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Peplum

Straight From the Forge: New Edge Sword and Sorcery Magazine #00

At a functional level, genre labels provide a short hand of attributes and qualities to assist in categorizing a text. By calling a film or a book or any sort of media a “comedy,” or “fantasy,” or “horror” and so on denotes that the text exhibits a large quantity of aspects associated with that label, with the assumption that genres are not absolute and that texts can straddle multiple genres (though some purists may argue for concrete borders on genre definitions). As time progresses and forms of media explore the limits of ur-genre boundaries, the development of subgenre labels come into being to assist in fine tuning categorizations: it’s not just a horror film, it’s a slasher film. 

“New Edge Sword and Sorcery” can be thought of as a subgenre of the sword and sorcery genre, which is turn can be thought of as an offshoot of the fantasy genre. New Edge Sword and Sorcery Magazine acts as the first stake in the ground to lay the foundations of/crystalize the burgeoning subgenre.

What is New Edge Sword and Sorcery (NES&S) and what makes it distinct when compared to sword and sorcery proper? This is the question editor Oliver Brackenbury addresses in the final column of the first (zero) issue of New Edge magazine: a flexible iteration of sword and sorcery that embraces not only marginalized and outsider protagonists, but genre content creators as well (the magazine looks to be more rooted in literary New Edge, but the subgenre philosophy posited by the publication is certainly applicable to NES&S in other forms). 

To illustrate these aspects of the subgenre, New Edge magazine is divided into 50% short fiction and 50% non-fiction that entails interviews, essays, and reviews. The non-fiction half of issue zero of the magazine contains the following: an extremely thoughtful, long-form interview with Milton Davis, one of the leading figures of the sword and soul subgenre; nice, succinct piece from Brian Murphy on the prevalence of the outsider in sword and sorcery fiction; a review on The Obanaax, and essay from Cora Buhlert about C. L. Moore and their S&S protagonist, Jirel of Joiry; and more. The fiction portion contains some great pieces, with “The Ember Inside” by Remco Straten and Angeline B. Adams being particularly stand out with its unique take on storytelling as a concept proper while the opening story, “The Curse of the Horsetail Banner” by Daniel R. A. Quioque offers up illustrative combat sequences with a hero that, against all odds, really overcomes the masses. 


Peppered throughout issue zero of New Edge are a variety of black and white illustrations to accompany the various pieces, giving the whole issue a feel of classic RPG books. 

The first issue (technically zero issue) of New Edge is both informative and fun. Old and new guard fans of the sword and sorcery genre will certainly appreciate the stories within, while the non-fiction pieces are thoughtful with the Davis interview being particularly insightful. The current trend of fantasy genre media seems to be sweeping toward titanic epics in the George R. R. Martin vein, which isn’t an antithesis of new edge per se, it is just a different approach via different modes. Fantasy is en vogue again, and it is the perfect opportunity to showcase that there are different, more inclusive ways to explore the genre, and that is were new edge (the subgenre) comes into play. New Edge (the magazine) acts as a portal for readers to enter the realm of new fantasy stories built upon the pillars of the old. 


More information about New Edge the magazine and the genre can be found at the following links:

Categories
Peplum

Weekend Rental: 80s Sword and Sorcery and Retrogaming in A Game Called Quest

Note: This essay was first published in the autumn of 2018 in the Letters from Thanator zine that is part of S. T. Joshi’s Esoteric Order of Dagon APA. This essay has been updated with corrections to spelling, word usage, and various clarifications. 

A Game Called Quest is author S. J. Larsson’s third book, after 2016’s Megalodon: Apex Predator and 2017’s Total Immersion. Published with Severed Press, (as with his other two titles), A Game Called Quest concerns brother and sister Donny and Amanda, joined by friend Kevin, as they play a video game on the Atari 2600 entitled Quest which seemingly has VR capabilities that puts them into a fantasy world called Quintarria. The novella itself has issues: misspellings pop up more frequent than they should and Larsson doesn’t appear to be up to task to convey the story at an appropriate pace and consistent fashion. Despite these shortcomings, A Game Called Quest is noteworthy for its attempt at blending retro-modernism in the form of 80s nostalgia that has surfaced in the past decade along with the neo-peplum/sword and sorcery genre. The ongoing wave of 80s nostalgia is mostly preoccupied with the era’s horror aspect, (as evident in the Netflix series Stranger Things), and Miami Vice-esque aesthetics and for the most part eschews the sword and sorcery element that were popular during the decade. A Game Called Quest’s intersection of 80s retro-ism and sword and sorcery is its strongest facet and deserves exploration. 

Personal copy of A Game Called Quest.

This short-form article will first provide a plot summation of A Game Called Quest followed by an attempt to unearth both the 80s retro-modernism and sword and sorcery elements in the story. Next, additional contextualization will be pointed out between the text and the real world, specifically regarding the usage of Pac-Man and how A Game Called Quest relates to other early console fantasy games, some that flirt with ARG (alternate reality game)-elements, akin to Quest’s VR immersion. 

A Game Called Quest centers on Donny, a fourteen year old freshman trying to purchase a copy of Pac-Man for the Atari 2600 on launch day, but is thwarted by class bullies Brian, Duff, and Ernie. His punk-rock sister Amanda takes him and Kevin, a not-quite-a-friend of Donny’s, to purchase something else to cheer them up. They wind up in a mysterious trinket store where the eccentric proprietor, Royee, rents them an Atari game he created himself: Quest. The three take the game, along with its various peripherals, back home and play it. They are plunged into a fantasy world called Quintarria, with Donny assuming the role of a wizard and party leader, Amanda an elf archer, and Kevin a dwarf warrior. The three set off to save the kingdom, leveling up by killing monsters and bosses while gaining new skills and abilities in the process. At the same time, they also combat the real world bullies who intrude on them. The novella ends with the trio beating the VRgame, besting the bullies, and returning Quest to Royee, whose shop mysteriously disappears. 

The 80s was perhaps the last gilded age of the sword and sorcery genre until the Lord of the Rings trilogy attempted to revive it twenty years later. The decade prior saw the cumulation of literary sword and sorcery, with folks like Lin Carter who edited many fantasy anthologies that gave visibility to both new talent and older, obscure works. The 80s saw the genre transcend the literary world and into other mediums, particularly in the cinematic realm. Examples include film adaptations of Robert E. Howard’s Conan such as Conan the Barbarian (1982, John Milius) and Conan the Destroyer (1984, Richard Fleischer), esoteric fare such as Hundra (1983, Matt Cimber), animated endeavors like Fire and Ice (1983, Ralph Bakshi) and even Italian derivatives such as Ator, The Fighting Eagle (1982, Joe D’Amato) and Conquest (1983, Lucio Fulci). The genre was also explored in video games, such as Ironsword: Wizards & Warriors IILegendary Axe and Golden Axe, and tabletop games as with Dungeons and Dragons.

Despite the popularity of the genre, sword and sorcery elements are greatly lacking representation in the current 80s nostalgia trend. Outrun, the aesthetics that dominate 80s retro-ism and so named after the Sega arcade game of the same name, concentrates on components such as neon-magenta colours, vector gridlines, VHS tracking artifacts and faux VHS boxart, a setting sun broken by clouds, fast cars and palm trees. Synthwave, the music genre heavily inspired by the 80s, focuses mostly on horror elements (especially John Carpenter films and his music), as well police elements such as those in To Live and Die in L.A. (1985, William Friedkin), and cyberpunk and 8-bit/16-bit video game aesthetics. Movies and television shows such as Stranger ThingsKung Fury (2015, David Sandberg), Turbo Kid (2015, Francois Simard, Anouk Whissell, Yoann-Karl Whissell), and so on, also focus on these facets of the 80s. Stranger Things comes close to tackling the sword and sorcery genre during this time period, with the children in the show playing Dungeons and Dragons in season one and the arcade game Dragon’s Lair in season two. However, depictions of Frank Frazetta-styled barbarians and ruggedly harsh but fantastic worlds are absent in the present day trend of retro-modernism. Most sword and sorcery depictions appear in shows such as Game of Thrones, but even that series has its own identity and does not rely on 80s homage. The Fox television show Son of Zorn is perhaps the closest example of sword and sorcery done in a retro-modern fashion. Son of Zorn was a live action sitcom with a cartoonish He-Man inspired character named Zorn inserted into the “real world” à la Who Framed Roger Rabbit (1988, Robert Zemeckis) and Cool World (1992, Ralph Bakshi). The show was not a success and was cancelled after its first season. 

Therefore, while the greater outrun, synthwave, and retro-modernism movements are concerned with exploring the horror, retro-tech, cyberpunk and Miami Vice elements of the 80s, A Game Called Quest differentiates itself within 80s revivalism by centering itself at the crossroads of retro-gaming and the sword and sorcery genre while borrowing heavily from other popular and cult 80s stories. To begin with, A Game Called Quest shares much in common with The NeverEnding Story (1984, Wolfgang Petersen): both involve bullies harassing a young protagonist and a sequence in which the youth visits a store and procures an item (a book in The NeverEnding Story and a video game in A Game Called Quest) that transports them to a fantasy world full of magic and populated by fantastic beasts and denizens. There are also shades of Labyrinth (1986, Jim Hensen) and Tron (1982, Steven Lisberger) present in A Game Called Quest as well, with both films involving heroes going to another world, with Tron complimenting the video game aspect and Labyrinth the fantasy aspect. Though made in the early 90s, it should be pointed out that A Game Called Quest’s plot anticipates Full Moon Entertainment’s Arcade (1993, Albert Pyun) in which teenagers are transported into a virtual video game world. 

Regarding the 80s sword and sorcery elements, attention should first be directed to the novella’s cover. The artwork is a stock piece of art called “Dwarf Knight on Winter Cold” by Vuk Kostic1 that depicts a heavily armored dwarf in a forest during a winter’s night. The placement of the artwork against a solid red background and the typeface of the title has the cover replicate the box art of an old Atari video game. Though the dwarf isn’t quite in the Frazetta or Boris Vallejo style, it still evokes 80s fantasy elements. The story proper, of course, is submerged in video game sword and sorcery, with a party of adventurers fighting dragons, dark elves, snow imps, trolls, chimeras, and more. While the sword and sandal and the sword and sorcery genres share some overlap, A Game Called Quest contains elements of the neo-peplum genre, having been written post-1990, and by playfully making use of the genre tropes in a unique fashion.2 Basically, a contemporary-written book that leverages the sword and sorcery genre but via an 80s retro-gaming framework.

There is some fortuitous irony in that Donny is able to get Quest over Pac-Man. Various times through the story, Donny or Kevin exclaim how Quest is the greatest game ever.This is in stark contrast to the Atari 2600 version of Pac-Man that Donny had been pining for. This was the first home console port of Pac-Man, though it differs wildly in quality to the superior arcade version. Though initially a best seller, the port’s poor quality eventually had a negative impact to both Atari (who had manufactured an excessive number of cartridges)and the overall image of the video game industry. These would be elements that led into the video game crash of 1983.5

Poor reception of Pac-Man aside, there is a greater link between Pac-ManQuest and fantasy games as they appeared on early consoles. The 2600 port of Pac-Man was programmed by Tod R. Frye who would go on to program the Swordquestseries of games for the 2600. Swordquest consisted of three games, EarthworldFireworld, and Waterworld with a fourth release, Airworld, being unreleased (though a version would appear on the Atari 50: The Anniversary Celebration compilation released in late 2022). The Swordquest games were not RPG games but instead adventure-puzzlers. Taking place in a fantasy world, players would move between rooms, dropping off items and solving puzzles. The innovative feature of the Swordquest games, much like Quest, is the ARG/metagame aspect of it: accomplishments in the game could impact the real world. In Swordquest, clues are unveiled within the game and crossed referenced in an accompanying comic book. Solving these puzzles would offer the player opportunities to win real world treasures created by the Franklin Mint: the Talisman of Penultimate Truth from Earthworld, the Chalice of Light from Fireworld, the Crown of Life from Waterworld, the Philosopher’s Stone from Airworld and ultimately the Sword of Ultimate Sorcery. The series was ultimately cancelled after the limited release of Waterworld and Atari was purchased by Tramel Technology.It is quite uncanny that Quest attempts to blend a video game with the real world in its narrative while the Swordquest series was, in every practical sense, actually able to perform this feat. 

A Game Called Quest is not the best written work as Larsson doesn’t posses either the technical writing or storytelling acumen to truly accomplish what they set out to do. However, the fragments that do exist, the intersection of 80s nostalgia and the sword and sorcery genre via retro-gaming, is a stand out, well executed aspect of the novella. It’s definitely aninteresting take on the sword and sorcery genre as well as a refreshing nostalgia piece that attempts to work with specific80s tropes that are not as popular as others.

Endnotes

  1. “Dwarf Night on a Winter Cold,” Shutterstock, accessed July 19, 2018. https://www.shutterstock.com/image-illustration/dwarf-knight-on-winter-cold-537957022.
  2. A few of the tenants of neo-pepla is that while it is applicable mostly to the sword and sandal stories, it has a universality that is can be applied to stories with shades of sword and sandal and encourages different styles (especially post-modern) of storytelling as well. The genre is also not restricted to films, but instead is a true transmedia genre thatcan be found in television, video games, comic books, music, literature, and other media as well. Nicholas Diak, introduction to The New Peplum: Essays on Sword and Sandal Films and Television Programs since the 1990s, ed. Nicholas Diak (Jefferson, NC: McFarland, 2017), 6-14
  3. S. J. Larsson, A Game Called Quest (Hobart, Tasmania: Severed Press, 2018), 18, 130.
  4. Steven L. Kent, The Ultimate History of Video Games: From Pong to Pokemon and Beyond – The Story Behind the Craze that Touched Our Lives and Changed the World (New York: Three Rivers Press, 2001), 236.
  5. Ibid., 239.
  6. Eric Grundhauser, “The Quest for the Real-Life Treasures of Atari’s Swordquest,” Atlas Obscura, last modified March 8, 2016. https://www.atlasobscura.com/articles/the-quest-for-the-reallife-treasures-of-ataris-swordquest.

Bibliography

Diak, Nicholas. Introduction to The New Peplum: Essays on Sword and Sandal Films and Television Programs since the 1990s, 4-19. Edited by Nicholas Diak. Jefferson, NC: McFarland, 2017. 

“Dwarf Night on a Winter Cold.” Shutterstock. Accessed July 19, 2018. https://www.shutterstock.com/image-illustration/dwarf-knight-on-winter-cold-537957022.

Grundhauser, Eric. “The Quest for the Real-Life Treasures of Atari’s Swordquest.” Atlas Obscura. Last modified March 8, 2016. https://www.atlasobscura.com/articles/the-quest-for-the-reallife-treasures-of-ataris-swordquest.

Kent, Steven L. The Ultimate History of Video Games: From Pong to Pokemon and Beyond – The Story Behind the Craze that Touched Our Lives and Changed the World. New York: Three Rivers Press, 2001. 

Larsson, S. J. A Game Called Quest. Hobart, Tasmania: Severed Press, 2018. 

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Interview

“Lion” A New Wizard of Oz Story From Candace Robinson and Amber R. Duell

“Lion” is prequel short story to Candace Robinson (Lyrics & Curses) and Amber R. Duell’s (Forgotten Gods series) Faeries of Oz series, their own successor take on L. Frank Baum’s The Wonderful Wizard of Oz (1900). The first novel in the series, Tin, is slated to be released on December 9, 2020, with book 2, Crow, and book 3, Ozma, scheduled for 2021. “Lion” acts as an entry point to Robinson and Duell’s Faeries of Oz series, with the short story’s blurb stating:

Langwidere has an obsessive habit—collecting heads. She wears a new one each day, changing them out like she does her ivory dresses. But Landwidere doesn’t have the one thing she truly wants: complete power over the territories in Oz. When Lion—the once cowardly fae—shows up at her doorstep, he offers her an opportunity to achieve her desires. Will he use the courage the Wizard gave him to help her succeed, or will he betray her in the process?

Both Robinson and Duell have been gracious to commit to a few questions about working together and creating their Oz series.

What was the catalyst of this prequel story?

Duell: Lion was given his courage a decade ago but never had a purpose for it. When someone finally puts their faith in him, it twists that courage into something wicked and kicks off the events that happen in Tin.

What got y’all into writing your own successor stories in the Oz universe?

Robinson: For one, we love the uniqueness of the Oz world in general and we wanted to play off of that but make it darker and romantic! Oh, and we love fae!

How did y’all get to collaborating with each other?

Duell: We connected due to our other books and became friends. One day, I mentioned wanting to write a Wizard of Oz retelling and she brought up fae and an idea was born. It took a little convincing on Candace’s part because I’d never co-written before but I’m so glad we did it!

What process or methods do you have in place when jointly writing a book together? Advice for other authors looking to do co-writings?

Robinson: Basically, we do a super brief outline. About a line per chapter, but that usually gets shuffled around the farther we get. So, if I write a chapter first, I wait for Amber to edit it, then pass it back to me. While I’m doing her changes, she starts the next chapter. And that process repeats! If you’re going to co-write with someone, just make sure they have similar writing styles and vision!

Any challenges you faced while trying to write a prequel story?

Duell: Not challenges, really. We did have to fill in a couple plot holes we weren’t aware of.

What aspect are you most proud of in this story? And in your Faeries of Oz series?

Robinson: The characters we created! I think because I’m a very character driven person in general so I’m a big fan of their personalities. Next would be the dark aspects in each book. If only I could get Guillermo del Toro to direct these movies and bring these creatures to life!

What is the major thing you want to accomplish with this story?

Duell: We hope that “Lion” draws readers into our dark version of Oz. It sets up the villain for the first novel, Tin, while giving a hint of the cruelty and romance they can expect from the trilogy.

“Lion” was digitally released on Amazon on October 13th.

See below for biographical and social media details on how to stay informed on Robinson and Duell’s writing projects and when Tin, Crow, and Ozma will be published.

Candace Robinson

Candace Robinson spends her days consumed by words and hoping to one day find her own DeLorean time machine. Her life consists of avoiding migraines, admiring Bonsai trees, watching classic movies, and living with her husband and daughter in Texas where it can be forty degrees one day and eighty the next.

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Amber R. Duell

Amber R. Duell was born and raised in a small town in Central New York. While it will always be home, she’s constantly moving with her husband and two sons as a military wife. When not reading or writing, she enjoys snowboarding, embroidering, and snuggling with her cats.

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