Monday, January 26, 2009

13: The Fear May Not Be Real, But the Laughter Certainly Is


Cinerati may not be the biggest proponent of reality television shows. We only watch "American Idol" during the auditions -- you know, when the show is entertaining. We only watch "So You Think You Can Dance" after the auditions when the real competition begins.

That may seem inconsistent, but the reality is that the finalists on Idol are all talented and Cinerati WILL have plenty of chances to hear the artist sing in the future. This is only half true for "So You Think You Can Dance." The dancers are all extremely talented after the audition stage, but one doesn't get many opportunities to watch elegant dancers -- so we take our dancing pleasures when we can get them.

Cinerati is also a big fan of "The Real Housewives" series of shows. We don't care if it's Orange County, New York, or Atlanta. Those mean women, not you Jeana -- you are a sweetheart --, but most of the other women are amazingly petty caricatures that Cinerati cannot resist watching.

We can now add one more show to our strange list of preferred reality TV, "13: The Fear is Real." Let me assure you, that if the fear is real, it is only real for the contestants. There is nothing scary about watching the show, except for how scary ridiculous the contestants are. The show currently airs on Friday nights at 9pm, which puts in in competition with "Monk" and means that it goes straight to DVR while Cinerati watches more thoughtful fare. But once that more thoughtful fare is over, we run straight for the DVR menu to see what shenanigans the producers of 13 have in store for the contestants.

What is "13: The Fear is Real" you ask? It is a high concept reality show that asks the essential question, "what if we made a reality show that simulates a horror movie." Instead of contestants getting voted off every week, one contestant is killed off by the "mastermind of terror." Like "Top Chef," there are two stages of each episode. First there is a small group activity that sets the stage for which contestants will have to attempt to survive that episodes "death ritual," a contest that simulates some murder from the horror films we all know and love. Anything from being buried alive to being burned at the stake can be the "death" highlighted in the final ritual. Of the two contestants who participate in this ritual, only one returns to the group. At the end of the show, one contestant goes home with $66,666.00. Not a lot, we know, but it is the CW.

Added to the natural selective process of the show's contests is a twist. Early in the show, one of the contestants acquired a "murder box" when the others weren't looking and became the mastermind's accomplice in crime. This "wolf among the sheep" will have the opportunity to use the box to kill, one at a time, up to three other competitors. So not only do the contestants have to worry about the mastermind, they have to worry about each other.

And worry they do. They are constantly talking about how "afraid" they are. If one were to design a drinking game where you had to drink every time a contestant said they were afraid, you would die by the end of the first 10 minutes. These people are crazy scared -- of some pretty mundane stuff. The casting directors did a great job of picking some of the most paranoid, phobic, and superstitious competitors possible.

Cinerati's favorite episode was when the murder box was first acquired by the -- yet to be revealed -- killer. One of the contestants was certain he knew who the killer was and wanted to "out" the killer. By the structure of the episode, the tension this contestant was causing threw them for a bit of a loop. But instead of letting the contestant sidetrack the show, they decided to seize the opportunity and make accusations a part of the game. The contestant was informed that if he wanted to publicly accuse someone he could, but two things would be required. First, he'd have to get everyone to agree that the person was the killer. Second, if he was incorrect he would have to participate in the death ritual that night. He was wrong and had to participate. What leads one to believe that this was an on the spot decision by the crew was that it is the only time that 3 people have taken part in the ritual. I thought it was a brilliant adaptation to the changing circumstances that the players can create and it has been great fun watching the paranoia build on the show since that episode.

So far, the killer has eliminated only one of the other contestants, but the choice could not have been better. You see, in the first episode one of the contestants acquired the box, but was too stressed out by the responsibility and returned the box to the location it was originally placed. She was the first victim of the killer. That's what Cinerati calls good TV.

The show isn't scary. The production values are laughable at times. But the contestants are an absolute riot, and the contests are often very creative -- especially the final rituals. Cinerati recommends this show to anyone who doesn't take their reality TV too seriously and would like to thank Ghost House productions, that's you Sam Raimi, for this excellent diversion. Once you realize the show isn't about the viewing audience being afraid, rather about watching how the contestants deal with fear, then you can sit back and enjoy the show.

Friday, January 23, 2009

IFC: Your Place for Comedic Nazi Zombie Horror



According to Anne Thompson of Variety, IFC has acquired the North American distribution rights to the Norwegian horror/comedy film DEAD SNOW. The movie is a high-concept extravaganza sure to make any fan of Sam Raimi's EVIL DEAD series of films, or people who play the Savage Worlds role playing game, very happy. It's got zombies, Norwegian co-eds, creepy old men in cabins, Nazi gold, Nazis, snowmobiles, oh...and the zombies are the Nazis. It makes my heart feel warm knowing that IFC does in fact embrace all kinds of "independent film."

Watching the trailer one can see definite Raimi influences, but the brightness of all the snow does make take away from some of the creepy mood factor that made the EVIL DEAD series so fun. Watch the You Tube trailer below, or -- for a better image visit the DEAD SNOW link above.




Hat Tip: Anne Thompson

Wednesday, January 21, 2009

Tracy Hickman and Margaret Weis on Geekerati Tonight



On January 6th of this year, Tor-Forge published the first novel in an exciting new series by Margaret Weis and Tracy Hickman. The book, Bones of the Dragon, is the first in a saga inspired in part by Viking Sagas. It is a tale where the acts of men will determine the fate of gods. Weis and Hickman will be visiting the Geekerati BlogTalkRadio show tonight at 7pm Pacific to discuss this new series, the Dragonlance Saga, writing for gaming, writing for hire vs. writing for ownership, and the challenges of co-authoring works.

In 1984, Tracy Hickman was a game designer at TSR and Margaret Weis was a book editor at the same company. Both had been assigned to work on different aspects of a new product line for TSR entitled Dragonlance. Tracy was hard at work trying to, as he put it, "corale resources in the company to produce a little dream called Dragonlance." Margaret was to edit a book related to the product. It would be the first gaming related novel and TSR wanted success. So they set a couple criteria regarding the selection of who would author the book. According to Hickman, "it had to be a recognizable name author with an established audience and, second, he had to work for very little money on a project he could not own."

Though an initial author was selected to write the Dragonlance book, it was Hickman and Weis who eventually took the reins and ran with the project. What a project it became! Not only did the Dragonlance Saga create the genre of gaming related fiction, but it has spawned a library of over 190 novels, a couple of lines of comic books, and an animated film. All of this on top of the vast treasure trove of gaming material created in the Dragonlance Universe. 2009 marks the 25th anniversary of the setting and Cinerati can't help but believe that Wizards of the Coast, TSR's successor company, have some gaming surprise planned for later this year.

Hickman and Weis have written about a score of novels in the Dragonlance setting, but they have also written another score of novels completely unrelated to the Dragonlance Saga. From the Arabian Nights inspired Rose of the Prophet series to the post-apocalyptic Death Gate Cycle fantasy series. In support of their Darksword quadrology, they wrote a paperback sized role playing game entitled Darksword Adventures. The book was released in 1988 and it signaled the end, by publishers, of attempts to create mass market paperback market for role playing games. Prior to Darksword Adventures, Corgi had published the excellent Dragon Warriors paperback role playing game (a wonderful new version of the game is being published by Magnum Opus Press) and a paperback edition of Tunnels and Trolls as well as several of that game's solo adventures, and Puffin had published the Advanced Fighting Fantasy Role Playing Game as a follow up to its own Fighting Fantasy Gamebooks.


Tuesday, January 20, 2009

Space Vulture Now Available in Paperback

Last March, Gary K. Wolf (Who Censored Roger Rabbit) and Archbishop John J. Myers' wonderful pulp science fiction novel Space Vulture was released in hardback. The novel contains a gripping and action packed yarn that is reminiscent of the serial movies that once played in theaters. Reading the book one is transported into a world of rocketships (not spacecraft), rayguns (not lasers), and where Faster than Light travel exists regardless of any scientific explanation. In short, the novel contains pure fun and none of the baggage that can weigh down "hard" science fiction.



While it might be easy for some to dismiss Space Vulture as "juvenile" fiction, I would recommend against such shortsightedness. While the tale is certainly appropriate for youth, and also conforms to the old "Space Opera" stereotype of being a Western in Space, there is nothing wrong with that as long as the tale is well written and has some greater truth (or Truth) to offer the reader. Space Vulture does indeed have the layer beyond the yarn that transforms a story from a story read during ones youth that is merely looked back upon nostalgically, for fear that the reality doesn't live up to the nostalgia, into a story that is worth reading again as a treasure to share with one's children.

Space Vulture subtly addresses the philosophic underpinnings that lead us toward a moral, or immoral, life. Of the four adult characters (two "heroic" and two "villainous"), two begin the tale as apparent two dimensional characters. The other two contain the complexities necessary to draw the other two adult characters from the "four color" and into the "real." This is a story that speaks to the importance of family, of the proper relationship between siblings, and to what really makes on a hero. Good stuff this, even if it lacks a discussion of Unified Field Theory.

Last year, I was lucky enough to have both Gary and John visit my podcast Geekerati for a little conversation. Have a listen.



Then, after your appetite for adventure has been whet buy the book. It just came out in paperback.

Thursday, January 15, 2009

Wednesday, January 14, 2009

KHAN!!! Ricardo Montalban has Passed Away.


Kevin Roderick at LAObserved reports, "City Council President Eric Garcetti announced this morning that actor Ricardo Montalbán died today at home in his district, surrounded by family. Montalban was 88, according to Garcetti, who made the announcement at the Los Angeles City Council meeting."

Dammit! That's all I can say.

Well...except for KHAAAAAN!!!!

Eric Nylund Discusses Mortal Coils on Geekerati Tonight

Tonight at 7pm Pacific, SF and media tie-in author Eric Nylund will be discussing his upcoming book Mortal Coils with me and my fellow hosts on Geekerati. Join Bill Cunningham, Shawna Benson, Eric Lytle, and me as we discuss video game writing and this exciting new novel with Eric Nylund.

Eric Nylund is a New York Times bestselling and World Fantasy Award nominated author of several novels (including HALO: GHOSTS OF ONYX and DRY WATER). MORTAL COILS will be his ninth novel.

Nylund is also a writer and story consultant for Microsoft Game Studios where he helps develop and maintain blockbuster billion-dollar game franchises such as GEARS OF WAR and HALO. He has helped shaped the intellectual property for some the world's best videogame developers including BIOWARE, ENSEMBLE STUDIOS, and EPIC GAMES.

In January 2009, Nylund will have his first comic mini-series published, BATTLESTAR GALACTIC: THE CYLON WAR—a prequel to the television show, which chronicles why the machines started a war against humanity...and how the humans survived!

Also out in the Spring of 2009 is Nylund’s graphic novel, HALO: Genesis, which will appear in the Limited Collector’s Edition of HALO WARS.

He has a Bachelor’s degree in chemistry and a Master’s degree in theoretical chemical physics. He graduated from the prestigious Clarion West Writer’s Workshop in 1994.


MORTAL COILS is a modern fantasy novel about two twins who find out that they have an unenviable heritage that just may tilt the balance in the war between the Immortals and the Infernals.

The people at Tor Books have been kind enough to share the first nine chapters for your reading pleasure.

ABOUT MORTAL COILS

Nestled in a small town between San Francisco and the heart of the California wine country, a set of twins—a brother and a sister—live a life of mundane obscurity. Fiona and Eliot Post dream of running away from the oppressive rule of their grandmother, who has raised them since infancy after their parents were killed in an accident at sea. They hate being part of such a strange family—with all of its restrictive rules. Audrey Post insists on home schooling her grandchildren and forces them to work at a local pizzeria where they are bullied by a tyrannical boss. She seems to truly love Fiona and Eliot, but refuses to allow them to explore the beauty of the world that surrounds them.

On the eve of their fifteenth birthday, however, everything changes. It begins with hauntingly familiar violin music played by a homeless man who reeks of sardines and sulfur; a victorious confrontation with their bully of a boss; and a visit from two mysterious strangers, one known only as "a Driver" and the other who claims to be their long-lost uncle.

It turns out that Fiona and Eliot are much more than ordinary teenagers. They are the result of a single mistake: Years ago, an immortal goddess…and the infernal Lucifer, the Prince of Darkness, fell in love. To protect them from their dangerous heritage, Audrey Post valiantly kept the twins hidden and camouflaged from the entities that have sought them over the years, transforming the divine into the dull.

But now they have been found—not only by their maternal relatives, but also by their paternal ancestors. For millennia, the Immortals and the Infernals have abided a strict law that they may not meddle in each others' affairs. The twins represent a new balance of power, however, and can potentially open a door into the unknown. If they tip one way, they can be a great boon for the Immortals. If they tip the other way, they will be a powerful asset to the Infernals.

Each family is determined to gain control of Fiona and Eliot. But in order to establish the twins' proper place and rightful allegiance, they each must devise tests to determine which side the twins favor. The Immortals create three heroic trials inspired by urban legends, taking them into deeper and more dangerous pockets of mythology incarnate in the modern world. The Infernals fashion three diabolical temptations for the twins, each one an attempt to forever isolate brother from sister.

The time has come for Fiona and Eliot to be judged, and it is a matter of life—and death—that they band together and learn to use their fledgling powers. For family allegiances are constantly shifting and the twins' actions could ultimately cause a war of apocalyptic proportions.

Readers will remember Fiona and Eliot long after they've finished the last page of MORTAL COILS, and will eagerly anticipate their next adventure


MORTAL COILS
By Eric Nylund

A Tor Trade Paperback Original
ISBN: 0-7653-1797-4
$14.95/608 pages
Publication date: February 3, 2009
www.tor-forge.com


ABOUT GEEKERATI RADIO – Geekerati Radio is an online radio show hosted by Christian Lindke, Shawna Benson, Bill Cunningham, and Eric Lytle which features discussion of popular culture by geeks for geeks and is a featured show in the BlogTalkRadio network. The Geekerati Radio show airs Wednesday nights at 7pm Pacific and the archives are available 24/7.