Tuesday, October 15, 2024

First Scare: The Sixth Sense

A creepy character study that holds up over time

This year marks the twenty-fifth anniversary of the Oscar-nominated cerebral horror film The Sixth Sense. I consumed a fair amount of Bruce Willis content during his heyday, but this one escaped me. At the time, I wasn’t in the mood for creepy content, so I took a pass. Over the years, the film became a classic, showing up on best of lists, particularly for best plot twists. Thanks to the internet and repeated discussions of the film, many elements of the story were unavoidable even for non-viewers. As a result, the “twist” at the end was spoiled for me long before I saw it this month. But instead of making me less interested, the fact of the twist made me more fascinated by a story that I previously imagined as creepy and subdued. Now, in honor of our First Scare project, I have finally watched M. Night Shaymalan’s award-winning The Sixth Sense.

The story follows Dr. Malcolm Crowe (Bruce Willis), a successful child psychologist in Philadelphia, who works with troubled children. The film opens with Malcolm celebrating a prestigious lifetime award for his work in child psychology. His loving wife Anna (Olivia Williams) is proud of him even though she notes that his success has come at the cost of putting other aspects of his life second, including her. However, she says it’s worth it for the children he has helped. This comment serves up an ironic twist of fate: their celebration is cut short when Vincent Grey (Donnie Wahlberg), a former patient, breaks into their home and accuses Malcolm of misdiagnosing him and failing him. The psychotic, distraught, mostly naked teen suddenly shoots Malcolm and kills himself while Anna rushes to stop Malcolm’s bleeding.

Later we see a recovered Malcolm starting to work with another troubled little boy, Cole Sear (Haley Joel Osment). Grade-school-aged Cole has what seems to be delusions and is generally maladjusted and often bullied by other children for his odd and awkward behavior. Malcolm wants to focus on helping Cole as a way to atone for his perceived failure with Vincent Grey. In the process of visiting and interviewing Cole, we meet Cole’s stressed single mother, Lynn (Toni Collette), trying to support her emotionally troubled son. As the therapeutic meetings continue, we also see the world through Cole’s eyes and discover the first plot twist of the story and the explanation for Cole’s stress: as Cole himself explains it to Malcolm, “I see dead people.” Throughout the film, through Cole’s eyes, we see glimpses of half-burned people, hanging people, bloodied or poisoned people lurking around Cole and sometimes interacting with him. The sudden appearances are nicely creepy and provide quite a lot of jump scares. Later we find out why the child is haunted, and we find out a second important plot twist detail about the ghosts surrounding him.

In addition to his work with Cole, Malcolm also struggles with his relationship with his wife Anna. She seems to be distant from him and is generally melancholy to the point of ignoring him. Ironically, the child Cole, at the end of the film, is the one able to give psychologist Malcom advice on how to reconnect with his wife. That reconnection leads to the last big plot twist.

The most powerful thing about the film is Haley Joel Osment’s stunning child acting. His somber, melancholy, moody portrayal of a little haunted boy is quietly mesmerizing, poignant, and creepy. At times, his sweet, young face and soft voice are tragically endearing. At other times, he becomes angry and cruel, adding an extra layer of scariness and complexity to the story. Mostly, he is coldly and defeatedly accepting of his fate of suffering in a world of abusive children and disbelieving adults. The film has a lot of great (but likely unintentional) messaging about the importance of listening to and believing suffering children. The other excellent aspect of the film is Toni Collette. She delivers a great performance as Cole’s long-suffering mother, who is trying to protect her son from bullies while dealing with her own frustrations at his inexplicably odd behavior.

My least favorite aspect of the film was, ironically, Malcolm. My issue is not with Bruce Willis himself—he does a fine job playing basically the same type of character he normally plays (from Moonlighting to Die Hard). But the character of Malcolm is written in a way that is mildly annoying. His handling of the break-in is confusing. His decision to help Cole is ultimately a self-serving way to try to clear his conscience. But when things get tough with Cole, he decides to abandon the child. Ultimately it is the child, Cole, who helps Malcolm find peace, and Cole is most helped in the end by his final emotional exchange with his mother.

The Sixth Sense is my favorite kind of horror film, quietly cerebral and creepy. I’m surprised at how well it has held up over time. For a film that’s twenty-five years old, it still feels mostly timeless rather than dated (other than some passing comments on divorce and a surprising lack of diversity for a story set in Philadelphia). Despite knowing the big twist in advance, I still felt engaged with the main character, Cole. And for me, it’s all about character, even in a horror film.

Highlights:

· Oscar-worthy child acting
· Cerebral plot twists
· Survives the years of spoilers

POSTED BY: Ann Michelle Harris—Multitasking, fiction-writing Trekkie currently dreaming of her next beach vacation.

Nonfiction Review: Play Nice: The Rise, Fall, and Future of Blizzard Entertainment by Jason Schreier

From king of the world to a cog in the system, Play Nice blows open Blizzard's rise to fame and its fall from grace

Play Nice, the most recent book from renowned journalist Jason Schreier, says all in the title. The book follows the Blizzard from inception to acquisition to scandal. Though the future for the company is rather uncertain (what with the recent Xbox acquisition), the past holds a lot of dramatic development fuel (at least enough for an almost four-hundred-page book). Though I’ve never been a hardcore Blizzard fan, I’ve sunken many hours into Overwatch and was curious to see how some of their development choices unfolded. Instead, I got a whole lot more that I didn't know I wanted.

Schreier begins with Allen Adham and Mike Morhaime’s (Blizzard’s co-founders) initial foray into the industry and hits on every success, cancellation, and acquisition that comes their way. The industry darlings of the 90s continued to pump out hit after hit after hit. The Warcraft, Diablo, and Starcraft franchises were all massive successes, but the history behind each plays out here. For instance, the Diablo team was originally a separate studio that was brought into the company. Play Nice details how Blizzard’s primary Irvine offices contrasted with the Blizzard North, how the two companies’ ethos were at odds, in some cases, with their newly acquired brethren, and at other times in harmony.

Schreier, to his credit, paints this era of booze-fueled frat fantasy video game development in vivid detail, partly from his own description, but mostly from the quotations he managed to secure from the many past and present Blizzard employees. At times the book gets crass, though that is in line with the content being represented. Schreier’s commentary is often comical. At one point he references a past advertisement/mantra that came into being from a past World of Warcraft customer service call. In the background of the call, a man’s wife claims: “This game is why we don’t have sex anymore.”

But the book covers more than the early days. The transition from fraternity game developer to full-time publicly traded company brings with it many issues. Sometimes the dream of becoming big has an entirely different reality, and Schreier finds quotes to help nail that sentiment. The consistent rotating door of executives, owners, and employees left me (never mind the company) on unstable footing. So many names are introduced and quickly discarded that I had to do a double take (or at least flip a few pages back to see if I was still reading about the same person from a few pages ago). Schreier will build up an employee with a bit of backstory, and then not mention them for a while (or ever again), while others stay in the periphery, bouncing back into view every so often. It’s a bit disorienting, but completely understandable considering the company’s thirty-plus-year history of confusion, success, and most recently, scandal.

As someone who is opposed to CEOs making hundreds of times what their workers make, I found it tough to read about the disgusting practices carried out by Activision and Blizzard’s upper management. Developers found it difficult to live while their bosses made millions of dollars. While Schreier brings in voices from all tiers of development, the main focus, especially later on, comes from those affected by the poor policies implemented to ensure that Blizzard would become a profit-first company (as opposed to their initial player-first mentality). Arbitrary rules put in place would see employees compete in unhealthy ways to keep their jobs. Not to mention, all the time that Blizzard continued to put out hit games with commercial success (including in their early days), their staff was paid less than other studios. To work for Blizzard was its own sort of payment.

One of my main issues with the book is the inconsistent timeline. The book, overall, is chronological, following the earliest days of Blizzard to the recent Microsoft acquisition and layoffs. At some points, however, Schreier goes back in time to discuss other projects and put emphasis on things in a time that I thought I had already moved past. So, like with the many different employees that are mentioned and dropped, I found myself flipping back to make sure I knew where I was chronologically. Again, it's hard to fault Schreier for this, considering the studio had multiple projects in the works, and he tried his best to cover each with their own highlight. Despite some of the timelines coming into conflict, it’s digestible, even if I needed to take a few moments to review my notes. Minus some poor fool pressing Enter and starting a new paragraph instead of the space bar multiple times, another issue I have is how Schreier ends each chapter. Almost every chapter ends with what feels like a dun, dun, dun… To Be Continued. Look, I get it, but the content is interesting enough. It isn't necessary, and eventually comes off as unintentionally comical.

Discovering many of the intricacies of not only Blizzard, but Activision, Vivendi, and Davidson & Associates (Blizzard’s original parent company), and how the company and its parent companies work (or don't work) was incredibly insightful. The constant bureaucracy from Blizzard’s owners and eventual erosion of what made the studio unique and successful slowly begins to creep up on you as you read through the book, and it’s quite fascinating to see it unfold. From the sexual assault scandals to poor implementation of morale-destroying policy to leeching almost all creative juice from the teams in favor of profit, Play Nice covers one of most influential video game studios of all time with vivid clarity. Thanks to the many interviews Schreier conducted to make this book, it feels like a triumph for those poorly affected by ABK’s (Activision Blizzard King) harmful policy and in some cases inadequate response to employee grievances. While I think Schreier should have waited a bit longer to see how Microsoft and ABK’s merger plays out over a longer period, the content here is informative and reflective of an ever-changing industry. If one wants insight into how one of the most beloved developers in the world has become a shell of what it once was, this is the best way to do it.


Posted by: Joe DelFranco - Fiction writer and lover of most things video games. On most days you can find him writing at his favorite spot in the little state of Rhode Island.

Monday, October 14, 2024

Film Review: Woodlands Dark and Days Bewitched

A sprawling, exhaustive (and exhausting?) documentary about folk horror films

 

This three-plus hour documentary was not what I was expecting. I went into the 2021 documentary Woodlands Dark and Days Bewitched: A History of Folk Horror expecting something along the lines of a modern-day Haxan, the Danish/Swedish silent 1922 documentary/dramatization discussing the roots of local legends surrounding witches and witchcraft, dating back to the Middle Ages.

Instead, what I got was a survey of some nearly 200 films from (one of my favorites) Robin Hardy's The Wicker Man (1973) all the way through contemporary films like Ari Aster's Midsommar (2019). How they managed to license clips from so many films, from so many countries, to visually tell the story of folk horror films in this documentary is a wonder. I say in all seriousness, hats off to the distributor's legal team. Without the absolute waterfall of clips included in this documentary, the proceedings would be extremely dry and I don't think the film would offer the viewer anything approaching the same level of engagement.  

Written and directed by Kier-La Janisse, the film begins with the "Big Three" of folk horror, Witchfinder General, Satan's Claw, and The Wicker Man. The film touches on the actual events that inspired the first two films -- a depraved religious zealot who exploited the societal breakdown of a civil war in England to amass power to himself and torture people he deemed "witches," and a true-crime case of a child who committed murder and was rumored to be involved in demonic cult, respectively. The popular conception of folk horror films begins with these, and in the minds of most casual viewers familiar with the subgenre, hews mostly to stories set in the British Isles, and usually involving some type of ancient pagan practice persisting unnoticed into the modern day.

But over the next three hours, Wilderness Dark and Days Bewitched then widens the lens beyond the British Isles, and I think this is the real mission of the documentary. It explores films either produced in or set in England, the United States broadly -- its previous colonial incarnation and various Native cultures, New England, and the American South -- Australia, Brazil, Mexico, Russia, Japan, the Philippines, and within Nazi Germany's occult fascination (while gesturing at by not including the Indiana Jones films explicitly). 

The central conversation of folk horror is one between the present and the past. One aspect is that change itself is frightening, both because of the unknown looming on the horizon, but also because of what has been forgotten from the past. There may be traps set, there may be poisons latent in the land itself, in the primordial soup from which modern culture evolved that lie in wait or, worse yet, bear us ill will. The horror comes from our inability to resist these things because we are ignorant of their possibility. This tension exists in every culture, it seems, and so the film makes a compelling argument that folk horror is a global phenomenon.

The film does stumble, however. In some ways, it falls beneath its own weight. Even at 3+ hours, it feels like it merely scratches the surface, and films are mentioned in a clause of a sentence and then gone before much can be done to link them to a larger thought. The documentary may have benefited from a closer look at fewer films in order to tell a more focused story. That lack of focus manifests in another quirk of the film, as well -- the writer/director is one of the interviewees featured throughout, and she is not identified onscreen as the filmmaker. I found myself wondering at the creative choices that led to the author being presented as one of many, rather than a guiding presence. I think the film may have benefited from a stronger authorial voice, rather than the presentation it ultimately went with. 

The breadth of films included also, I think, weakens the central argument of the movie. Here is a sampling of just some of the movies I've seen personally that were excerpted in this documentary: Witchfinder General, The Wicker Man, Burn Witch Burn, Night of the Demon, Dunwich Horror, Lair of the White Worm, Suspiria, The Witch, Let’s Scare Jessica to Death, Texas Chainsaw Massacre, Messiah of Evil, The Lottery, Deliverance, The Shining, Poltergeist, I Walked with a Zombie, Serpent and the Rainbow, Ganja & Hess, Candyman, Hour of the Wolf, Midsommar, Black Sabbath. At a certain point, it starts to feel like if everything is folk horror, nothing is folk horror.

The overall impression is of a film that is both too much and not enough, one that introduces compelling ideas but leaves them largely unexplored. Here is a nice YouTube examination of some of the specific areas in which it does that. That said, the steady stream of titles and concepts does propel the documentary, and I found myself not regretting, or even really noticing, the long running time, which I spread out over two evenings.

--

The Math

Highlights: If you like folk horror, or the even-more-specific category of daylight horror, this doc is a revelation of film recommendations; a specific focus on widening the lens to be more inclusive and thoughtful about traditions that are often excluded in film discussions

Nerd Coefficient: 7/10

Posted by Vance K—resident cult film reviewer and co-founder of nerds of a feather, flock together

Friday, October 11, 2024

New Post Series: First Scare

We'll valiantly face the terrors we've been lucky to avoid

Carve your pumpkins and don your trashiest costumes! It's the season of vampires and witches, of demons and werewolves, of haunted houses and walking corpses. It's the season when a strange impulse leads otherwise reasonable people to willingly pay for a ticket so they can sit in a dark room full of strangers to watch two hours of entrails being ripped and/or slashed and/or devoured. Come and make yourself comfortable. The dead will rise, blood will spurt like a fire hose, heads will roll.

A few months ago, Nerds of a Feather ran the First Contact series, where our team caught up with a few of the prominent classics that for whatever reason we hadn't had a chance to get to know. This time, we're repeating the experiment, but with Halloween classics: those ugly, scary, big bad monsters with which we've so far had the good fortune of not crossing paths.

Even as I prepare to push play on this rich history of frightening stories, I keep wondering why I'm doing this to myself. I'm a complete chicken when it comes to horror. To this day I still tremble at the memory of that puppet cyclops bird from the 1986 remake of Babes in Toyland, and that scene in V where the alien ate a whole mouse left permanent scars. My generation spent its budget of screams on Freddy Krueger and Michael Myers; I simply have no stomach for whatever happens in Saw or The Conjuring. In theory, I ought to be the last person to want to go through a crash course in horror.

In pragmatic terms, my main reason for doing the First Scare series is the same reason why I did First Contact: the desire to broaden my knowledge of what is out there. But also, my lifelong aversion to horror could use some challenging. Of course, I'll be doing it under controlled conditions, in the safety of my living room, preferably not at midnight. The popularity of horror has always been a mystery to me, so maybe it's time to test for myself what draws people to want to experience fear for fun.

What with taste being subjective and all, it's a possible outcome that I don't succeed at learning why so many enjoy the self-torture of watching expertly filmed stabbings and slashings and curses and exorcisms. It may very well be the case that there's a certain incommunicable something that naturally gifts you with a high tolerance for the sight of blood and rotting guts. Or the taste may be an acquired one. Hoping that it's the latter, I'm going to start at a prudent pace. I don't want to regret the experiment. The family member who without warning introduced me to Cannibal Holocaust certainly didn't have my sensibilities in mind.

Instead, I'll be watching selections from among the early classics, those that form the baseline education of the average horror fan. My fellow reviewers at Nerds of a Feather will surely be at other positions in that ladder, so they're choosing their own starting points. This is also part of the learning process; I expect horror directors to have very different things to say on the same topic before versus after the Satanic Panic, for example.

I'll also be paying attention to which specific elements of the horror aesthetic are those that frighten us. I love the Doctor Who episode "Blink," but I don't find it particularly spooky. Many years ago, I attended a public showing of a slasher movie at a community center. I went with a blind friend, and as I was narrating the movie to him, I realized how boring it was. "The killer runs after her. She runs away. She falls. She stands up. The killer runs after her. She runs away. She falls. She stands up. The killer runs after her..." On the other hand, I have a friend who tells me that the absolute most terrifying movie I've ever shown him was Idiocracy.

So... who knows. This is the rare kind of experiment where the interesting result is the one that's not replicable. As a kid, I had lots of fun with The Twilight Zone, but one episode of The Pink Panther gave me nightmares, and I waited until adulthood to watch Aliens. Now, from here to Halloween, we'll be subjecting ourselves to all forms of monstrosity and evil. I literally don't know what I'm getting into or what I should expect or what the risks are. I suppose that's the right mood for an innocent newcomer entering the horror realm.


POSTED BY: Arturo Serrano, multiclass Trekkie/Whovian/Moonie/Miraculer, accumulating experience points for still more obsessions.

Thursday, October 10, 2024

Review: The Runes of Engagement, by Tobias Buckell and Dave Klecha

An intriguing deconstruction of the “modern military vs. fantasy creatures” sub-sub-genre

You’ve probably seen the trope before, as it is a not uncommon theme in military fantasy novels. A military unit from our world has to suddenly deal with supernatural creatures, sometimes in our world, sometimes in another dimension. AR-15 rifles versus dragons. Mortars versus orc fortifications. Cavalry charges against entrenched army units. You know the drill. While it is more common in straight-up military SF, there is a burgeoning military sub-sub-genre in fantasy environments as well.

The authors of The Runes of Engagement tackle this theme in an evolving and even deconstructive way. We layer up the background of the story in the opening and throughout the book to get a sense of how and why and what the scenario is. A picture emerges of a world like ours which suddenly was attacked from another realm. There clearly is an Evil Overlord who decided to expand their domain by opening a front onto our world through magical portals. While the Overlord has been beaten back into his original realm, the costs were high enough that America and other forces have gone across to the other world themselves. Modern military forces on the ground in another dimension, with all the problems that implies.A firebase in a hostile environment, surrounded by enemies, is something armed forces know all about, even if it is in another dimension and the hostiles can do magic.

The actual plot spurs from this point on. Various world governments have forces in the alternate dimension and have been seeking allies and connections to help control the portals to Earth and to take the fight to the Overlord. Our focus is on the members of a Marine unit led by one Staff Sergeant Cale. Cale and his forces have been tasked with bringing an important diplomatic asset, Lady Wiela, a Princess in fact, to the portal to Earth. The goal is to get her to negotiate a treaty to gain her and her Elven realm as an important ally against the mutual Dark Overlord enemy. Needless to say, what seems like a complicated but doable trip in helicopters across a short distance to the portal turns into a much more complicated situation. And as always, it is the ground troops, in this case Cale's soldiers, who have to deal when things go sidewise. And they go so very sidewise, as the Marines have to deal with a radically changed mission, dwindling resources, and fearsome opponents.

Where the authors differ from many books in this subgenre, and make the book more open and more interesting to more mainstream SFF readers, is primarily in the tone, as well as the characters and composition of the army, its allies and associates. These are Marines of a modern mindset and era, rather than the more retrograde armed forces of earlier eras which seem to wrongly display themselves as the default mode of military SF and fantasy.

It’s not only that this is a military more in line with modern sensibilities, but the characters are also genre-aware and the authors make excellent use of that. A major throughline across the book is that the Marines, having grown up with (and in some cases been “forced fed”) fantasy books and movies, are most definitely tuned into genre stereotypes and ideas. No one needs to be explained who Tom Bombadil is, they know a 20 on a roll in D&D is a critical hit, and don’t need to be told that orcs are dangerous.

The fun that the authors have with this is that the fantasy realm that the characters are in only sometimes conforms to Tolkienian stereotypes, and sometimes those stereotypes are thrown right out the window. Trolls, for instance, are very much in the mode of Tolkien: dangerous, potent, but vulnerable to sunlight. On the other hand, Ents are not the friendly Treebeard types you find in The Two Towers. Time and again, the characters, genre-aware as they are, comment on what they are experiencing, especially when they are behind the eight ball.

This places The Runes of Engagement in a recent crop of books that is engaging with, deconstructing, commenting on and thinking on the rise of a general consciousness of epic fantasy tropes, ideas, characters and worldbuilding that has infused the mainstream. It’s coming at that consciousness from a different, military-focused angle (and in a real sense trying to drag that subgenre into the more general flow of SFF), but books such as How to Become the Dark Lord and Die Trying by Django Wexler, or Long Live Evil by Sarah Rees Brennan, among others, are part of this bit of genre conversation. The context of that conversation between these books is still being worked out.

However, it is clear that there is a meta-moment of epic fantasy and fantasy in general inside of the genre, and The Runes of Engagement, with its Marines dumped into the deep end of a situation and a world that only sometimes conforms to their expectations (and is deadly dangerous when it does NOT) is part of that meta-moment. Buckell and Klecha, along with Wexler, Brennan and others, have grown up in a world where genre fantasy is a completely and utterly mainstream mode, and thus can reflect on what that means when perceptions of fantasy for characters or a society run up against an actual fantasy world. This is seen both in the large and small details; the latter, for example, as code phrases are lifted from lines of fantasy books; as well as the characters wondering and speculating why this realm aligns, however imperfectly, with Tolkien and other fantasy works.

Beyond this question of metafiction and the novel’s place in that part of the genre conversation, the book is a highly entertaining narrative of a small unit of soldiers put under stricture and having to work their way through it when things go wrong. The research and getting into the mindset of soldiers is a key to really making this novel feel authentic and relatable. As an example, early in the book, as air support for the Marines, a set of A-10 Warthogs show up to help push back the enemy. Any reader of Mil-SF, or more importantly, anyone who has experience with modern combat in the last 50 years on a battlefield can appreciate the presence of the “infantry’s friend” (and then showing how vulnerable they can be on a modern battlefield when not supported properly). The authenticity of the details of the military experience both big and small is presented for fantasy readers as a piece of worldbuilding that is rendered accessible for anyone who has puzzled through a chunky SF or fantasy novel, rather than incomprehensibility meant only for fans of the subgenre.

And it is a relatively lighthearted, at points funny, novel, and intended to be. Sure, Cale and his Marines are in tight spot after tight spot, but the authors leaven their predicaments and their encounters with good doses of humor, sometimes very dry. After all, the title itself is a pun.

The Runes of Engagement works very well for readers who are not immersed in the tropes and expectations of its subgenre, but are cognizant and immersed in the fantasy tropes that have infused popular culture. The novel stems from a short story and comes to a satisfactory conclusion (with some interesting questions raised). I’d read another novel set in this universe.


Highlights:

  • Excellent narrative that speaks to the pervasiveness of modern fantasy in culture.
  • Good use of military tropes and feel to give authenticity to the soldiers and their plight.
  • How useful is a Panzerfaust against a troll, anyway?

Reference: Buckell, Tobias S and Klecha, Dave. The Runes of Engagement [Tachyon, 2024].

POSTED BY: Paul Weimer. Ubiquitous in Shadow, but I'm just this guy, you know? @princejvstin

Wednesday, October 9, 2024

Review: Salem's Lot (2024)

This movie rushes through its vampire-infested, small Maine town, eschewing exposition in favor of trying desperately to come off as a Mike Flanagan project

Spooky season is upon us! And Max has finally released its modern retelling of Stephen King's classic vampire novel. Interestingly, this movie was shot in 2021, but it's only just now being released. Something definitely happened in the interim, as there are glaringly huge holes in the storytelling—release the 3-hour director's cut now, cowards! After all, the novel on which Salem's Lot is based is incredibly dense, and the 1979 TV-movie version (directed by Tobe Hooper of Texas Chainsaw Massacre) was 2 episodes long and 183 total minutes.


The plot

Ben Sears, a famous writer, has returned to his hometown in Maine to get inspiration for a new book—specifically the old spooky Marsten House. Vampires start showing up, however, and quickly the locals all begin to get turned into bloodsucking, ghoulish creatures of the night. Ben teams up with a shockingly competent child, a local woman, a doctor, and a high school teacher, and together they battle the undead and try to convince the cops to do something.


What works

This movie is slick, and it definitely has some very cool practical effects re: vampire faces. The overall vibe is fun and spooky, and the way crosses light up when vampires are near is very cool. Lewis Pullman—most recognizable as Bob from Top Gun: Maverick—anchors the film very well. Fun note: While watching, I was like, "Man, he looks like Bill Pullman! Wait...Pullman..." then I checked Wikipedia and sure enough, Lewis is his son!


What doesn't

Unfortunately, this new retelling is almost all style and no substance. It wants desperately to be as engaging as any one of the recent Mike Flanagan Netflix shows—think Haunting of Hill HouseBly Manor, and Fall of the House of Usher—but it doesn't quite hit the mark.

The main issue with this movie is that when you adapt a Stephen King novel, you have to spend some time with characters. King creates characters not out of thin air, but out of pages upon pages of fully realized backstory. Either you love it or hate it, of course, but you'll never be able to say that he doesn't make a fully lived-in feeling in his worlds. The parts they do keep tend to be King's rather dated, somewhat clunky dialogue. They should have updated that, too, since they changed other parts.

Salem's Lot (2024) doesn't do this. The film sacrifices tons of much-needed exposition for basically just spooky vampire moments. And even though I hadn't read the book in a few years, I could tell that missing links between characters were just glossed over. Ben and his romantic interest, Susan, have maybe one date and then they're just together. (Interestingly, I was transfixed by the actress who played her, Makenzie Leigh, because she has the most intense case of iPhone Face I've ever seen. (What's iPhone Face, you ask? It's when a modern actor looks a little too modern—as if you're unable to believe they've never not seen a smartphone and are thus out of place in films set in more analog times. The exact of opposite of iPhone Face? Jon Hamm, Eva Green, Keira Knightly).

Reader, even national treasure Alfre Woodard (with a Maine accent) couldn't save this movie.

It's not horrible—you'll have fun on a cool October night if you just want some spooky vibes. But don't expect a lot of backstory or depth. Think surface-level vampire frights that won't keep you up at night.


Nerd Coefficient: 6/10.

POSTED BY: Haley Zapal is a lawyer-turned-copywriter living in Atlanta, Georgia. A co-host of Hugo Award-winning podcast Hugo, Girl!, she posts on Instagram as @cestlahaley. She loves nautical fiction, growing corn and giving them pun names like Timothee Chalamaize, and thinking about fried chicken.

Tuesday, October 8, 2024

Review: The Principle of Moments, by Esmie Jikiemi-Pearson

A joyous, enthusiastic time-travelling galactic-sized saga that is just not very good

Have you ever been to a 6-year-old’s dance recital? A 10-year-old’s orchestra concert? A 16-year-old’s theater show? Young artists in the making tend to lack skills but not enthusiasm, and they throw themselves into their performances with a wholehearted earnestness that can be incredibly endearing. But for all that, they are not (yet) good dancers, violinists, or actors, and it shows.

This book is that. The author describes in her author’s notes how she started writing it as a 16-year-old, and that alone explains so, so much about this book. It explains the sprawling, ambitious plot, in which tropes are evoked with such an ardent embrace that they almost feel fresh and new. A Chosen One? Yes, please—in fact, how about three Chosen Ones? No—wait—make it nine! And reincarnation! And cyclical prophecies, and the fate of the galaxy and an evil empire and time travel and found family and teleportation and secret libraries and queer love and coming of age and fighting back against oppression and and and and and and...! I don’t want to say that only a teenager could be responsible for such a bursting profusion of familiar tropes played so fervently straight, but the fact that a teenager was originally responsible for this bursting profusion explains a lot.

It explains the odd technical details, like robots which apparently have retinas, because they need to get past retinal scans. It explains the writing style, in which a teenage Chosen One who has only ever known a life of oppression laments never having an opportunity to feel ‘normal’—as if she can know any meaning of normality that is different from her entire life hitherto. It explains why characters from 1812 talk about being each other’s ‘boyfriends’—a word whose usage to mean ‘male lover’ was not attested until 1906. (A more accurate term would have been sweeting, or paramour, or lovemate, or honeybird, or sprunny. Yes, you read that right, sprunny.) It explains the extremely odd understanding of history, in which an ailing King George III laments the loss of the American colonies as evidence of the decline of the British Empire, when in 1812 it was only just getting started. Although perhaps we’re in an alternative timeline, since there’s another George—George V??—floating around the joint, son of the regent George IV; and this George, as far as I can tell, never existed. And speaking of monarchy, it explains an odd conversation, in which a king, hearing of unrest among his people, muses that perhaps this is simply the moment when the people rise up and decide to govern themselves, and is that really so bad a thing? This king would not be so blithe, I imagine, if he had heard of what typically happens to monarchs when the people decide they’re ready to rise up and govern themselves. But because he’s a Good Guy he must necessarily despise all things monarchical and be willing to see it go away, because Monarchy Is Bad and 16-year-olds struggle with complexity.

Here’s the plot. In the future, the year 6066, a teenage girl, Asha, has lived her whole life on a planet that is crushed under the rule of an evil galactic emperor. Through cleverness and persistence she works out a plan to steal a spaceship and escape the planet. This plan is put into action when a mysterious visitor arrives, tells her that she is a Chosen One, and that she must find her sister, who was also kind of a Chosen One, but maybe not. It’s all very cryptic for reasons that are never explained except that you can’t explain everything on page 25.

Narratively meanwhile, in 1812 London, Obi is a time traveller who has fallen in love with Prince George. We know that they are in love with each other because they have a very long, tedious conversation about that fact, which serves no purpose beyond establishing their fraught relationship. Oh, and also that George doesn’t like being a prince, because Monarchy is Bad and George is a Good Guy and therefore cannot possibly think otherwise. Then Obi, who has difficulties controlling his time travel, accidentally time travels to the future, landing in the midst of Asha’s escape attempt, where he helps her avoid capture, and they fly away together.

(Oh, and speaking of the spaceships! If the galactic empire is so huge that your spaceships need to be hyperspace-capable to get anywhere, then I have difficulty imagining someone ‘gently steering’ the ship in normal space. Steering around what? A stray hydrogen atom? And why does the hyperspace-capable spaceship need wings?)

An incredible amount of not-terribly-functional plot occurs afterwards. Daring, cinematic escapes, betrayals, chases, rescues. We eventually learn the whole story of the various Chosen Ones—including a kind of cool moment when one previous Chosen One decides he’s not okay with having a role forced upon him, and decides to make trouble. This could be an outstanding opportunity to engage with the Chosen One trope and explore the effect of cosmic determinism on the psychology of the pawns of fate, but remember that 16-year-olds don’t do well with complexity, so instead we get a pretty dull antagonist. We learn through document fragments that the whole story of various Chosen Ones is bound up in a kind of reincarnation thing, so that legends of the previous instantiations of the Chosen Ones portray versions of the same adventures that Obi and Asha experience in the pages of the book. This is rather neat, until eventually it gets repetitive and tedious, and finally culminates in a huge revelation scene, in which Asha discovers how it all works and marvels at something that we, the reader, have known for a few hundred pages already.

Now, to be fair, there were some excellent touches in this book, hints of the kind of writer that Jikiemi-Pearson might become. The resentful Chosen One and the reincarnation of story events I’ve mentioned, but there was also a lovely moment between Obi and Asha, in which they have been rescued from some Bad Guys and have a quiet moment together. Obi braids Asha’s hair for her, in a way that she can’t quite manage herself, and explains that this hairstyle is not meant to be done by oneself. The expectation is that you have someone to help you. I was very touched by this scene—a reaction immediately undone by Obi going off to the bathroom to give himself a face mask, leaving me wondering at what point he managed to find himself travel-sized spa kits in the midst of escaping from prison ships.

There’s a truism floating around SFF writer circles that you have to be a bad writer before you can become a good one. Brandon Sanderson describes on his Writing Excuses podcast that he had to write 7 or 11 or some very large number of novels before he managed to sell his first published one, Elantris. You have to write a million bad words before the good ones start flowing, he says.

I can see the good words getting ready to flow in Jikiemi-Pearson’s writing. But I think there’s still a few hundred thousand bad ones that have to be flushed out first. And fortunately, given her eager, sincere, wildly ambitious approach, she’s well on her way there. But this book is not there yet.


Nerd Coefficient: 5/10, problematic, but has redeeming qualities.

Highlights:

  •     Tropes played earnestly straight
  •     Black teenagers saving the world
  •     Many, many Chosen Ones

Reference: Jikiemi-Pearson, Esmie. The Principle of Moments [Gollancz, 2024].


CLARA COHEN lives in Scotland in a creaky old building with pipes for gas lighting still lurking under her floorboards. She is an experimental linguist by profession, and calligrapher and Islamic geometric artist by vocation. During figure skating season she does blather on a bit about figure skating. She is on Mastodon at wandering.shop/@ergative.