Monday, November 23, 2009

Reality Blurs Following in Paizo Footsteps with Agents of Oblivion Beta


While the news isn't new, it is well worth repeating. This past June, Reality Blurs announced they were releasing a pdf of the Beta version of their Agents of Oblivion Player's Guide for the Savage World's game system.

The Agents of Oblivion setting fills a nice gap in the roleplaying game marketplace. The setting combines modern espionage with elements of horror to create an exciting gaming environment. The vast majority of horror roleplaying games ask the following question, "what happens when everyday people encounter the horrors from the beyond?" Agents of Oblivion, like Pelgrane Press' excellent Esoterrorists, asks, "what happens when extraordinarily skilled individuals encounter horrors from the beyond?"

These games navigate the waters of the "action horror" genre, a genre that presents unique challenges to writers and game masters. It's hard to create the tension required to maintain an atmosphere of horror when those combating the horror are skilled at what they do, but that is a necessary component of horror games and stories. One need only watch a season of "Supernatural" to see some of the challenges the action horror genre doles out to writers. Week to week the episodes alternate between the deadly serious and the comedic, and when the episodes are serious the stakes are usually extremely high.

Raising the stakes is one way to maintain that tension. The higher the stakes, the more likely we are willing to believe that the Winchester brothers must pay some cost in blood and sanity in order to save the day.

Using comedic relief is another way -- believe it or not. When writing a comedic episode or adventure, the writer knows that he/she can "turn it up to 11." The risks to the characters may be lessened to some degree, but the limits of what can occur become limitless because you don't need to worry if your horror element accidentally becomes parody or farce. If it does, it only adds to the flames of fun. The light-hearted elements also make the tense moments, or the "gotcha" moments, a little more visceral due to the contrast. One doesn't want to over use humor, as it quickly can become silly, but it is a tool that should be incorporated in action horror.

Another way to increase the underlying horrific tension, and the key way to do it in a black ops vs. eldritch horror game, is to raise the stakes by threatening third party characters. The characters -- children, spouses, teachers, important politicians -- must be three dimensional characters to give their deaths consequence, but if you can achieve that end then it becomes easy to maintain tension. Certainly the players, or the viewers of a show like Supernatural, know that the protagonist's lives aren't as at risk as they would be in a Lovecraft story (or a Call of Cthulhu game session), but they should know that their characters are capable of failure. And if they fail to save someone worth while, that can create a memory that lasts well beyond the campaign.

Every now and then it is nice to step away from the traditional Epic Fantasy roleplaying game, or the hopeless despair of a game like Call of Cthulhu, and an action horror game like Agents of Oblivion can fill that slot nicely. Especially when it is free.

Friday, November 20, 2009

Hulu Recommendation Friday: Fright Night

It wasn't quite the TWILIGHT or NEW MOON for Gen X movie goers, but it was a rollicking good time. FRIGHT NIGHT manages the careful balance between comedy horror and teen dramedy. Think of the film as Ferris Bueller meets the Hammer films catalog and you won't be far off. I also find it hard to imagine that a franchise like BUFFY THE VAMPIRE SLAYER could have come to fruition without FRIGHT NIGHT.



Roddy McDowall is wonderful as the combination Van Helsing and local horror movie host -- like Zomboo. More to the point as local horror movie host Van Helsing poseur who is called to combat the forces of Darkness to help a teen whose neighbor happens to be a vampire.

There's a phenomenon in horror films that I haven't written about before, and it's the underlying cause of the reason people tend to open doors when the audience knows better. Essentially, it's the fact that most characters who are in horror movies believe that they are in the real world. You know, where supernatural stuff doesn't really exist. One way that one can begin to categorize horror movies, and their characters, is how meta-aware they are that they are in a horror story.

For example, the only real difference between your typical Lovecraftian professor and Manly Wade Wellman's John Thunstone is that Thunstone knows at the beginning that he is in a horror story and he acts accordingly. In Lovecraft's horror, the breakdown of the psyche of the protagonist is often triggered at the point they realize they are in a horror tale -- this is usually the case in horror movies as well. In Wellman's Thunstone tales, Thunstone's awareness allows him to combat evil in ways that others wouldn't. One can also compare the characters in "Supernatural" to characters in most other horror films/television shows. The Winchester's meta-awareness is what sets them apart and enables them to avoid opening doors best left closed.

FRIGHT NIGHT plays with this concept a lot, and has fun with it. At first, only Charley knows he's living in a horror movie. Eventually, Roddy McDowall finds out, and though his character should know how to defeat evil the tension between real vs. supernatural makes him less effective at combating evil than he would otherwise be.

Sadly, the film cannot be viewed as an embedded film on a non-Hulu site, but it can still be viewed at Hulu at the link provided. I don't think I like these "Crackle" hosted items on Hulu because they cannot be embedded.

Click on the link or the picture and have a good time.

Thursday, November 19, 2009

Cthulhu 101 by Kenneth Hite -- Go Buy It Now!!!



I have mentioned Kenneth Hite's works before on Cinerati. He's written everything from Children's books and roleplaying game products to Fortean magazine columns and "must read" companion books to the fiction of H.P. Lovecraft -- he's also written an illustrated guide to U.S. History.

Hite's latest venture requires all of the skills highlighted in Hite's wide ranging bibliography. Cthulhu 101 by Kenneth Hite is one of the most informative and entertaining For Dummies-eque books I have ever read, and it is the first in what will be a line of "101 Books" by Hite's Atomic Overmind Press. The book some how manages to be a delightful and light-hearted introduction to the fiction of H.P. Lovecraft suitable for the completely uninitiated, while also containing enough in jokes to satisfy a wide array of Lovecraft fans.

Do you have no knowledge of Cthulhu and H.P. Lovecraft? That's okay because Hite's informative and humorous tone will introduce you to the character and author in a way that piques interest without being a substitute for the experience. Hite deftly educates readers about Lovecraft, the Lovecraftian circle, and their place in modern horror fiction in bite sized content that reads like a fun conversation. Most sections begin with a question. For example, "Who is Cthulhu?" These questions are followed by a response, which may or may not be humorous. For the aforementioned question, the answer is a straightforward one:

"Cthulhu is a monstrous being invented by the author H.P. Lovecraft in the short story 'The Call of Cthulhu.' Lovecraft wrote the story in 1926, and Weird Tales magazine published it in 1928."


His answer to "I mean, what does Cthulhu look like?" is more humorous.

Are you a gamer who has played the Call of Cthulhu roleplaying game, but want to know more about the character and author? This book is a great place to start and has a reading list in the back and directs readers to some of Hite's favorite stories. If you are an old D&D gamer who has a copy of the original Deities and Demigods, there is a nice in joke for you on page 49.

Have you read all of Lovecraft's writing, but are wondering what the best film based on Lovecraft's fiction is? He's got you covered. If you want to know which Lovecraftian films to avoid, Hite's got a pretty good list. This list contains Cthulhu Mansion, and Hite's description of the film is one of the funniest film reviews I have ever read -- "There is, in fact, a mansion in this movie. The rest is lies and theft."

Hite is a little hard on August Derleth, who is to Lovecraft as L. Sprague de Camp is to Robert E Howard, but is as fair to Derleth as any Lovecraft "purist" can be. This is to say, while Hite is critical of Derleth he makes sure to point out that one of the better Mythos tales -- "The Thing that Walked on the Wind" -- is a Derleth tale.

As an aside, I'm one of those who -- like the Cimmerian -- is more forgiving of de Camp than many of my fellow Robert E Howard fans. Maybe it's because for all that de Camp butchered and infantalized Conan, deC amp's Harold Shea stories are must reads for any fan of Fantasy literature.

Hite's prose is spot on throughout the book and the illustrations by Drew Pocza are a nice counterpoint to the information -- with one exception. While Pocza's black and white illustrations are well drawn and engaging, his cover does leave something to be desired. Pocza's digital colored Cthulhu on the cover lacks the charm of the interior illustrations.

Don't let the cover, printed in the villain colors* of purple and green, fool you. This book is a must own -- go buy it now!

* -- Green and Purple are the standard villain colors in four-color comic books. Think about all the iconic villains, particularly Marvel, and how many of them are green and purple themed.

Is Mel Gibson Preventing New "Fahrenheit 451" Film?

In an interview with Tor Books, Ray Bradbury enthusiastically discusses his desire to see Frank Darabont's adaptation of Bradbury's classic Fahrenheit 451 into a feature film completed -- but there seems to be a road block in the way. Mel Gibson owns the rights to make the Fahrenheit 451 film and isn't helping with the raising of funds for the film.



Is Gibson sitting on the film rights until he can have full control of the project? Does anyone know more information?

Wednesday, November 18, 2009

Sporadic Geek Update 11-17: Jess Hartley, Matt Forbeck, and Assault Girls

Here are a couple of items that caught my eye as I wandered the internet today:

  • Jess Hartley has a good "One Geek to Another" column up today discussing "Networking and Cross-Promotion." Her site, and columns, are on my regular must read list. She is an inciteful veteran of the gaming industry who regularly shares tips for the aspiring game designer and reviewer.




  • Tulkinghorn over at "The Hungry Ghost" pointed me toward what looks to be a combination of geek awesomeness -- ASSAULT GIRLS. A live action film with Big Guns, Kick Ass Women -- some with angel wings, Giant Sand Worms, all blended together through the Anime Transmogrifier.


  • Reactor 88 has released a conceptual trailer for a film based on Matt Forbeck's excellent BRAVE NEW WORLD roleplaying game.


  • Thanks to SF Signal, I discovered Manybooks.net who have public domain books which they have kindly translated into a number of formats...including Kindle.

Tuesday, November 17, 2009

Trailer for Clash of the Titans Remake Now Available



After watching the trailer, I am struck by a couple of things. First, Liam Neeson's depiction of Zeus exudes far more power than the Olivier version. Second, though the film seems to lack any claymation (which would be a nice homage to Harryhausen), the film is definitely showing Harryhausen's influence on special effects. They kept the Medusa design and the giant scorpions look straight out of a Harryhausen film. Third, it looks awesome. Fourth, like the original it seems to have thrown a lot of Greek mythology out the window.

Fifth, I cannot wait until March 26th.

Cthulhu Expert Kenneth Hite 's Stocking Stuffer Lovecraft -- Antarctic Express and Where the Deep Ones Are.

At the past two Gen Cons, Atlas Games has released a children's adaptation of a Cthulhu mythos story scripted by Cthulhu expert Kenneth Hite.

In 2008, Atlas Games release Where the Deep Ones Are written by Hite with art by Andy Hopp. Where the Deep Ones Are is a retelling of "The Shadow Over Innsmouth" as transformed through the lens of Where the Wild Things Are.



In 2009, they released The Antarctic Express which took Lovecraft's classic At the Mountains of Madness and slightly changed the tale to match up with the recent holiday classic The Arctic Express. Express was illustrated by Christina Rodriguez.



The combination of Lovecraftian elements with children's stories is not one that would come naturally to the mind's of most people, but Kenneth Hite isn't most people. For years, Hite wrote a column entitled "Suppressed Transmission" ("Of course you know about the Suppressed Transmission") where he demonstrated both a vast catalog of knowledge and an ability to tie seemingly unrelated subjects together with a deft writing hand. When he ceased writing the column for Pyramid Online, the internet lost one of the best post-Fortean modern Fortean columns ever written. Hite is also a great advocate for the independent roleplaying game scene and a dyed in the wool Lovecraftian -- who apparently also shares a love of children's stories.

Hite is the only person I can think of who could have created Where the Deep Ones Are and The Antarctic Express to show us what you would get if you combined Charles Fort, H. P. Lovecraft, and Maurice Sendak.

I am of two minds with regard to what I think of the books themselves.

As a fan of Lovecraftania and products that combine nostalgia for ones childhood with geek elements, I think these books are magnificent. They certainly belong in the book case of any fan of H. P. Lovecraft, or of anyone who has a quirky/cynical sense of humor. Hite is quite a capable writer and Michelle Nephew (the editor) found the perfect illustrator's for each volume. Andy Hopp's surreal and slimy artwork -- which I first encountered in the Low Life setting for Savage Worlds -- fits naturally with a squamous and rugose transformation of "Wild Things." I am particularly impressed by Christina Rodriguez. Her ability to draw in the style of Polar Express while simultaneously drawing my favorite representations of Lovecraftian Shoggoths is quite a feat. Her representation of the Shoggoth is fantastic...best...Shoggoth...ever.




As a parent of 19 month old twin girls, I found the books to be a mixed bag.

Where the Deep Ones Are has found its way onto my daughters' bookshelves and will be read to them as a part of their regular rotation of bed time stories. In this book, Hite perfectly balances the yearning for adventure experienced by children with the Lovecraftian weird elements. Deep Ones never achieves the nihilistic horror of a true "weird tale," instead it errs on the side of wonder. This, combined with Hopp's entertaining and interesting illustrations, makes for an ideal childrens' book.

Antarctic Express has found its way onto MY bookshelf, right between The Moonstone and The Last Man. The book does capture a lot of the tone of Arctic Express, but it also perfectly captures the weird horror elements of Lovecraft's tale. The final page, where the title character is driven insane, is a bit out of place in a bed time story for 19 month old twins. Oh, and Rodriguez's penguins are downright creepy (much creepier than the Shoggoths) -- which is great, but adds to my "not for 19 month old twins" knee jerk reaction. The girls will have to wait before I read this book to them until I can explain madness to them, or at least until they are four or five years old. Hite's writing in this book is also very effective at capturing a nice horror tone. My thoughts are that Hite erred too much on the side of accurate translation and too little on the side of childhood adventure with this volume.

I hope that Hite continues to create volumes in this series, as they are a unique entry in the field of childrens' books. They aren't quite up to the over all quality level of Jane Yolen's "Dinosaur" series -- but then again, not much is.

Monday, November 16, 2009

Capcom Announces Demo for Latest Entry in Ace Attorney Series

Ever since October of 2005 when Capcom released the first Ace Attorney game in the United States, I have been addicted to this wonderful series of deduction based adventure games. In that first game, players were put into the role of Phoenix Wright a wet behind the ears defense attorney who defended the innocent against an overzealous and often corrupt criminal justice system.


The games were a combination of good storytelling and appropriately challenging logic puzzles. Players are expected to keep track of clues as they listen to their clients and do their own investigations of crime scenes during a trial. Two game elements exist which add tension to the game play. First, the trials themselves only last three days. If you haven't proven your client innocent and found the real culprit within three days, then your client is automatically found guilty. Second, you can only make three mistakes in logic during the examination and cross-examination before your client is found guilty due to your own incompetence. There are no appeals in the criminal justice system of the Ace Attorney series, so the stakes are high.

In addition to being highly entertaining adventure games in the mold of classics like Secret of Monkey Island and Maniac Mansion, these games fall into the noble genre of deduction games. Exceptional non-video game entries that fall into this genre include Sherlock Holmes Consulting Detective, 221B Baker Street (one of my wife's all time favorite games), Scotland Yard, Fury of Dracula, and Gumshoe. The board games differ in the amount of narrative content, but they all require players to use deductive skills in order to win the games. These games also vary in the amount that luck can play to aid the players, in the boardgames luck sometimes can give certain players more clues (or more important clues) than the other players possess. This is one of the drawbacks that board games in the deductive genre can fall into.

Thankfully, the Nintendo DS based Ace Attorney series doesn't suffer from this flaw. As a video games, the clues and their location are concealed by the magic of code and must be actively discovered by the person/people playing the game. The Ace Attorney game also requires the player to walk through all the steps of the logical process and the articulation of any logical proof. Even if you know the answer and have figured out the mystery, you must still walk step by step through the logical analysis in order to win the game. I think this is where the Ace Attorney games become more than just games, but valuable learning tools as well. While the information in the individual mysteries will never come into use in daily life, the critical skills developed by investigating the mysteries will. Given that the mysteries carefully balance learning with challenge, players don't tend to get frustrated that they cannot solve the mysteries. The first episode of each game is typically fairly easy to solve, but by the time you get to the final mystery things get quite challenging.

In the newest entry into the Ace Attorney series, which comes available on February 16, 2010, the players leave the court room for the crime scene as they take the role of Phoenix Wright's oft-time rival Miles Edgeworth. Instead of investigating previously examined crime scenes, as in the prior entries in the series, as Miles Edgeworth the players will be asked to start the investigation at the crime scene to find the clues which will be brought out in trial.



A prosecutor friend of mine once told me how Perry Mason influenced his desire to become an attorney and eventually a prosecutor. Perry Mason's ability to find out who the real culprit behind the murders on the TV show gave my friend the impression that attorneys where real life superheroes. They defended the innocent and made sure that the guilty were punished. At some point my friend came to the realization that prosecutors were the real Perry Masons of the world, they were the ones defending victims and prosecuting the perpetrators far more frequently than defense attorneys. Now the Ace Attorney series is walking down a similar path. The players have played defense attorneys fighting against an over zealous and sometimes corrupt Prosecutor's office. Now it is time for the players to take on the role of the most noble member of that office and bring justice to those who thought they could get away with murder.

I'm excited about the prospect and am grateful that Capcom has released a playable demo of the game, which can be played at the Gamespot website. Though all you have to do to play it is click on the image below.



Features :

  • Starring Miles Edgeworth, the popular rival of attorney Phoenix Wright
  • Gameplay moves out of the courtroom and onto the crime scene
  • New investigative style using the Nintendo DS stylus to uncover evidence
  • Several unique cases to solve with over 15 hours of gameplay
  • New technique, such as “logic” mode assists you in uncovering the crime
  • Unique dialog trees and interrogation techniques let you question witnesses to discover the truth

Friday, November 13, 2009

Hulu Recommendation Friday: The Prisoner



Given that this Sunday is the premiere of the new AMC series "The Prisoner," a site as devoted to geek culture as this one is has only one possible recommendation to make -- "The Prisoner" starring Patrick McGoohan. The show is not "officially" on Hulu, but you can find a link on the Hulu site.

The original "The Prisoner" was nominally a follow up to Patrick McGoohan's popular spy themed show "Danger Man," or as I always new it "Secret Agent." One way that "The Prisoner" can be viewed is as the "deprogramming" of McGoohan's character from the earlier series as he retires from the spy world.

There are many other lenses through which the show can be viewed as the show is a great example of what much of the New Wave SF Writers and the earlier Futurian SF writers where doing in written SF. In the fiction of both the New Wave writers and Futurians shifted the focus of sfnal elements away from the mechanically technical and into the political and social. It is true that earlier SF, like that of Wells and Huxley, had been filled with political and social elements as the primary sfnal elements, but the Hard SF movement championed by John W. Campbell had a greater focus on hard science than earlier SF. The Campbellian writers had political subtexts as well, but one can read much of Heinlein, Vogt, and Asimov without engaging with the political/philosophic content. The fiction of the New Wave and Futurians was a little more radical and overt in its use of political and social elements. One cannot read Behold the Man without engaging with the radicalism of the text. It's no accident that "The Prisoner," with its focus on the collective versus the individual, came into existence at the height of the, largely British, SF New Wave.

It is a common practice among fans of "The Prisoner" to have lengthy conversations about the meanings embedded within the series and it is almost impossible to describe the series itself without revealing one something that one might find to be a spoiler. "The Prisoner" is a show to be experienced tabula rasa, then to be experienced again and again in order to engage with the complexities of the narrative.



It appears that the new AMC show is using Alternate Reality Gaming to expand the experience. Make a little visit to the Summakor website to get an idea of what I mean.

Thursday, November 12, 2009

Herzog's "Bad Lieutenant: Port of Call New Orleans" Opens in Limited Cities on November 20


Ever since I first saw "Aguirre: der Zorn Gottes" on a German class field trip, I have been entranced with Werner Herzog's films. His documentaries are extraordinary and his narrative films have a verisimilitude often lacking in films by other directors. His recent film "Rescue Dawn," a narrative film inspired by his earlier documentary "Little Dieter Needs to Fly," Herzog gave us a riveting story of hope in the face of hopelessness. The film features an excellent performance by Steve Zahn, a talented comedic actor who demonstrated dramatic ability in "Dawn."

On November 20th, First Look Studios will be releasing Herzog's latest film "Bad Lieutenant: Port of Call New Orleans." The film is a kind of re-envisioning of the cult classic 1992 Abel Farrara film starring Harvey Keitel.

Herzog changes the setting of the film from New York City to New Orleans in a move that opens the possibilities for Herzog to use the titular Bad Lieutenant as a human representation of the city itself. The press release describes the new film as follows:

In Werner Herzog’s new film BAD LIEUTENANT: PORT OF CALL NEW ORLEANS, Nicolas Cage plays a rogue detective who is as devoted to his job as he is at scoring drugs -- while playing fast and loose with the law. He wields his badge as often as he wields his gun in order to get his way. In the aftermath of Hurricane Katrina he becomes a high-functioning addict who is a deeply intuitive, fearless detective reigning over the beautiful ruins of New Orleans with authority and abandon. Complicating his tumultuous life is the prostitute he loves (played by Eva Mendes). Together they descend into their own world marked by desire, compulsion, and conscience. The result is a singular masterpiece of filmmaking: equally sad and manically humorous.


At first look, the role looks to be a nice fit for Cage. Many of his idiosyncratic traits will mesh well with a character spiraling through addiction. Unlike many in the "geekosphere," I have a genuine appreciation for Nic Cage and his films. As the motley crew in "Freaks" would say, he's "One of Us" and this has led him to select some projects where he wouldn't normally be the first choice of filmgoers. But he makes his choices out of a genuine love for the medium.

I don't know if this film will be "sad and manically humorous," but if it manages to capture the city of New Orleans in all of its stark beauty -- while simultaneously depicting the devastation of Hurricane Katrina -- the film will be worth watching for the city alone. When you have a damaged urban landscape, you don't need to use as many shadows to create a sense of despair.




On November 20 the film will be released in Los Angeles, New York, Chicago, San Francisco, and Washington DC. The film will not be released in New Orleans until December.

Frederik Pohl Blogs About the Origins of Astounding (Now Analog) Magazine

Astounding/Analog magazine is the fountainhead of the Golden Age of science fiction. Many of the great SF stories that later generations read in various novelizations and anthologies first appeared within its pages, and most of those during the period the magazine was edited by John W. Campbell. For all of its importance in the field, I have not read much regarding the formative years of the magazine.

Thankfully, Frederik Pohl's has written a blog entry that is filling this significant gap in my knowledge of SF/F history. The post gives some insight on how the cost of printing covers for a line of pulp books, and the need for one more book title to be printed to prevent wasted revenue, was one of the contributing factors to the creation of the magazine. The story demonstrates how niche markets can receive product when the costs associated with the risk of the venture are less than the costs of the waste produced if no product is made -- and how this venture can eventually lead to a literary explosion.

Given my Oma's refusal to do anything remotely computer related, I find it inspiring that Frederik Pohl (who turns 90 this Thanksgiving) has a well maintained and "must read" blog. Well...must read for any SF fan.

Henry Rollins on Globalization for Vanity Fair

In today's "Straight Talk Espresso" for Vanity Fair, Henry Rollins writes a snark filled indictment of the banality of Globalization masked as travelogue. In today's post, Rollins shares in typical "Rollins-rantese" an experience he recently had in Jakarta. The center piece of the post is his sighting, and subsequent photographing, of an elderly female vendor on the streets of Jakarta who happened to be wearing a Black Flag t-shirt. It happens that she has no idea who Henry Rollins is or what Black Flag was, and Rollins uses this as an opportunity to contrast the ubiquity of American iconography with the lack of any real cultural understanding.

Rollins lets the facts stand as they are and presents the global encounter with American pop-culture as so much absurdist flotsam and jetsam -- pop culture as pollution.

The irony that Rollins mentions, but seems to fail to grasp himself, is that the young couple with whom he shares the absurdity of the moment are themselves the perfect example of more meaningful globalization. The couple both recognizes Rollins and is able to communicate the humorous situation to the older woman, a fact that speaks more genuinely to a flattening of the world.

What Rollins presents as an "ironic" encounter that supposedly demonstrates the lie of the emergence of a genuine global culture -- influenced by American culture -- instead becomes only slightly more incongruous than some American Gen-Xer's grandmother wearing a Black Flag t-shirt while grocery shopping. In both cases, a younger individual would likely be necessary to explain the history of the seminal punk band's history to the woman.

While Rollins may be missing some of the point of pro-globalization arguments, he is certainly right in reminding us that American culture is not world culture. Even when you think about our most monolithic pop-culture globalization industries, film and television, one can see that other cultures have influence American film making as much as we have that of other cultures. American film wouldn't be what it is today without the French New Wave, the Hong Kong Wave of the 80s and 90s, or the increasing influence of Bollywood. American television is filled with content influenced by the television of other nations, Britain in particular.

But the globalization of culture is only possible, and meaningful, when it comes with global experience. Americans spend to much time navel gazing and not enough time looking out at the world. Rollins is right when he hints at that necessity.

More genuinely ironic is that Henry Rollins is writing posts for a magazine that once featured articles by T.S. Eliot, P. G. Wodehouse, Aldous Huxley, and Thomas Wolfe.

An icon of my rebellious youth, okay the rebellious youth of some of my best friends, now writes for Vanity Fair. What is up with that?

[For full disclosure, I am a big fan of Rollins. He doesn't just talk the talk about the things he believes in, he acts on them as well. That deserves respect, that and the fact that he can rip my head off with one hand tied behind his back.]

Tuesday, November 10, 2009

Titan Books to Release The Further Adventures of Sherlock Holmes: War of the Worlds

In 1975, Warner Books released two wonderful, but tragically overlooked, volumes of Sherlock Holmes inspired speculative fiction. The first was Avram Davidson's The Enquiries of Doctor Eszterhazy, a distinctive character of charm and grace who is an original creation for all that Davidson was inspired by Doyle's Consulting Detective.

The second book is a collection of tales by Manly Wade Wellman featuring Sherlock Holmes, Dr. Watson, and Professor Challenger as they deal with the Martian invasion previously chronicled by H.G. Wells entitled Sherlock Holmes's War of the Worlds.



This "fix up" novel collects six short stories and combines them into a novel length adventure. The first of the stories, "The Adventure of the Martian Client" was originally published in the December 1969 issue of The Magazine of Fantasy and Science Fiction. The other stories in the volume either appeared in later issues or were written specifically for the Warner volume.



"The Adventure of the Martian Client" begins brilliantly with Watson informing us of how tragic it is that society has chosen to follow H.G. Wells' account of the Martian invasion while totally neglecting the contributions of Sherlock Holmes and Professor Challenger. As Watson puts it, "H.G. Wells's The War of the Worlds is a frequently inaccurate chronicle by a known radical and athiest, a companion of Frank Harris, George Bernard Shaw, and worse. He exaggerates needlessly and pretends to expert scientific knowledge which he does not possess. Yet scientists and laymen applaud him, while scorning the brilliant deductions of Sherlock Holmes and Professor George Edward Challenger."

I initially found Watson's tone to be a little stronger than I am accustomed to reading, but quickly caught on to what Manly Wade Wellman -- and his son Wade Wellman -- were up to with the story. It is really quite brilliant. The Wellman's are using the lens of Holmes pastiche through which they are applying the modern scientific understanding of Mars over the representations of the Martians and their technology in the Wells novel. By doing so, they eventually add a greater possibility to further stories of Man vs. Martian than would have been allowed under the Wells model. The Wellman team do a good job of presenting the strengths of both Holmes and Professor Challenger, and of conveying the tension of the Wells story while still following the Holmes model of "a client arrives."

In the post script to "The Adventure of the Martian Client" published in the December 1969 issue, the younger Wellman sites a viewing of A STUDY IN TERROR as the inspiration for writing a Holmes meets the Martians tale. In A STUDY IN TERROR Holmes applies his detective skills against Jack the Ripper. The younger Wellman also expresses a certain amount of disdain for the 1953 WAR OF THE WORLDS film. His primary complaint was that it was unnecessary to update the classic story to place it in contemporary circumstances and by doing so the movie makers overlooked the point of the story. I disagree that the 1953 film is weak, but agree that "updating" the story changed the underlying philosophical discussion. Wells' underlying message was one of the possibility that mankind might meet a being who thinks of us the same way we think of farm animals. The filmmakers of the 1953 story were grappling with the destructive power of nuclear weapons and had an opportunity to demonstrate their "ineffectiveness." I would argue that the most recent Spielberg version, which also updates the tale, keeps Wells' original philosophic statement, but is a worse translation of the story even so.




The stories in the Wellman Holmes vs. Mars cycle are entertaining and we can be thankful that Titan Books is releasing a new edition of this collection of the stories on the 17th, timed to feed off of the upcoming SHERLOCK HOLMES motion picture starring Robert Downey Jr. Hopefully a large number of people will read this collection of stories and discover the joy that is Manly Wade Wellman. He was one of the great voices in Fantasy fiction, a voice that wandered roads not typically encountered by the modern Fantasy reader.

Time Travel Clichés: Funny or Dull?

Thanks to John DeNardo of the ever informative SF Signal website for pointing us to the latest video by the folks over at Funkanomics.com.

As DeNardo noted in his pithy post title, "Every Time Travel Cliché in 3 Minutes," the "Built a Time Machine to Kill Hitler" video by the aspiring internet comedy crew at Funkanomics is not treading much new ground when it comes to the metaphysics of time travel. To be fair, dissecting the various connotations of time paradoxes in great detail isn't the point of the video. Funkanomics are trying to give us a few laughs and build a comedic reputation online.

Do they succeed?

Is "Built a Time Machine to Kill Hitler" funny?

Watch the video for yourself before you read my thoughts. It won't be the worst 3 minutes you have experienced.




"Built a Time Machine to Kill Hitler" is certainly passable as a 3 minute sketch, and I was impressed with how natural the insertion of additional time travelers looked in the film, but it's stuck on "amusing" and doesn't quite leap into "funny." I think that the greatest flaw of the skit is its lack of depth when it comes to its subject matter. We all get the BACK TO THE FUTURE and TERMINATOR references, but I'd have liked to see some A SOUND OF THUNDER, A GUN FOR DINOSAUR, MIMZY WERE THE BOROGROVES, or TIME COP (with regard to the existence of time police) thrown in for good measure. If you're going to go for the cliché gold, you have to have at least one reference to a dinosaur and one to time police. Otherwise, you're just not doing it right.

The basic comic beats are on cue in the piece, but the writers forgot one key point -- comedy is irony. I would have loved for the last time traveler to walk on the screen to be one who says, "you were right, I didn't set my clock forward for Daylight Savings. I guess it didn't work." Then have that character look down, bewildered, as he has to help his roommate clean up the mess left by the other travelers.

All that aside, I do think the film was entertaining and I will definitely be going back to Funanomics.com.

What are your favorite Time Travel stories and clichés?

Monday, November 09, 2009

[Blogging Hammer's Slammers] -- "Under the Hammer"



I can remember the first time I saw David Drake's name in print, it was in the Tales from the Vulgar Unicorn collection of stories in the Thieves' World shared universe fiction series. I enjoyed his story, Goddess, but didn't read anything else by Drake for quite some time. In fact, it was about a decade later when I read his foreword -- and story -- in Baen's Cormac Mac Art volume in the excellent Robert E. Howard series they put together in the 1990s. It would be a few more years before I started reading Drake's excellent Lord of the Isles series, a rich fantasy series that wanders away from the typical medieval European mythological base and toward Sumerian myths for inspiration.

I have always found Drake's writing engaging, and was pleasantly surprised to find out that he had been friends with two figures who loom large in Fantasy fiction -- Manly Wade Wellman and Karl Edward Wagner. Even though I was a fan of Drake's Fantasy writing, I hadn't read any of his Science Fiction. Most of Drake's SF falls into a sub-genre that I don't often find myself wandering into, namely Military SF. I have no moral objections to Military SF stories. I have read Dorsai, Forever War, Starship Troopers, and Old Man's War, but I haven't wandered far from those literary entries into the genre.

Based on a conversation I had with a friend last week -- a portion of which was dedicated to the aesthetic failings of the covers decorating the majority of Baen's book line -- combined with my recent foray into the Science Fiction of the 1930s and the October Baen release of The Complete Hammer's Slammers vol. 1, I have decided to begin an exploration of Military SF starting with David Drake's classic "Hammer's Slammers" series of stories.

Like Haldeman's Forever War, Drake's "Hammer's Slammers" series of stories are (at least partially) informed by the author's own military experience. Both Haldeman and Drake spent time in Vietnam. The "Slammers" stories share many qualities with the Military SF that has preceding and succeeded them, but they also have some distinct and unique qualities that set them apart.

Case in point, for this post, is "Under the Hammer." This story was the second "Slammers" story that Drake wrote after returning from Vietnam, and it was the second story rejected by Fredrick Pohl for publication. Pohl did not see a need for a third author writing "essentially the same kind of fiction" he was receiving from Pournelle and Haldeman -- a statement that seems bizarre to this particular modern reader. The story was eventually published in the October 1974 issue of Galaxy under the editorship of Jim Baen. According to Drake, Baen didn't really like the story either, but it was better written grammatically than the majority of Galaxy submissions. Pretty humble beginnings for what has become a major entry in a genre sub-category.

"Under the Hammer," gives us a glimpse into new recruit Rob Jenne's first day on the job with the "Hammer's Slammers" mercenary outfit. The story is a stark presentation of on the job training in the middle of a conflict with guerrilla forces on an agricultural planet, a planet so far from civilization that most "modern" means of transportation and communication are completely lacking. It is an environment where the soldiers of "Hammer's Slammers" far outgun the guerrilla's they are fighting, but still find themselves mired in a struggle where victory is less than guaranteed. It's pretty clear that the setting is Vietnam as SF outer rim world, tunnel rats and all.

The story is quite short, but within its pages Drake manages to do a couple of groundbreaking things within the genre. First, he immediately separates himself from Heinlein and Haldeman by not providing a representation of Basic Training. We are reading the story of a recruit showing up "on world" who is on his way to be trained, any training Jenne receives in the story will be provided only as much as it will help him survive the next 20 or so pages. The next difference between Drake's story and others is the almost complete lack of discussion for the "why" of the conflict on the planet. The readers are placed into the circumstances in media res without much context discussing why the "Slammers" have been hired to fight the guerrillas. There is some brief discussion why the "Slammers" might be hired in general, but few specifics about the current engagement. The stress in the story is on the characters and their immediate circumstances, and not on any global (galaxy-wide?) political/ideological struggles. The men presented are real men, who behave realistically, and who aren't doing anything particularly noble or ignoble.

This last point is made particularly poignantly early in the story. One of the first characters Jenne encounters is a priest of The Way who questions Jenne about his enlistment and how the military life may/may not conflict with a peaceful religion. For a story that on the surface lacks any philosophic commentary, the priest's initial comments and his two layered involvement with the "Slammers" made this story stand out. The priest's two layered involvement with the "Slammers" might seem a little heavy handed on the "melodrama tear-jerk inducement index," but it plays a very necessary role for the proper framing of the story.

This is a tightly written story that's only weakness is the thinness of the sfnal veneer. My hope is that as the stories play out, they will be able to keep the strong writing style while adding more SF elements.

Friday, November 06, 2009

Hulu Recommendation Friday -- Enter the Ninja


The classic Bond film You Only Live Twice, may be the first example of ninjas being featured in mainstream Western cinema, but it was the Sho Kosugi vehicle Enter the Ninja that captured the imagination of a generation. I can still remember sitting in my 7th grade Drama class, having just finished performing a monologue from The Glass Menagerie, as a group of my classmates enacted a sequence from Enter the Dragon.

The instructor wasn't very impressed, but I was and I immediately hunted down the Sho Kosugi film and experienced pure viewing pleasure.

Enter the Dragon follows one of the standard Golan and Globus action storylines. In this case it is the "old army buddy comes to visit an old friend who he served with during some military exchange or another, only to find out that the friend is in trouble with the local (criminal underworld, greedy land grabbing corporation, or both)." It's up to our protagonist to kick ass, take names, kick the asses of the people whose names he took, and save the day. Enter the Ninja adds ninja techniques to our protagonists usual repertoire of skills, which naturally makes him invincible as only a ninja can kill a ninja.

Franco Nero (Django and Camelot), our protagonist, has less than stellar martial arts skills, most of the acting is horrible, and the film suffers from Samurite syndrome. The film often borders on the ridiculous. For example, there is a point when Christopher George is calling out stating, "I want my ninja now!" in a manner that can only be described as extremely homoerotic -- an extremely incongruous moment in the film. Any one of these flaws could have ruined the film for all time, yet none do.

Why?

Sho Kosugi. The moment Sho Kosugi hits the screen, the viewer is in for a treat. Even while covered head to toe in his ninja costume, Sho Kosugi brings charisma and power to the screen. Yes, ninja costumes are inherently cool, but Sho is cool beyond the outfit. He is a joy to watch, which is likely one of the reasons Revenge of the Ninja drops the Samurite aspects of narrative and let's Sho carry the film. Sho Kosugi was the quintessential ninja throughout the 80s, and I cannot wait to see him in the forthcoming Ninja Assassin -- even in a small role.


Wednesday, November 04, 2009

Coming Up on Cinerati

As you may have noticed, I have been running a series of posts discussing the Northwest Smith stories by Catherine Lucille Moore. In the coming weeks, the next 8 weeks to be exact, I'll be finishing the series. I am very much enjoying writing my thoughts down as I read through each of Moore's tales, and have decided that I want to make [Blogging X] a regular weekly entry here at Cinerati. After finishing the Northwest Smith stories, I'll move on to Moore's Jirel of Joiry tales, Kuttner's Gallagher tales, and the Healy/McComas compilation Adventures in Time and Space.

I'll be doing at least one [Blogging X] a week and will move on to other stories (like the stories of Robert E. Howard) eventually.

I'll also be including more movie reviews, television reviews, and game reviews, as time permits, as well as posting random thoughts about events and products throughout popular culture. I will also be keeping Hulu Recommendation Friday's for as long as Hulu keeps offering wonderful entertainment.

I'm really enjoying the direction this blog has taken of late and look forward to your comments.

[Blogging Northwest Smith] "Julhi"



The March 1935 issue of Weird Tales featured "Julhi," the fifth of Catherine Lucille Moore's Northwest Smith tales. That same issue also featured Robert E. Howard's "Jewels of Gwahlur," a classic Conan tale.

After a year of writing Northwest Smith tales, Moore's "Julhi" manages to integrate what are now the "old stand-by's" of the Smith series with an energy that keeps the repeating narrative devices feeling fresh -- and to be fair, some of what is going on in this tale is quite fresh. Like in the first Northwest Smith tale, Moore gives us a brief introductory paragraph reminiscent of a campfire story. It's a device that Moore had abandoned in the prior three stories, but it helps to set the tone here and notify the audience that we are going to be reading an event that transpired in Smith's past.

The tale of Smith's scars would make a saga. From head to foot his brown and sunburnt hide was scored with the marks of battle...But one or two scars he carried would have baffled the most discerning eye. That curious, convoluted red circlet, for instance, like some bloody rose on the left side of his chest just where the beating of is heart stirred the sun-darkened flesh..."


The "campfire" paragraph provides Moore with a couple of advantages, and one major challenge, as the story unfolds. First and foremost, this preamble let's us know a little bit about the story we are about to read, we will be learning just how Smith acquired that "bloody rose" scar. Fans of Smith will be getting a glimpse into his, as yet, largely unrevealed past. Second, our curiosity as readers is piqued as we wonder just what kind of beast or device would leave such a wound. As mentioned earlier though, these advantages don't come without a price. By revealing to the audience that the story takes place at some point in Smith's past, any fear that Smith will fail to overcome the challenges within the tale can be easily cast aside. We know he survives because we know he bears the scar.

It's harder to create an aura of mystery and weird terror when the audience knows the outcome, but Moore knows what she is doing. She immediately disorients the reader, by inserting them in media res -- along with Smith -- into an unknown environment. As the story begins we find Smith literally in the dark without "the faintest idea of where he was or how he had come there." Adding to his mysterious surroundings, Smith is immediately attacked by some unknown and unseen foe and falls unconscious. The reader may know that Smith will find a way out of the situation, but the reader also feels the urgency of the situation in which Smith has found himself.

As a side note, as in other Moore tales, much could be made in this story about the use of light and dark and how she uses them to create discomfort for the reader. Much of this story takes place in the dark and the majority of the references to light are referring to one character's ability to open a portal between worlds.

When Smith awakens from his unconscious state, he finds once more that he is not alone. Moore's descriptions of movement are identical to the ones she used to describe the unseen assailant, maintaining the uncomfortable anxieties she created earlier as long as possible. This time, Smith takes action and finds -- much to his pleasure -- that this time it is a fellow prisoner and not an unknown horror who has joined him in this mysterious place. Smith's new companion, the fair Apri, knows where Smith is and why he is here and quickly shares what information she has with Smith and the audience.

Here Moore exhibits one of the least appreciated skills in writing. She deftly provides the audience with much needed exposition in the form of natural dialog. When Apri is discussing the "haunters of Vonng," who are the slaves of "Julhi," it is conversational rather than expository, yet it fills in all of the necessary information to inform the audience how dire the circumstances are and how mysterious the place Smith has found himself in is. One of the ways Moore accomplishes this is to have Smith's thoughts interact with Apri's dialog to fill in the blanks.

For example, when Apri mentions that Smith is in Vonng the reader is immediately granted access to Smith's thoughts, rather than having to read Apri explain what and where Vonng is. And it is a place reminiscent of sunken R'lyeh, "The stone had been quarried with unnamable [sic] rites, and the buildings were queerly shaped, for mysterious purposes. Some of its lines ran counter-wise to the understanding even of the men who laid them out, and at intervals in the streets, following patterns certainly not of their own world, medallions had bedn set, for reasons known to none..." Like many of the locations in H.P. Lovecraft's fiction, Vonng is a city that exists at a nexus of worlds, where the geometry of the universes allow one universe to affect others...if they have the proper means of communication. We quickly find out that Apri is a vessel through which Julhi, a horrifying being from another world, can bring people into her own "Vonng" to serve as food.

As I wrote earlier, Moore is using many of the narrative elements from prior Smith stories in this piece. In "Scarlet Dream," Smith found himself transported to another universe. In "Black Thirst," Smith found himself in a vast and unending castle/city whose ruler could manipulate the geography to make it a prison. In all the prior tales, save "Dust of the Gods," the villain was some form of vampiric inspiration for a creature of classical myth. Shambleau was the vampiric origin of the Gorgon, the Alendar was the elemental horror version of Dracula, and the very planet in "Scarlet Dream" was a blood feeding terror. In "Julhi," the eponymous villain seems to be the vampiric inspiration for the Siren or Lorelei.

Like most of Moore's vampires, Julhi feeds on something other than blood -- in this case in addition to blood. The Alendar fed on beauty, Shambleau fed on sexual pleasure and desire, and Julhi feeds on emotion, "but to experience the emotions we crave we must have physical contact, a temporary physical union through the drinking of blood." Julhi is a traditional vampire, in that she drinks blood, but a non-traditional one in that she feeds on the experiences, sensations, and emotions of the victim -- all kinds of emotion, save possibly one.

Of all of Moore's creatures, the Julhi is the most interesting to date and quite unique. I was taken aback by Moore's description of the creature and how she managed to bring horrifying imagery to my mind while describing the creature as one of beauty.

He caught his breath at the sleek and shining loveliness of her, lying on her black couch and facing him with a level, unwinking stare. Then he realized her unhumanity, and a tiny prickling ran down his back -- for she was one of that very ancient race of one-eyed beings about which whispers persist so unescapably in folklore and legend, though history has forgotten them for ages. One-eyed. A clear eye, uncolored, centered in the midst of a fair, broad forehead. Her features arranged in a diamond-shaped pattern instead of humanity's triangle, for the slanting nostrils of her low-bridged nose were set so far apart that they might have been separate features, tilting and exquisitely modeled. Her mouth was perhaps the queerest feature of her strange yet lovely face. It was perfectly heartshaped, in an exaggerated cupid's-bow, but it was not a human mouth. It did not close, ever. It was a beautifully arched orifice, the red lip that rimmed it compellingly crimson, but fixed and moveless in an unhinged jaw. Behind the bowed opening he could see the red, fluted tissue of flesh within.


Sexual imagery aside, this description is highly disconcerting. When added to the slightly serpentine arms, indescribable lower half, and feather crest above the head, we have a truly haunting creature. In fact, the imagery in my mind was a kind of combination of the monster from The Man Trap, a serpent (diamond shaped head and all), a lamprey, and a peacock. Not something I would want to meet while trapped in an alternate dimension. It's also a creature I would love to see illustrated.

Though Julhi cannot speak she can, like the Lorelei, sing, and her song creates a hypnotic state that manipulates the emotions of the listener. Smith is run through the gamut of emotions and the ride only stops on two occasions. Once, it is stopped because Julhi has experienced more powerful experiences than she has ever experienced before. The other time Julhi withdraws, without comment I might add, is when Smith remembers his first (and likely only) true love -- a love that hints at horrible loss in this tale. This love is a place where it seems Julhi will not go, and is evidence of another recurring theme in Moore's tales. She often places love in a favored, though typically tragic, position over sexuality. Sexuality and sexual desires are more base than the love she often presents, as was evidenced in the earlier discussion of beauty in "Black Thirst."

While Julhi herself may be the inspiration for the Siren or Lorelei, she is not representative of her eerily beautiful race. As the story unfolds, we learn that she is an aberration among her people...a corruption if you will. This makes her markedly different from Shambleau and the Alendar who were representative of their respective species. Here Moore might be commenting on humanity itself and how those who live vicariously through others, and to the destruction of those others, are a kind of leech to be shunned by society.



Previous Blogging Northwest Smith Entries:

4)[Blogging Northwest Smith] "Dust of the Gods"
3)Blogging Northwest Smith: "Scarlet Dream"
2) Blogging Northwest Smith: "Black Thirst"
1) Blogging Northwest Smith: "Shambleau"

Tuesday, November 03, 2009

Out of the Box Games to Release Pirate vs. Pirate Boardgame

Earlier this year, Out of the Box games released the excellent simple strategy game Ninja vs. Ninja. The game featured excellent graphic design and a solid rules set which balances strategy and chance to create a game that is quick to play and entertaining as well.

Historically, a couple of the advantages that video games often have over board games have been their lack of long set up time and the ability to "save" progress in a game without having to either keep detailed journals or leave out hundreds of cardboard chits. The Eurogame movement countered this advantage in that the majority of Eurogames are quick to set up and quick to play. If you only have an hour to spare for playing a few games, the modern Eurogame influenced market has many games available and Ninja vs. Ninja is one of those games.



Later this year, Out of the Box Games will be releasing the natural thematic -- if not mechanical -- sequel to Ninja vs. Ninja with their forthcoming Pirate vs. Pirate. The game, which is a three-player game as opposed to Ninja vs. Ninja which is a two-player game, should be available before the end of the year and I am very much looking forward to the design. Out of the Box has been fairly quiet with regard to what the game itself will look and play like, but if it plays well I'll certainly be hoping they manufacture a Pirate versus Ninja game in the near future.

Friday, October 30, 2009

Hulu Recommendation Friday: V -- The Series

With ABC running a remake of the classic V miniseries, I had no other choice than to have this week's Hulu recommendation be a V related one.

While there has been much talk lately regarding how SF and Fantasy have come to so dominate popular culture and the collective social conscience that we may now be entering into a "post-SF" era, it should be noted that film and television have been saturated with SF and Fantasy narratives since their beginnings. Even prior to the television and films that affected me as a young Gen X viewer, these media had entertained generations with fantastic SF/F. This earlier influence is what made growing up an SF/F fan in Generation X such a joy. There was an amazing abundance of quality sfnal material to watch when I was growing up, and it wouldn't have been there if not for how much earlier entertainment influenced those who created entertainment in the 70s and 80s.

Let's take a quick look at some of the entertainment offerings that Generation X was able to enjoy. On television, we had THE SIX MILLION DOLLAR MAN and the BIONIC WOMAN, SUPERFRIENDS, JOHNNY QUEST, STAR BLAZERS, BUCK ROGERS IN THE 25th CENTURY, BATTLESTAR GALACTICA, SPACE 1999, SALVAGE, and V. In film, we had ALIEN, OUTLAND, STAR WARS, KRULL, THE LAST STARFIGHTER, EXCALIBUR, SUPERMAN, FLASH GORDON, and BLADE RUNNER. The lists above don't even scratch the surface of how much wonderful sfnal material was being produced as Generation X was growing up. Science Fiction and Fantasy films may have bigger budgets today, but they are no more ubiquitous today than they were in the 70s and 80s.

It is often jokingly remarked that the Golden Age of Science Fiction is 13 (or insert some other young age), as that is the time one can best enjoy the fantastic tale merely for the sake of its being fantastic. I'm not one who usually agrees with this statement, as I have yet to be disillusioned about the SF/F I read as a child. Most of what I enjoyed, I still enjoy. Most of what I missed that others tell me I should have read, but may not enjoy as much now that I am "a more mature reader," I have enjoyed. Sometimes, as was the case with the ending of SLAN, I find small quibbles with particular narrative devices or decisions, but for the most part I find that a good story remains a good story.

I remember V being a very good story. It was a wonderful reversal of the alien story told in films like THE DAY THE EARTH STOOD STILL. We had aliens who were visiting our planet claiming to be peaceful, like in DAY. Unlike the humans in DAY, we believed them much to our eventual dismay. That one small difference made V more plausible to me than the high minded and hopeful narratives offered by movies like DAY.

The argument in DAY is, essentially, that if all the scientists can work together (because they understand the futility of war) then Earth can become a wonderful and peaceful place. Of course, if they cannot then the Earth will be destroyed, since apparently the Galactic Community believes in using violence preemptively to stop nuclear capable planets from attacking them. I very much enjoy DAY, but still have trouble with the "we have evolved beyond violence and if you don't..we'll destroy you" narrative. The short story is better with regard to this issue.

The argument in V is "beware of aliens bearing gifts." The aliens come to help us achieve peace and can end all the problems facing human society. One small thing, they really want to turn us into dinner. Given the messages that tyrants have used throughout history to attain power have been ones of "peace," "equality," and "progress." I found the story plausible. (I also found the narrative in ALIEN NATION extremely plausible, and more compelling than V as a "human" story.) The costumes the aliens wore, and the way they manipulated specific humans in order to get their "help," are fairly obvious references to Nazism.

I cannot wait to see what ABC is doing with the new V series on November 3. To get ready, I recommend watching the miniseries link above from google video and watching the spin-off series on Hulu. I've embedded the first episode of the followup series below. It isn't as solid as the miniseries, and I don't know how it will hold up as I'll be finding out over the weekend, but I have fond memories.