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Reading - Starborn Vendetta

Apologies for the lateness on this blog, life was happening. Hi. This week, not a very big post. That will probably come later. Instead, a l...

Sunday 31 December 2017

Review - Movie - Traders

I don't typically like overt violence in movies, and most British small-scale movies have that weird greying effect that makes them look more depressing than they are. But there are a few British movies of that type I've watched and enjoyed. The most recent - and most unexpected - is the Irish-produced Traders. Currently available on BBC3 via iPlayer, Traders is what might be described as an action thriller with a surprisingly dark twist.

The premise is simple; a man named Henry Fox dissatisfied with his low-paying work becomes embroiled in a game created by Vernon, a man he meets by chance. The game is called Trading, and it soon takes in a viral quality. The rules are simple; sell possessions to create a money stake, fight to the death, survivor collects both stakes and arranges it so the victims are presumed suicides with methods difficult to trace and confirm. His first "Trade" nets him 10,000, but the thought of more pulls him into more and more trades, which become increasingly dangerous and violent.

The theme of the movie is the time-worn question of how far someone is prepared to go for riches, but it can also act as a commentary on the modern world and how the internet is allowing the creation of these types of "entertainments". It's one person creating the Trading game, and that one person is causing dozens of deaths. The theme is disturbing to say the least, more so because of a distinct lack of blood and guts. This is where the subdued tone works in the movie's favour; the emphasis on middle to lower-class suburban neighborhoods drives home a feeling of desperation, the fact that those trading probably have problems in their lives that need this money. The ambiguous ending drives the overall message home.

On the whole, the movie looks good. You can tell the budget was low, but the tone and subject matter actually help rather than hinder. The cast, including Killian Scott as the lead and John Bradley as Vernon, does a creditable job of portraying a group playing for high stakes out of desperation or greed. It must be stressed that this movie is not for younger viewers. Quite apart from the disturbing content and subject matter, there's violence a plenty. Most of it is deceptively bloodless, and consequently more disturbing. For me, seeing someone stabbed to death is far less unpleasant than someone getting the life choked out of them. There's also the usual - but thankfully sparse - use of swearing.

On the whole, this is a great movie of its kind. A very modest scope belies a scenario many might easily compare to Stephan King's original Running Man or Battle Royale, but while not original it's still highly enjoyable in a delightfully disturbing way. Some contrived moments drag the experience down, and the ending might upset some, but on the whole this is worth a watch while it's available.

8/10

Sunday 24 December 2017

Y'ha-nthlei or bust...; Me and Lovecraft

If you want to see an earlier post about my feelings towards the work of Tolkien, please look here.

My relationship with H.P. Lovecraft is complicated to say the least. My encounters with his work were non-existent until I accidentally heard an abridged reading of At The Mountains of Madness on what was once Radio 7. I later heard another reading, this time of The Shadow Over Innsmouth. Then for my 20th birthday my father bought me a book dubbed Necronomicon; The Best Weird Tales of H.P. Lovecraft. This large book contains thirty-six stories from Lovecraft's body of work, including his entire Cthulhu-related bibliography, several stories from his Dream Cycle including the posthumous novella The Dream-Quest of Unknown Kadath, and a few other notable stories and poems.

Once I got into Lovecraft, I began seeing his influence in other works I enjoyed at the time, such as Hellboy and The Fifth Element, and later The Scarifyers and Blood-C. I also quickly realised that his writing wasn't the kind the modern world is used to reading in popular fiction. Very long words, exhaustively descriptive and plodding prose, and the use of several archaic phrases and expressions make it a bit of a drudge for modern readers. I also saw some elements that others might look over more readily. These are that none of his key characters were women; and that his enemy characters or the worshippers of his pantheon are described with terms such as "negro", "mongrel", "scum", "mulatto", "hybrid", and other casual racist or elitist epithets. There are some things I'm willing to tolerate, but such blatant and casual degradation isn't one of them. I later learned that his circumstances and the culture he was raised in led him to hold these prejudices, but it's still a bitter pill to swallow.

There was also an extra element; my work focuses on human accomplishment and individual power, in addition to openly critiquing class or race-based divisions in society. Lovecraft's work most famously focuses on humanity's insignificance in the greater scheme of things, and portrays the more successful or enduring races as congregational and caste-based. He often goes into nihilistic territory and frequently relies on insanity (in his time a piteously misunderstood condition which resulted in occasionally terrible abuse in the name of medical care) as a plot development. This allows for some truly disturbing uses of the unreliable narrator, but it also reflects upon Lovecraft's opinion of humanity as a whole and the so-called "oddities" within it in particular.

Thankfully, many authors are in a position to rectify that. Due to a variety of circumstances and events, virtually all of Lovecraft's work is in the public domain. Indeed, he openly allowed contemporary authors to borrow from and incorporate his work into their own, with August Derleth becoming the largest contributor to what came to be known as the Cthulhu Mythos after Lovecraft himself. Derleth, together with Conan creator Robert Howard and successor Richard Tierney, have expanded upon and borrowed from Lovecraft's work. More and more authors have been influenced by the Mythos, with some additions being dead serious and others - such as Neil Gaiman's I, Cthulhu - being more humourous. Now, I think it's my turn. Instead of complaining to myself without end of Lovecraft's defects, I should follow his advice and use his work to create something of my own. Using my style, with my approach to characters and plot, but using an available and beloved fictional universe.

If you want to listen to what I consider a good reading of Lovecraft, listen to this; an unabridged reading of The Call of Cthulhu by actor Garrick Hagon.

Sunday 10 December 2017

Welcome to Reality!

Reality. It can be the bane of the dramatic writer who doesn't know how to work within the laws of the real world to create adventure and mystery. In my latest work, recent finished and now undergoing proofreading and editing, I set myself a real challenge. Writing an adventure story without relying on cheap get-out clauses or improbable events (well, improbable without reason).

The reasons for my strong dislike for those types of scenarios outside very specific situations stems from a natural liking for the realistic. Even in my fantasy worlds, I keep events as realistic as possible. Even in my science fiction, the "science" is based on the real and the possible rather than using Clarke's old tactic of tech being advanced enough for magic (which, while interesting to think about, is something of a cheat when it comes to story writing). But one particular novelist, Clive Cussler, doesn't do any of this. I first encountered Cussler's work through the movie adaptation of his novel Sahara, which I really enjoyed and still enjoy to this day. I decided to buy the original book, and was instantly put off. Any semblance of realism present in the movie was clearly not in the book. My father also reads - or read, at least - Cussler as light entertainment. I tried his other work in Raise the Titanic and Mayday. Suffice to say, these were more than enough to put me of Cussler for life. In reaction to this and my combined enjoyment of and amusement at Dan Brown's novels surrounding the character of Robert Langdon, I decided to write my own story.

First off, I needed a protagonist. She's someone I've tried to get into stories for a long time. Inspired by my love of independent and sassy female heroines (think Lara Croft meets Adele Blanc-Sec with touches of the 1980s Red Sonja and Aeon Flux). I've tried her in fantasy, then in science-fantasy, and neither worked. I think it's because I was using a third-person narrative for a character who deserved a first-person spotlight. She's essentially a version of me, so I was able to write in a convincing way I haven't quite managed with my other works to date. It also enables me to slip in some constructive criticism of genre tropes without it sounding odd or awkward. It's just someone commenting in the narrative on their situation.

Next, I decided to keep my story squarely in reality. I love Lara Croft and Syndey Fox, but you've got to admit the idea of massive temples and tombs with still-working traps after thousands of years does stretch the suspenders of disbelief to breaking point. There's also the modern world problem of where to find undiscovered ruins that aren't either buried under a large amount of jungle (as in completely overgrown and unexplorable) or have been reduced to their foundations. The obvious solution is to make them underground temples and tombs, but then you need to find an area that can accommodate it in the real world. No point putting an underground temple of some scale into rock that's too hard to mine with the tools its builders would have used. Someone will always call you out. So yes, I can hide an ornate tomb in the desert, as long as it's a subterranean structure built into sandstone.

I also wanted to put in some genuine archaeological or historical locations without turning them into surreal "for the reader and for drama" incarnations of their real-world counterparts. I think you can guess what I mean - Egyptian tombs with working traps and vast conveniently lit catacombs, huge undiscovered Khmer ruins with deep catacombs and complex locking systems... Basically what a lot of adventure stories tend to incorporate. My locations eventually included (not strictly in this order) the Cardamom Mountains in Cambodia, the Scavi beneath the Vatican, the Gilf Kebir in Egypt, Pere Lachaise Cemetery the Carriere de Paris, the Cambrian Mountains in Wales, and several minor locations that can be visited today. As to why she's going to all these places, that's part of the story, so I'm not telling you anything here.

All of these places and associated locales had to be meticulously researched, realistically portrayed, and where needed embellished in such a way that it only requires a minor stretch of the imagination and not total suspension of disbelief. It also provided a wonderful opportunity to slip in a few in-jokes at the expense of the very authors I'm emulating. Such as.... a complex locking system on a door breaking due to rot when Helena tries to use it, and in the end all the door needs is a few kicks to get through one of its rotting panels. Yeah, that happens. And she's more than vocal about the fact that ancient locking mechanisms always seem to work in the movies...

Basically, it took five months of alternating between writing and research to complete what I fully consider to be a first draft. There's still editing, proofreading, formatting, and other such tasks to complete. I want it to be as readable as possible. But that's the future. Now, I can enjoy my victory. My first full-length novel written without a scrap of magic or science fiction in its pages.