkness (shadows). As darkness is traditionally associated with all things evil and the absence of a soul as being a rejection by God, it gave the Global Council moral and religious foundations to deem the third species as a risk (supported by the prophecies of vampires overthrowing humans). As for whether any of it is true, as with all things Blackthorn, it’s probably best to keep an open mind.

Q. Is it difficult writing your characters at such odds when they begin their romances? Do you think you'll ever have a couple not quite so antagonistic?

A. The premise of all Blackthorn romances is forbidden love and how my protagonists overcome their significant differences to be together. As this is the basis, antagonism is key otherwise the depths of their conflicts become invalid. These characters are not fighting over minor things – they are fighting for survival, not least of their own kind. The stakes are extremely high as will become more and more apparent.

Antagonism is great fun to work with as a writer, let alone challenging. And, yes, it is difficult at times. The psychological warfare can get uncomfortable but, for me, antagonism makes for a more interesting read and certainly keeps me filling the pages as I write. I rarely hit a blank wall because there is so much baggage my characters bring, let alone a wealth of issues they are surrounded by. Blackthorn isn’t about light-hearted and sweet romances –particularly because my heroes and heroines meet as blatant enemies. Blackthorn explores how love can be dark, testing and even cruel. My couples really have to fight against the odds, both internal and external, to be together and, for me, every bit of antagonism is worth it to help them get there. I think it makes their love even more worthwhile.

As for whether I’ll ever have a couple not quite so antagonistic at the outset – not in Blackthorn. Jessie and Eden certainly have their moments too – and they’re the final couple for you to meet before it all kicks off.

Q. Did the third species ever have a chance of winning equality? Would the vampires have been content with it if they could?

A. Yes, the third species did have a chance of wining equality and still do. Whether they would/will be content with it, for the sake of avoiding spoilers, I’ll say, as with all species, some yes and some no.

Q. Your relationships can get very intense, especially the Caleb/Leila romance. Did you ever have a character go "too far" when you were writing them?

A. There’s so much that goes on in Blackthorn where characters go too far in my eyes – the torture of Kane, Rob hitting Caitlin, Phia’s goading of Jask, Sirius’ entire plan for the treatment of the third species, let alone how so many privileged humans stand by and allow the system to continue whilst so many of their own suffer. But as it’s Caleb and Leila you used as an example, I’ll stick with the romantic relationships.

Whether my heroes and heroines go too far is sucha subjective question. All of my couples skirt close to the edge in their interactions with each other. And in order to keep them real to the darkness of the world they live in, let alone the gravity of their issues, intensity is definitely the order of the day.

One of the toughest and most intense emotional journeys is between Caleb and Leila in Blood Roses. Caleb is seemingly the most controversial Blackthorn hero in terms of going “too far” according to romance rules (who invented those anyway?) – that is unless you have the label of erotic PNR where an author can get away with hugeamounts. Blackthorn is not erotic PNR but it is dark. By the very nature of that category, it deals with issues that are emotionally challenging, that reflect the darker side of life and deals with interactions whereby characters do not always toe the line as far as what, according to some, is socially acceptable. My job is to stay true to the characters and true to the story, however far that goes.

My heroes are dark and, at times, they are bad, but they are also strong, brave, loyal and have the potential to fall deeply in love. They do not molly-coddle my heroines but deem them as equals and, at times, a threat. This can lead to some head-on battles of will and power. I let them sort out between themselves what they’re willing to put up with or not and where they draw the line. None of my heroines are walkovers, even someone as placid and controlled as Leila, they just have a soft spot for bad boys – and what’s wrong with that? I’ve always though the best thing about love stories is each is unique as attraction itself and that, ultimately, couples make their own rules. In essence, that’s why I love writing Blackthorn.

Thank you, Lindsay! We appreciate you taking your time to do this!


-C.T Phipps

That Which Should Not Be review

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    That Which Should Not Be by Brett J. Talley is an interesting bit of Post-Lovecraftian fiction. I dislike the term pastiche even if that is the best word for the continuing stories of Cthulhu Mythos by other writers than the original "Lovecraft circle." In many ways, TWSNB is a throwback to the classic tales of the Cthulhu mythos but it also makes several choices which I think will be controversial with Lovecraft purists.

    The premise of the novel is Miskatonic student, Carter Weston, is sent by his professor to acquire a book of magic said to be the key to understanding the deeper mysteries of the Necronomicon. The Incendium Maleficarum (The Inferno of the Witch) lures Carter Weston to a remote fishing village where he discovers four locals who have each had harrowing encounters with the Cthulhu Mythos.

    Hearing the terrible stories of those who have barely escaped with their lives after encountering the darkest of the dark, Carter Weston must make the choice of continuing his journey to acquire the accursed book he knows is in the town or flee. As one might guess, That Which Should Not Be is more of an anthology than a straight bit of storytelling. It is, however, a book which mostly manages to capture the "classic" feel of H.P. Lovecraft.

    Accent on mostly.

    The stories of the four locals are the most interesting portion of the book, each very heavy on atmosphere and light on gore. There's a lot of nods to the book, Dracula, and Lovecraft's other works in ways which don't necessarily relate to the story. For example, a boat is named Kadath and an asylum Doctor is named Seward. A few of these are red-herrings like a man named Vladimir and a nun named Bartory in a Hollywood Transylvania-like village who aren't what you suspect

    Overall, all of the stories are suitably creepy and atmospheric. I think my favorite of the four was probably the one dealing with the curse of the Wendigo. While I've never been a big fan of Ithaqua, I enjoyed this story. My second favorite is a story about a ship which blows off course and finds itself in a otherworldly realm where the sea is black as tar and the stars shine differently than on Earth. The monsters in all of them are portrayed as powerful, dangerous, and insanity-inducing.

    The only problem I have with That Which Should Not Be is the stories are definitely more on the Derleth side of things than the Lovecraftian. They are not cosmic horror stories but simple horror tales. The cross is portrayed as an item which holds sway over Lovecraftian monsters and while it's possible the cross is simply this universe's version of the Elder Sign (hinted at by suggesting the Egyptian ankh works just as well), the characters believe it is through God's will this is achieved.

    Despite this, I actually liked the book using several passages from the King James Bible to link the world's most famous cosmology to Lovecraft's writings. The Nephilim, the alien appearance of the Seraphim, the Book of Revelations, and the Biblical Leviathan are all "revealed" to be referring to Lovecraft's creatures. I found this to be rather clever as, too often, people seem to forget how much messed-up stuff is in the Bible.

    While I think adding a Christian dimension to Lovecraft is somewhat counter-intuitive, the idea that the Old Ones were once known to people of even the world's most populace religions amuses me. Lovecraft, himself, casts Cthulhu as the god Dagon to the people of Innsmouth, though this is just Obed Marsh's interpretation of Deep One religious practices.

    Likewise, I think the final section of the book moves the story from personal horror to something more approaching "The Shadow of Yog-Sothoth." It's a race against time to prevent Great Cthulhu from being awoken with magic. A heroic sacrifice and a book of spells invocation later, the world is still standing. While the book ends on an ominous note, I do feel the threat of the Great Old Ones is somewhat diminished. I will say the book being a period piece deserves to be commended. A lot of the original Lovecraftian flavor is lost when the stories are modernized.

    In conclusion, it's a very good book but decidedly on the Lovecraft-Lite spectrum versus the more nihilistic interpretations of the Mythos. This isn't necessarily a bad thing, though, but fans should be forewarned if they're expecting something entirely similar to Howard Phillip's writings. I, myself, enjoyed it.

8/10

The Walking Dead Vol. 1#: Days Gone By review

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    I'm a big fan of The Walking Dead television series. However, as with any adaptation, there's going to be lots of changes from one medium to the next. I suspect this comic would have been as shocking as the television show (if not more so) if I'd come into it unspoiled. As such, I'm still very impressed with the work done by the writer. The art, too, despite being in black and white.

    Before I get into anything, I'm going to say upfront this is one of the definitive works of zombie fiction and anyone who is fond of the genre should consider getting the trades or the compendiums as a "must have." While fans of the television show will get almost everything the comics bring, they're different enough that I still recommend this as a prospective purchase.

    The premise of The Walking Dead's first volume is pretty simple. Kentucky Sheriff's Deputy, Rick Grimes, is critically injured during a shoot-out with prison escapees. Going into a coma, he wakes up days after the zombie apocalypse. It's a lovely Day of the Triffids homage and works well here as it does in so many other stories like Resident Evil: Apocalypse or 28 Days Later.

    The heart of this volume is Rick's search for his family and how he deals with them once he finds them. It's a very elemental story, working on a lot of primal archetypes. A man attempting to protect his family during war and/or natural disaster is one of the most relatable stories in fiction. It's not the most progressive of tales but we see how author Robert Kirkman lays seeds for the story to progress in unexpected ways along this front too.

    The characters of The Walking Dead are lovingly realized in the short time we get to know them. Glenn the pizza-delivery boy, Andrea the lawyer, Lori the housewife, Dale the cantankerous old man, Shane the jealous alpha male, and others. Quite a few of these characters, I won't say which, will end up as zombie chow over the course of the story but the fact Robert Kirkman is willing to kill his darlings is a major appeal of the comic.

    There's too often very little sense of real danger for horror story protagonists and this series blows that idea out of the water. You like the heroes of the Walking Dead and want them to survive. When they don't, you mourn them. When they do, you cheer them on.

    Which is how you do it in horror.

    While the majority of story was familiar to me as a fan of the TV series, I still enjoyed reading it and am glad to have purchased it. The introduction by Robert Kirkman where he explains the "essence" of the zombie's appeal, was almost worth the price of the volume ($10) alone. He says, as should be obvious but isn't, the zombies are never the stars of good zombie fiction--the survivors are.

    I think what I liked best about The Walking Dead volume 1# is all the human elements. Robert Kirkman takes time to have the characters chat about their previous lives, have arguments over teaching children to carry firearms, and share their fears for lost loved ones as well as what they'll do when everything gets better. These are the most moving moments of the book for me.

    I will say that I wasn't 100% sold on all the decisions in the story. The character of Lori is hard to like with the majority of her dialogue being about nagging Rick, how she couldn't finish college, how she's fine doing so-called "woman's work", and how it's a bad thing to teach 7-year-old Carl how to shoot. The death of a very interesting character at the end of the volume also feels like a wasted opportunity. These are minor complaints in the grand scheme of things, though.

    As mentioned, the art is in black and white but Tony Moore's work is quite striking. He manages to make each character distinct and believable. His expression was great and add much of the humanity the book needs to survive. Really, the monochromatic color scheme makes the comic feel more stark in a way. I don't think the comic would be nearly as entertaining without his great work here.

    In conclusion, great stuff. Not much more to say than that.

9/10

The Becoming: Ground Zero

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    The Becoming series is an excellent zombie-action novel series. It's lighter than softer than the desperate struggles of The Walking Dead but still has plenty of dark moments. At heart, the biggest difference between The Becoming series and other zombie novels is its heroes know what they're doing (for the most part). I think it's one of those rare series which would make a good action movie or video game.

    Ground Zero has the premise of our heroes being tracked down by a woman who claims to have heard of their efforts to rescue survivors over the past year. Avi Gellar is a reporter who wants to go back to the city of Atlanta, the first city overrun by the living dead, in order to find out the secrets of the Michaluk virus held in the CDC. Each of the three major protagonists has their own reason for not wanting to do this but know the promise of some insight which might save humanity is too important not to risk.

    Before I get into the positives, I will say there was one thing that bothered me about this introduction. I feel like I've missed a book or, at least, a novella. The survivors were barely hanging on at the end of The Becoming. They were a ragtag band of misfits who weren't even sure there were any other survivors but they've since morphed into a kind of Thunderbirds rescue squadron that is actually, to some degree, famous.

    The book eventually clarifies that there's a remnant of the United States government and while the zombie apocalypse is everywhere, it's not a case that human extinction is on the table just yet but humanity is "at war." I would have liked this little bit of world-building to have been brought up earlier but I understand the author wanted to keep the focus tight on the survivors and their travels. Still, I had to wonder why everyone spoke of Atlanta like it was Mordor as opposed to just one of many cities overrun with the Living Dead.

    Once we get past these quibbles, I've got to say I enjoyed this installment of the series. One of the appeals of The Becoming series is the abundance of Alpha men and women all locked together in one small group. Watching the protagonists gradually get on each others last nerve is entertaining and the amount of character development in this book is tremendous.

    Jessica Meigs doesn't draw out the Cade/Ethan/Brandt love triangle and definitively answers the question of who is with who early on. I can't say I'm pleased with the answer but they're not my characters and that's what fanfic is for.

    Ground Zero brings to prominence the character of Remy, a woman almost as tough and dangerous as Cade but possessed of a death-wish. While I find the attraction of so many male characters in the book to her inexplicable, I found her to be an entertaining addition. Action novels and horror need more kickass female heroines and Remy certainly fits the bill, even if I don't think she's as impressive a character as Cade.

    Zombie enthusiasts will be pleased the body count remains high in the novel, including characters I never thought would perish. The zombies, themselves, pose less of a threat to our heroes than disasters and one character dies in a way which is totally unrelated to the apocalypse. I like this bit of realism. The ending of the novel offers up several answers to existing series questions but poses more. I look forward to the next volume of the series to see where the author will take the characters after this.

     One element that I think deserves to be focused on is Jessica Meigs' handling the subject of failure. Despite our heroes' talents, the group's success is revealed to be precisely because they know to pick-and-choose their battles. Atlanta is something all of them know will be a disaster but whose rewards outweigh the risks (even when they're the protagonists' lives). Watching the fallout from this decision is the majority of the fun even if the group's in-fighting can get a little annoying.

8/10

The Walking Dead volume 2#: Miles Behind Us review

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    The Walking Dead vol. 1# (reviewed here) ended with the survivors on the road as winter fell in Atlanta. With their first losses from both zombie attacks and internal struggles, the survivors need some place they can hold up in order to survive. But in a world overrun by the Living Dead, is any place safe?

    I'm fond of Miles Behind Us because it deals with as much the issues of day-to-day survival as it does the zombie menace. While the Walkers are certainly a threat, a bigger problem is the fact food can no longer be bought from grocery stores and things like heat during the wintertime are now issues of vital importance.

    We also get some answers to obvious questions which emerge in the zombie apocalypse like--why not find a well-fortified location and hold up there. The answer in this is "what qualifies as well-fortified?" Seemingly secure locations can turn out to be in severe danger of being overrun by the Walkers and their surprising ability to hide in the most innocuous locations can get people killed.

    The majority of Miles Behind Us deals with the interaction between the Survivors and the family of Hershel Greene. A kindly veterinarian and farmer, Hershel is ill-equipped for the apocalypse in sense but well-equipped in position. His farm is well-defended against the Walkers due to its fence and the ample food supplies growing around him. The Survivors want to settle there but their (sensible) practice of killing Walkers offends Hershel.

    Hershel wants desperately to believe there's some trace of the original humans inside the Walkers and that things aren't nearly as bad as they've become. His patriarchal control over his extended family threatens everyone, both Atlanta camp survivor and Greene, due to how terribly wrong he is about the Walkers' menace.

    It's interesting to have the primary enemy here be compassion and hope as opposed to something more malevolent. It is becoming a running theme in the comics that a balance has to be struck between pure ruthlessness and a person's higher ideals. Being a good person will not save you in the zombie apocalypse and may destroy you. Being a bad person won't protect you any better.

    It seems Team Neutral is going to win the day for once.

    A running theme of this volume is also how people cope with grief. Hershel's belief in the humanity of Walkers is motivated in large part by his denial over the deaths of so many loved ones. Other characters who have lost close loved ones find themselves unable to function and resent the implication they need to "get over it." In real life, a lot of people don't get over grief and it destroys them. Others have it change them, turning once-benevolent and good people into angry individuals looking for someone to strike at.

    Such is the case in The Walking Dead.

    Life.is.not.fair.

    Surprisingly, this volume contains quite a bit of sex. Characters attempt to find something to distract themselves from the destruction around them. Some of them find love (or at least think they do) while others just sink further into oblivion. I found this to be quite a human reaction and am pleased Kirkland addressed it so early. I'm also fond of the newly introduced character of Tyreese, who is every bit as capable as Rick in surviving.

    The books art remains consistently good and the sight of Atlanta in winter contrasted against the rural paradise of the Greene farm. I am amazed at the artists' ability to capture so many expressions and convey the emotions of our suffering protagonists. The black and white art also manages to make the images more emotional as colorized zombie attacks would probably distract a person from the event's meaning to focus on the gore. At least, IMHO.

    So far, still one of the best comics I'm reading.

10/10
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