Wednesday, September 16, 2009

Magic Potions for Sale: Jones Soda is Offering "Dungeons and Dragons Spellcasting Soda"

For many this will be old news, as it has already worked its way around the geekernet Wil Wheaton and Felicia Day have already tweeted about it), but I think it is still pretty cool news. I first read the story on the excellent Nerdvana blog on the East Valley Tribune website. I have no idea why an eastern Phoenix newspaper is the home to this excellent blog, but maybe it has something to do with Flying Buffaloes.

To make a long story short, Jones Soda is offering a new limited edition 6-pack of sodas under the brand name Dungeons and Dragons Spellcasting Soda.



Each pack comes with six Dungeons and Dragons themed flavors, though not all the names are exactly "spellcasting" related. The flavors are:

  • Dwarven Draught
  • Healing Potion -- the one diet beverage
  • Sneak Attack
  • Bigby's Crushing Thirst Destroyer
  • Eldritch Blast
  • Illithid Brain Juice


  • The names of the flavors is pretty hit or miss. I could have done without "Sneak Attack" or "Eldritch Blast," but that is more than made up for by the 1st edition referencing "Bigby's Crushing Thirst Destroyer." Given that Bigby was famous for his hand/fist related spells, it is a little bizarre imagining drinking this soda being the equivalent of swallowing a liquid fist -- but that's beside the point.

    I'll be ordering a couple of packs today and hoping that "Illithid Brain Juice" is a cool as it sounds.

    Tuesday, September 15, 2009

    Responding to Things We Think About Games -- Gaming Expectations: Heroic Endings or Doomed to Failure (Case Study One: Robotron 2084)

    In 2008, game designers Will Hindmarch and Jeff Tidball released a very useful book entitled Things we Think About Games. The book contains 101 statements by the authors, with a couple of additional statements by guest gamers/designers. Some of the comments are common sense, some are blunt, and all are thought provoking. Things We Think About Games is a book that belongs on every gamer's bookshelf, and Will and Jeff's website belongs on every gamers rss feed.

    At the San Diego Comic Con this year, I asked Jeff Tidball if he would allow me to write a series of posts featuring the statements from the book. Each blog post would be a gamer reacting to one of the statements in the book, and eventually I'd like to address all the statements made by the various game designers. I will also continually belabor the fact that Will and Jeff asked Wil Wheaton, and not me, to write the introduction to the book. While this is a common mistake, it is one that I will point out at every opportunity. Yes, Wheaton is more famous (and is in Secret of Nimh which I recommended as last week's Hulu recommendation), but I am less likely to use expletives.

    This being a blog, and not a Thesis or Dissertation, I will address the statements in no particular order, but I do hope to address them all. Today's blog topic is inspired by the 101st entry in the book.

    STATEMENT 101
    Know Why You Play Games.


    The statement is simple enough, and is a gamer's version of Oracle of Delphi's famous dictum Gnōthi sauton or "Know Thyself." It is a statement seems to have an underlying claim that some ludophile Socrates might adhere to, "the unexamined gaming experience isn't worth playing." That may, in one way, be the whole point of Hindmarch's and Tidball's book, but this quote provides a nice starting point for any discussion regarding games and spurs one on to think philosophically about the subject.

    It was this thought that was lurking around my subconscious when I read an article at Gamasutra about Robotron 2084. The article is an historical article about the game and its legacy with regard to game play. A good amount of time is spent discussing the games innovative use of a two joystick system, an innovation that couldn't be accurately emulated in a "home experience" for many years. It makes for interesting reading, but there was one quote which mixed with STATEMENT 101 to inspire me to think about why I play games. The quote was a simple one, "The player is tasked with the grim, desperate, and ultimately futile task of saving the last family of Humanoids (emphasis added)."



    Ultimately futile -- the words echoed in the back of my mind.

    Why would I want to play a game that I cannot, no matter how skilled I get at it, "win?"

    What particularly bothered me about this statement is that it pointed to a contradiction in my game playing habits. I have been a fan of Robotron 2084 for decades and have played it uncountable times. In that time my skill level has migrated, from poor to excellent to poor to average, depending on how often I have played the game during a given time period. I am not always in the mood for Robotron, but I never find the game -- as it was designed -- to be a bad game. As big a fan as I am of this particular futile effort, I was seriously disappointed by the end of Dawn Of War. After many hours of game play, and total victory over the forces of Chaos, I watched as all my hard work evaporated in a "1970s Satan has eaten your soul Bad ending" as my Space Marine Captain unwittingly released a new demon into the universe.

    The futility of all my hard work playing Dawn of War was made clear to me during the final animated narrative sequence. Lucien Soulban's scripted ending undid everything I had struggled for in playing the game -- and it seriously aggravated me. I was all the more aggravated because an author/game designer I respect was the one who dropped the "futility bomb" on my head.

    Why was I experiencing such a strong emotion that was, on its face, a contradictory sentiment to my thorough enjoyment of the equally futile Robotron 2084? To answer this, it was helpful to contemplate statement 101.

    Why do I play games?

    I play different games for a variety of reasons, but one reason that keeps me coming back is "story." I like the way that games, of all kinds, tell stories. It's one of the reasons I am a "good loser." I don't mind losing to someone who is better than me at Chess, all I want is my learning experience to be a good story. Candyland, with its pre-determined gameplay, taught me the importance of story in play and de-emphasized "winning." Both Robotron 2084 and Dawn of War contain story elements. Robotron's appear to be "weak" at first, but they are deeply embedded in gameplay -- if simple narratively. Both games contain narratives where the actions of the player, in the end, result in failure -- so there must be some element of the game and how it interacts with story that allows me to enjoy one in its entirety while feeling dissatisfied with the ending of the other.

    Aha! It isn't the futile ending that is disappointing. It is the fact that the futile ending was not a part of game play -- it was a forced narrative tacked on to the end of the game. When the player inevitably loses in Robotron it is because the game has finally become too hard to finish, the game has literally beaten you. When you "lose" at the end of Dawn of War, it occurs after you have achieved "final victory." The contradiction lies in the interaction between the mechanics and the story -- a contradiction made even stronger by the underlying expectations of Real Time Strategy games. The underlying expectation of an RTS is that you can win, any advantage in supply or troops the computer opponent has is usually made up by an imperfect AI -- necessarily imperfect as a perfect AI would likely win all the time and lessen the fun.

    Would I have felt differently if I had actually lost the final scenario of Dawn of War rather than have a scripted 70s ending? Not if the game had followed standard RTS genre conventions, the player "must" have a chance to win in the conventional. If the game progressed in a manner similar to other RTS games, each level getting slightly more difficult but winnable, with a final impossible level, the game would have likely been as unsatisfactory. This dissatisfaction would likely have been accentuated by the interstitial narrative clips.

    On the other hand, if the game lacked interstitial clips and the narrative left only to game play I would probably have accepted an unwinnable level. At least possibly, especially if I knew going in that the game eventually becomes unwinnable as each level becomes more difficult than the last. But that isn't the central conceit of an RTS campaign, the central conceit of an RTS campaign is that the player is unlocking a heroic narrative. In this case, each victory leads to a new chapter in the hero's tale. A hero can hit a low point, like the one at the end of Dawn of War, but that ought not be the end of the story. In this case, it is. There is no sequel to the narrative, though there are many sequels to the game. My Blood Angels forever stand defeated in their victory, where my mutant defender of humanity just ends up dead after finally facing overwhelming odds.

    I think it would be interesting for someone to design an RTS where each level becomes more difficult than the last, with no end in sight. Then the story changes from how my victory was taken from me, to how far I was able to get and who is able to get to the farthest level. I think I might prefer traditional RTS games -- with victorious endings -- to that "futile" RTS, but given my love of Robotron 2084 I'd probably like that killer RTS more than the end of Dawn of War because the ending would be driven by the mechanics of the game.

    I don't mind losing when it's a part of the rules, but I hate losing when I won fair and square.

    Monday, September 14, 2009

    One Who Walked Alone: Solomon Kane Preview

    If you were to take a random sample of Americans and ask them to name a hero created by Robert E Howard, arguably the creator of the Sword and Sorcery genre, their most likely answer would be Conan the Barbarian. For the past forty years, since Lin Carter and L. Sprague De Camp resurrected the hero for mass consumption, Howard's man of gigantic mirth and gigantic melancholies has appeared in a wide variety of media for public consumption. People have encountered Conan, or some approximation, in film, video games, comic books, television shows, and numerous pastiches written by more recent authors. Never mind the fact that the Conan of popular culture bears only passing resemblance to Howard's barbarian, the character has become a deeply ingrained part of the American Mythos.

    From time to time some devoted soul, will attempt to resurrect another of Howard's heroes in the hopes that they too will become a part of the American psyche.

    A little over a decade ago we saw the release of Kull the Conquerer starring Kevin Sorbo. Kull was a proto-Conan and the first published Conan stories is a re-writing of a Kull tale. The film meandered between the swashbuckling stylings of a Harryhausen Sinbad film and the camp of the Batman television series, and in doing so failed to capture the character or any real audience.

    There have also been attempts to bring Howard's dour and deadly Puritan, Solomon Kane. In the 70s, Marvel Comics released a number of Solomon Kane comics, recently Dark Horse has done the same. In fact, Dark Horse is publishing the reprint trades of the Marvel books. In the 90s, Baen Books released a collection of Howard's Solomon Kane stories with and introduction by Ramsey Campbell. Campbell also used the Bael edition as an opportunity to "collaborate" with Howard in a manner similar to de Camp and the Conan tales. Del Rey released a beautiful edition of the Solomon Kane tales, with wonderful artwork by Gary Gianni, in 2004 -- an edition still in print -- that collects all of the original tales with a few exclusive story fragments. The Del Rey edition is Kane as Howard wrote him. Solomon Kane has even been the subject of the excellent The Savage Worlds of Solomon Kane role playing game by Pinnacle Entertainment.

    Kane is among my favorite Sword and Sorcery heroes. His combination of a forthright pursuit of justice and his unforgiving personality makes for an interesting take on the "religiously motivated" hero. Howard describes him as, "a strange blending of Puritan and Cavalier, with a touch of the ancient philosopher, and more than a touch of the pagan...A hunger in his soul drove him on an on, an urge to right all wrongs, protect all weaker things...Wayward and restless as the wind, he was consistent in only one respect -- he was true to his ideals of justice and right. Such was Solomon Kane." Like so many of Howard's heroes, Kane was -- like Howard himself -- One Who Waled Alone.

    Kane's star is certainly rising in the popular psyche, but how great a place the Puritan will hold will greatly depend on the upcoming film starring James Purefoy as the title character. If the preview is any indication, the character of the film will not be Howard's character "made flesh," but Purefoy's Kane might just be Howard's character in spirit.

    Friday, September 11, 2009

    Hulu Recommendation Friday: The Secret of NIMH

    Sometimes it seems as if we've forgotten how wonderful hand drawn animation can be and the sense of marvel it can convey. Digital Animation can be, and often is, a wonderful medium in which to view stories, but there is something about hand painted cells that -- when well done -- captures the imagination in a spectacular way. Don Bluth's 1982 masterpiece, The Secret of NIMH is a film that manages to show off many of the advantages of hand drawn animation, while exhibiting few of the weaknesses. Digital animation still lacks the fluidity of well executed hand drawn animation, but that is only a matter of time.

    What is special about this kind of animation is the same quality that is special about paintings in comparison to photographs. Photographs, particularly digital photographs, have a crisp quality of realism where paintings -- even spectacularly realistic paintings -- have a sense of the surreal about them. The same is true when comparing digital animation and hand drawn animation, the digital always "feels" a little more real than the hand drawn -- somehow more abstracted from reality.

    Both types of animation have a well deserved place in entertainment, but sometimes we get so obsessed with the new that we forget the transformative nature of the old.

    The Secret of NIMH is one of the rare movies that Jody and I own actual animation cells from and they are among our most prized possessions.

    Thursday, September 10, 2009

    Cinerati Book Review: The Mall of Cthulhu by Seamus Cooper


    In the movie My Favorite Year, Alan Swann (Peter O'Toole), in quoting another actor, claims that "Dying is easy. Comedy is hard." While the origins of the quote are relatively unknown -- being attributed to several sources -- the spirit of the quote is none the less true. It is very difficult to write an engaging work of comedy of any length. Nowhere is this more evident than in comedic Science Fiction and Fantasy writers.

    While there are those like Terry Pratchett, Douglas Adams, and Ernest Bramah who have written what many consider to be consistently high quality SF/F books of a humorous nature, the majority of genre humor writers fall into a trap that Jo Walton succinctly describes in a blog post on her love hate relationship with humor fiction. Walton argues that the majority of humor writing tries to hard to be funny and doesn't let the humor rise organically from the material, and she finds this very frustrating as a reader. As she puts it, "I hate things that are trying to be funny, rather than letting the humour bubble up from underneath." I agree with her sentiment, and I agree that this is a pratfall that too many writers fall into too easily.

    It is a pratfall that Seamus Cooper risked falling into in his recent novel The Mall of Cthulhu. The novel, published by Night Shade Books this past June, attempts to use comedy to synthesize the mystery procedural with weird fiction.

    The book's plot is relatively simple. Ten years ago, a college student named Laura Harker was saved from being turned into a vampire when a geeky folklore student named Ted charged into the vampire's den -- the Omega Alpha sorority -- and slew all of the undead occupants therein. This act of heroism shattered Ted's sanity, and led Laura to pursue a career in the FBI. Ted now works at a chain coffeehouse named Queequeg's hoping that the mind numbing routine of a service job will help him remain sane, and allow him to lead a normal life. Alas, Ted's fate -- and Laura's -- is not destined to be one of day to day doldrums. Ted has accidentally stumbled upon a group of modern day Cthulhu cultists who wish to use a shopping mall in Providence, Rhode Island as a nexus of power to summon the Old Ones to wreak havoc on the world.

    As the back of the book describes it, "[Ted] and Laura must spring into action, traveling from Boston to the seemingly-peaceful suburbs of Providence and beyond, all the way to the sanity-shattering non-Euclideian alleyways and towers of dread R'lyeh itself, in order to prevent an innocent shopping center from turning into...The Mall of Cthulhu.

    The book is an entertaining read that hits all of the right plot points for a first novel in a series of comedic weird tale procedurals. The two main characters, Laura and Ted, are extremely likable and Cooper's writing has us empathizing with them as real people in relatively quick order. Especially engaging, for me, was Cooper's ability to convey just how mentally damaging slaying an entire pack of vampires might be -- particularly when the person doing the slaying is an everyday kind of guy. Laura is also affected by the night of mayhem. Nearly being turned into a vampire by someone she was attracted to has had lingering affects on her ability to form long term romantic relationships -- she has a hard time trusting the women she meets.

    As a procedural, the story works its way through the mystery at a nice pace and we get to see how Ted's impulsiveness -- and laziness -- interacts with Laura's trained professionalism and adherence to routine. It makes for some nice narrative tension when Ted gets into trouble and Laura comes running to help. Is she too late? The only real problem with the underlying mystery is that it opens feeling like a grand conspiracy and ends as what feels like a few guys with a chip on their shoulder acting out. I understand that mass conspiracies are implausible and unsatisfying, but so is a small group who don't seem capable of some of the tricks they pull early in the plot. I didn't need a huge conspiracy, but one that was a little bigger would have been beneficial. With that small complaint, the book's procedural elements were interesting enough to keep the reader engaged.

    The book has a good pace, likable characters, and is an entertaining procedural. But...is it funny or does it fall into the trap of trying to hard to be funny? The short answer is both. At times Cooper has me laughing inside my head at one joke or another. It's pretty amusing to read about a character so disturbed by the mind numbing timelessness of R'lyeh that he begins kicking Cthulhu in the head in the hopes that the Old One will awaken. It's also funny reading about someone sitting in a dumpster, using a milk filled garbage bag as a pillow, while reading a version of the Necronomicon through the eyes of a character in a Sims-like video game. The book also avoids an over-abundance of puns. There are "easter eggs," to be sure, but Cooper refrains from making every other line of the book a pun.

    The comedy does break down a little bit in three distinct ways.

    First, there are both too many, and not enough, internet porn references in the book. Had Cooper used only a couple such references, they would have remained funny. Had Cooper tossed one out every couple of pages, they would have become funny again. Sadly, Cooper used them to the point where they lose comic value, without using them enough to where they become funny again -- though the foot fetish porn comment was in itself amusing.

    Second, the commentary about Lovecraft's racism, and his "ambiguity," became tiresome. No one who has read any Lovecraft can walk away from his fiction without the strong feeling that Lovecraft had some peculiar ideas about race -- and likely eugenics -- but readers don't need to be reminded every chapter. Cooper attempted to use this conversation, as well as a couple of rough asides about role playing games, as witty banter -- banter that also served as an important connection between Lovecraft and the cultists -- but it gets a little over played. It might have seemed less overplayed if Cooper had included more specific examples of Lovecraft's racism by including quotes from stories where Lovecraft's racism really shines through. This is a place where it would have been nice to have been shown rather than told. Give the reader a couple of passages from Dunwich Horror and have your characters talk about how disturbing they were. The same can be said for the mocking of Lovecraft's use of "indescribable." Though it should be noted that Cooper does have a good comedic moment in R'yleh which is only made possible due to previous complaints regarding Lovecraft's prose. Once again, it would have been nice to get some more actual Lovecraftian passages. The purple prose might have been comedy enough all by itself.

    Third, Seamus Cooper's attempts at political humor largely fall flat. The best political comedians skewer both those they agree with and those with whom they disagree fervently. Cooper's political jabs can be summed up as simply as Republicans underfund paranormal defense and Democrats fund it appropriately. Their was one gem of a joke where the post-94 Congress wanted to restrict a certain agency to using only "Biblical Based Defenses." Anyone who has read a Chick tract should get a good chuckle from that conversation, but by and large Cooper misses a couple of real opportunities for humor. For example, why wasn't Nancy Reagan's use of an Astrologer included? One can easily imagine a dozen jokes stemming from that concept alone.

    What if Ronald Reagan, after he fired the striking Air Traffic Controllers, had the replacement military controllers have planes fly paths prescribed by the Astrologer? And what if those paths corresponded to a particularly dangerous summoning ritual? One could have a field day with that, as one could also have had a field day with Clinton needed a special anti-Succubus Secret Service Agent, or how Tipper Gore's anti-D&D statements in her book Raising PG Kids in an X-Rated Society led to some D&D obsessed "occultists" using a ritual they thought was fake against her? There is no limit to where these jokes could go.

    Were I Cooper's editor, I would have had him unpack a lot of the political comments and have him transform them into more specific jokes. There's a lot of humor, on both sides of the aisle, to toss around and the book would have been better for it.

    These complaints aside, The Mall of Cthulhu was exactly the book I needed when I read it. The book is an enjoyable and light-hearted yarn where underfunded, and under-powered, good guys have to fight against larger than life enemies -- including a hundred plus year-old sorority member vampire priestess named Bitsy.

    Wednesday, September 09, 2009

    I'll Be Watching TRON on December 17th, 2010 and Avoiding GREEN HORNET Like the Plague

    December 17, 2010 will be a very busy day at the movies. That day will see the release of The Smurfs, Yogi Bear, Tron: Legacy, and The Green Hornet. The Green Hornet is the only one of these films that won't be released in 3-D, and it is likely the only one of the December 17th films I won't see at some point. I am eagerly awaiting Tron: Legacy and my daughters will be 33 months old at that point and will likely pressure me into taking them to see the other two.

    The reason I will be avoiding The Green Hornet (or should I write Seth Rogan is The Green Hornet?) like it was the H1N1 virus is that of the four movies coming out next holiday season, it is the only one that will be mocking its underlying IP. One imagines that Yogi Bear will be a loving adaptation targeted at 5 year-olds -- and their parents -- the same can be said of the upcoming Smurfs film. One finds it difficult to believe that the studios would turn those animated features into stoner humor parodies of the original cartoons. As for Tron: Legacy, it speaks volumes that the film includes much of its original cast in what appears to be an attempt to capture what made the original so engaging.



    None of this guarantees that the non-Hornet films will be any good, but all signs are that the filmmakers are at least attempting to make enjoyable fare that pays homage to the original.

    This is not true of The Green Hornet -- Seth Rogan is The Green Hornet -- which seems to not only be meandering through the production cycle with delays in release date and changes in director and actor during the production phase of the film. It is not usually remarkable when a film changes directors or cast during pre-production, but it is remarkable when the film pushes production because of the changes. The film can't even keep Nic Cage on board, and he's a big enough geek to put up with a lot. In fact, the loss of Cage pretty much eliminates any geek street cred this film could have churned up.

    The film had already lost Hong Kong star, and director, Stephen Chow. Last December Chow cited "creative differences" as the reason he could no longer direct the film -- a big hint that the film wouldn't live up to any fan's expectations as a "comedy kung fu film." One can accept a comedy kung fu film directed by Chow, he's one of the best directors of the genre, but when he drops out it's a signal of bad things to come. At that time, Chow was staying on as Kato, but as of this July he has dropped out of the project entirely. Now there's footage of an "accident" on the set of one of the shoots (scroll down to the bottom and watch the video). Apparently Britt Reid is giving a press conference when a shoot out breaks out and Kato has to drive to the rescue...or some such nonsense. The accident link also includes photos from the shoot.

    It just looks awful, but at least they pushed the date to "post-Comic Con" so we can get extra hype next summer and have people try to convince us that the film will be good. My thoughts are that if you were to create a drinking game counting the number of bong references and fart jokes in the film, you would be dead by the end of act II. On the positive side, at least they are shooting in Los Angeles.

    Tuesday, September 08, 2009

    John Carter of Mars and The Queen of the Iron Sands



    The 90s were a decade of either no news, or bad news, for fans of Planetary Romance, but during the 00's these fans have been experiencing a roller coaster ride of positive news and worrisome news.

    For the uninitiated, Planetary Romance stories are a kind of speculative fiction that straddles the line somewhere between fantasy and science fiction. The stories are fantasy in that they often incorporate magic systems, princesses, and mystical experiences. They are science fiction in that they often take place on other worlds.

    The genre was largely created by the Edgar Rice Burroughs novel A Princess of Mars featuring Burroughs' second most famous character John Carter of Mars. In story, readers encounter the Civil War veteran -- who is of indeterminate age and possibly unaging -- John Carter as he mystically transports himself to Mars (or as the Martian natives call it, Barsoom) after being near fatally injured. While on Barsoom, encounters alien races, falls in love with the most beautiful woman in the universe, and participates in large scale war. The book established the basic tropes for the genre, tropes which have been used to great success in literature and film in everything from Leigh Brackett's John Eric Stark stories to George Lucas' Star Wars films. There is a reason that Brackett was selected to write a draft of Empire Strikes Back and that reason is that Star Wars sits firmly in the genre of Planetary Romance -- as does Flash Gordon.

    Planetary Romance stories are more about adventure, romance, and the unknown than they are about science or political commentary -- though there are exceptions. There are many wonderfully written novels and stories within the genre, but there is also material some consider to be offensive drivel. I can remember stumbling upon the Gor novels of John Norman because of some basic underlying similarities between it and Burroughs' Martian novels. Traditional Planetary Romance novels advocate Victorian sensibilities about virtue and heroism, much like Arthur Conan Doyle's The Lost World (an interesting experiment is to read The Lost World and The Heart of Darkness back to back), and love is presented as an ideal akin to Courtly Love. The heroes of Burroughs' novels nearly swoon with affection for their beloved, a beloved who is perfect beyond compare. The Gor novels turned this on their head as Norman's novels were erotica disguised as Planetary Romance. Let's just say that this came as quite a shock to my 8th grade self, and to this day I don't have an appreciation for the Gor novels.

    Needless to say, Planetary Romance is a rich and important sub-genre of fiction and one that I highly recommend.

    Some of the roller coaster peaks in recent years have included:
    • The University of Nebraska Press editions of Edgar Rice Burroughs' Martian Stories, Moon Stories, and Venus Stories.
    • The Planet Stories line of books by Paizo Press.
    • Chris Roberson's Paragaea
    • Jon Favreau being selected to direct the John Carter movie. Even though he seemed overly influenced by the art of Frank Frazetta, and not enough influenced by the art of Michael Whelan or Frank Schoonover, Favreau was a great choice...before he had to leave the project and make an awesome version of Iron Man.

    Some of the roller coaster valleys have included:
    • The selection of Robert Rodriguez to direct the John Carter of Mars movie. I'm a Rodriguez fan, but the thought of his "lowest budget possible" mentality underlying a John Carter film just rubbed me the wrong way. Sure his Harryhausen homage was fun, but...John Carter in DV Cam isn't my idea of cool.
    • The recent three Star Wars films which hinted at how good Planetary Romance can be, while simultaneously showing us how bad it can be.
    • The recent Flash Gordon series. Seriously, WTF?!


    As noted above, a lot of the news -- good and bad -- for Planetary Romance fans centers around a John Carter project. One is still slated for production by Disney with Andrew Stanton at the helm, and Michael Chabon attached to the screenplay. So far that seems like good news for the Planetary Romance fan...but there is news about the project that should make fans worry too.

    One can easily overlook that Stanton hasn't done a project like this before, Doug Liman hadn't directed a spy movie before Bourne Identity, because Stanton's other film work has been extraordinary. That's not what is worrisome. What is worrisome is the casting.

    Taylor Kitsch (Gambit from Wolverine) has been selected to play the title role. Unless his performance in Wolverine was atypical, I cannot imagine him as remotely capable of capturing the charm and power of the Carter character.

    I am less worried, but only cautiously optimistic, regarding the casting of Lynn Collins as Dejah Thoris. After all, who can play "the most beautiful woman in the universe?" That's a pretty tough title to live up to, but I like the fact that the casting director didn't equate beauty with "ultra-voluptuous" and try for Scarlett Johansson or someone similar.

    Then there's the casting of Willem Defoe -- who has recently become a parody of himself -- and Dominic West -- who I loved in The Wire but who was ridiculous in Punisher: War Zone.


    It's gotten to the point that every piece of news I read regarding the upcoming Disney film version of John Carter of Mars has made my inner geek want to run away and hide. Will it be good or will it be awful? The inner 8th grader cannot stand the pressure and needs some new Planetary Romance distraction -- a quality one.

    Thankfully, Fantasy author Scott Lynch has recently released a free web-book (at least the first few chapters) of exactly the kind my inner geek needs. A few weeks ago, Lynch began e-publishing Queen of the Iron Sands. He's releasing the story as a "serial novel" and simultaneously paying homage to the classic of Planetary Romance and the serials of the early 20th century.

    My inner geek now refuses to hide no matter how bad the news regarding the John Carter film gets and it's all to Scott Lynch's credit. No matter how bad the John Carter film ends up, I know that planetary romance as a genre will live on because talented people are still applying their skills to the genre.