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Essays Peplum

Game of the Year: Arzette: The Jewel of Faramore

Non-PC videogaming during the 90s was predominately dominated by three companies: Nintendo (Super Nintendo, N64, and the Gameboy), Sega (Genesis, Saturn, Dreamcast), and, in the latter half of the decade, Sony (Playstation). It was an era of innovation (graphics and online capabilities), experimentation (FMV and system add-ons), and transition (12 bit to 32 to 64, cartridges to CDs), and these three companies trailblazed the gaming Wild West. Of course, other companies would throw their hats into the ring to partake in the Console Wars, though most would fail miserably: Atari with the Jaguar, 3DO Company with the 3DO, and Philips with the CD-i (SNK’s Neo-Geo is an outlier console). These consoles failed for just reasons (lack of gaming libraries, hard to develop for, poor performance), but remain a curious aspect of gaming history, though practically inaccessible to revisit with retrogaming in mind. Emulation of these systems is difficult and out of reach of a typical gamer, hardware is expensive and prone to break, and console exclusive titles do not see releases.

That is until the past few years in which failed console games have started to be resurrected with re-releases. Atari 50, released in 2022, is a museum/compilation hybrid release that contained nine Atari Jaguar titles, providing the first opportunity in thirty years to play these games. In 2024 Limited Run Games re-released the maligned 1993 3DO game Plumbers Don’t Wear Ties, allowing gamers to experience one of the worst video game titles in existence. 

Cover art for Arzette: The Jewel of Faramore.

Arzette: The Jewel of Faramore, also released by Limited Run Games in 2024, is title born out of these resurrected titles. Back in 1993, Philips released two Legend of Zelda games on its CD-i console: Link: The Faces of Evil and Zelda: The Wand of Gamelon (the same year the Super Mario Bros. movie was released [Nintendo seemed to be a bit more laissez-faire with their properties back them]). The two Zelda games became notorious for their poor quality, horrible controls, and most famously, their cartoon cutscenes. Someone looked at these two Zelda games and said, “But what if they were remade – but made good?” The end result is Arzette, and it is an AMAZING game.

Released across all major gaming platforms, Arzette is a fantasy adventure game with some light Metroidvania elements, an homage to the two aforementioned Zelda games, and a love letter to a different style of retrogaming that has not been accessible for some time. 

The river level in Arzette. The colorful backgrounds done in an drawn/painted style are like this for every level.

The first thing players will notice about Arzette is its art style and animation. The narrated intro to Arzette is done in a colour-pencil, storybook style. The game proper shies away from the pixel art that has dominated retrogaming and instead embraces a painted aesthetic, which gives each level a unique look. The enemies are also done in a similar style, at times giving them the appearance of vaporwave artwork. The cutscenes of the game are straight poorly animated cartoon style as used the in CD-i Zelda games, and almost reminiscent of rudimentary Flash animation during the format’s heyday. All of this gives Arzette a distinct and unique charm. It does not look like any other game out there right now, while at the same time evoking the imagery of early 90s non-pixel gaming. 

Cutscene of Arzette and the Ice Lady. The animation is crude and the style purposely campy and low budget.

The music of Arzette, composed by Jake Silverman, is an absolute banger and compliments the game’s visual aesthetics. The score is firmly in the realm of fantasy, but it almost has a pirate, tropical vibe to it at times (it would not be out of place in a Shantae game at all). It is upbeat and carries the feeling of exploration. Even the tracks for more sinister looking levels (such as the volcano level) and boss fights sound positive instead of aggressive and menacing. This is a whimsical game and the soundtrack underscores this. 

One of the many criticisms of the original CD-i Zelda games were its controls and gameplay, such as requiring the character to duck in order to access the inventory or having to stab gems with the character’s weapon in order to collect them. Arzette pokes fun at these restrictions without breaking the gameplay. For example, gems and other items can be walked over to be collected (as is standard in 99.99% of these types of games), but in order to talk to another character, they need to be “attacked” with the sword. The sword is (per the story) enchanted in such a way that bad people get damaged while good people do not. As for the ducking to access the menu, Arzette offers a difficulty option that brings in some of these Zelda aspects, such as the duck-menu, into the game. 

On the subject of difficulty, Arzette is an extremely forgiving. The easier settings provide unlimited level continues with enemies spawning health regenerating items. Harder difficulties take away the level continues and health item generation and even bring in the aforementioned Zelda broken gameplay aspects. However, the levels in Arzette are fairly small, broken into even smaller sections. Dying on a screen only sets the player back to the beginning of that screen, so major progress is never lost. This makes Arzette quite accessible to younger or newer gamers, but it does perhaps come at the cost of being almost too easy, even on higher difficulties, for seasoned gamers. Once all of the game’s powerups are collected, Arzette becomes extremely overpowered, regardless of difficulty. 

World map screen for Arzette. Level selection at the bottom, level progress at the top.

As each level is in bite-sized chunks, they invite multiple replays for exploration to find hidden collectables. As with other Metroidvania style games, many areas of Arzette are initially inaccessible until later in the game when a specific item (double jump shoes or a different colour magic shot for example) is procured. A handy menu on the world map indicates progress of each level’s collectables and the system menu indicates game completion percentage. In this regard, Arzette provides quality of life mechanics that were absent in older games, and still sometimes missing in present day titles.

If there is a fault with Arzette it is with its story and characters. The story of Arzette is fairly standard sword and sorcery fare: the evil Daimur (a stand-in for Zelda’s main antagonist Ganon) who was defeated and imprisoned many years ago is set free. He and his band of cronies (which include a horseman and a business suit wearing dragon) set out to conquer the land of Faramore while shrouding it in darkness. Princess Arzette sets out to relight the beacons to bring light back to the kingdom and then defeat Daimur again. This is not George R. R. Martin levels of storytelling, but it is serviceable, and certainly expandable if Arzette sequels are realized.

Arzette and Maki in the bakery.

The characters of Arzette, save the titular character herself, are one dimensional. The majority of characters simply appear during a cutscene, a fetch quest is given/completed, and they scamper off to become dialogue repeating NPCs. This is unfortunate because the world of Arzette looks like it contains some interesting characters (an ogre who likes to garden, a bourgeois frog, a clumsy but well-meaning guard, etc.) that could really take advantage of the game’s camp-style cutscenes. These are missed opportunities to really flesh out the side characters, expand on the world building, and have more of the game’s fun cutscenes. Thankfully, Arzette the character has some great character building: coping with the death of her King father and being the only competent one in the kingdom to stand against Daimur in battle. She also is a problem solver as she develops an alternative way to deal with Daimur than how he has been dealt with in the past. The game also drops hints that Arzette may be a non-heterosexual character, such as her agreeing to a date with the Maki the Baker and her blushing at the physical advances of the Ice Lady. Though the game does not fully commit to this representation, the overall character of Arzette is multifaceted and as far from a stock heroine as seen in games past.

Arzette has been released digitally across all the major gaming consoles, making it readily procurable by almost anyone (in stark contrast to the Zelda CD-i games that command large prices on eBay). In addition to this, Limited Run Games did physical releases of the game for the different platforms, and its collector’s edition incarnation is fully stacked with swag. 

Outside slip case of the Collector’s Edition.

The game comes packaged in the iconic big-box format, evocative of PC game packaging of the 90s. 

Inside box.

The game proper comes with both a standard case as well as a jewel case akin to how CD-i games were packaged back in the day.

Xbox version with clip case, and a CD case with a sleeve.

There is also a soundtrack, a poster map, and a titanic tome of art, lore, background images and information and more. 

Art book, poster, and soundtrack.

There is also a pin of Arzette and a display of Mortar, the pompadour-sporting merchant, though a display of Arzette proper would have been preferred.

Pin and stand.

Overall, Arzette is a fantastic game. The gameplay is a solid adventure/platformer/Metroidvania with a variety of collectibles. The art style is genius, both as an homage to a gaming style that has not been explored in decades but also stands on its own right. The music and the overall presentation of the game is singular and whimsical. The main protagonist has the makings of becoming an iconic videogame character. If Arzette is the result of taking two broken games and turning them into something successful and fun, it would be incredible to see if Arzette can be built upon even more via a sequel title (which, post credits, do hint at).

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Peplum

Reborn With The Strength Of Stone: Interview With Ben Lacy On Samson #1: Nazi Smasher

Hercules, Ursus, Maciste, Goliath, Samson, et al. – all strongman characters and archetypes founds in peplum cinema, both classic and new. They are singular in their exploits, be it mythical, folklore, or cinematic only, but also interchangeable for the same reasons. The strongman is a malleable character, who can be juxtaposed against a variety of ages and settings, leading to fun and interesting scenarios. These could be tales of a Hercules-style character in space, superhero adventures, time traveling adventures that can feature a fish-out-of-water element, and others. 

Ben Lacy’s comic book series Samson is one such text that takes an iconic peplum protagonist and Hebrew Biblical hero, and applies a different spin to the character. Lacy’s incarnation of Samson leans heavily into the superhero genre (which has always has a strong link to mythology, see Marvel’s Hercules and Thor characters for examples) by having his character, a concentration camp prisoner, become the subject of Nazi experiments that leads to superhuman strength – a Jewish equivalent to Captain America. 

Variant cover by David Gallart.

Samson, written by Lacy, with Jhonesbas Craneo (Tomb of Horror) on pencils, Anton Polkhovskyi (The Cthulhu Man) as the colorist, and Nikki Powers (BurnWayward Kindred) providing lettering, is currently going through a crowdfunding campaign to realize the debut issue. Lacy has generously provided his time to be interviewed about his strongman comic. 

From classic 1960s sword and sandal films, Hollywood Golden Age Biblical pepla, and even Gladiator and neo-peplum, is this a genre you’re into? If so, how did you get into these types of films?

One of the first movies I saw in a theater was The Ten Commandments back in the early 1970s. I’ll always watch it if it’s on. The same with the last half of Ben-Hur and the few good parts of Cleopatra. I’ve also always liked the Steve Reeves Hercules movies. Not only did they have a lot of cool action, I’d never seen anyone like Reeves (this was pre-Arnold times) and I always wanted a build like that (which I never achieved). For the same reason, I liked the ridiculous Three Stooges Meet Hercules movie where a nerdy professor turns into a strong man.

What are your favourite sword and sandal films, comics, books, and so on?

In addition to the movies mentioned, I’ve liked a lot of the Busiek run on Conan. I used to read a series of books by John Jakes about Brak the Barbarian that were a lot of fun.

Various Samson pepla.

Have you watched any of the classic Italian Samson peplum films (such as Samson and His Mighty Challenge,Samson and the Sea BeastSamson Against the Back Pirate, etc.), and if so, your thoughts on them? Did you draw any inspiration or ideas from these films?

No, I’m afraid I haven’t seen any of these. I did see Samson and Delilah as a kid.

What is the general synopsis of Samson?

Samson is an epic tale that takes place over the course of fifty years from WW2 to just after the fall of the Berlin Wall. During WW2 we see how the Nazis took two young boys and experimented on them, giving one of them great strength, speed, and invulnerability. He takes on the name Samson as a way of inspiring people.

Years later, after the reunification of Germany, Interpol has discovered that the Uberfuhrer, a Nazi supervillain, may still be alive and living in America. They urge Samson to come out of retirement to take him down. The first story arc follows both the younger and older SAMSON as we learn what’s happened to him and his world over those many years.

What was the genesis of this comic?

I’d always wanted to do a superhero comic (my other books are more sci-fi and adventure oriented). As a Jew, the idea of creating a Jewish superhero whose origin is very much related to his being Jewish was something I thought would be both exciting and unique.

How does your iteration of Samson compare to the Biblical incarnation?

Samson takes his name from the Biblical version both to be a sort of Captain America figure for Jews and because his real name is conveniently Samuel.

There are a lot of stories out there about Nazis doing weird science experiments and creating super soldiers, monsters, etc. How does Samson stand out from these types of stories?

This is inspired by actual events. The Nazis did experiment on Jewish twins. The two scientists in this book are based on two of the real men who conducted these experiments. Of course the experiments they actually conducted were quack science, but in a superhero universe, they succeed, but may wind up regretting it.

What was something important you learned or a surprise you encountered while writing and Kickstarting this comic?

I’ve done ten successful Kickstarters. The first time I tried to Kickstart Samson, it failed to fund. I learned that I had to expand my audience to people who were interested in superheroes. I printed off a large number of B&W Samson mini comics and gave those away to the backers of my other books and to people at comic cons.

What is the biggest goal you want to accomplish with Samson?

At this point, I want to get it funded and get issue one out there. Hopefully, when people see it, there will be more demand for issue two because I think this story will excite a lot of people.

What can fans of the sword and sandal genre look forward to in Samson? Any homages to the classic character or to the genre?

Probably more in variant covers than in the story itself though when Samson ends up in Israel and gets his first costume, he will have the more traditional longer hair and beard.

And finally any other news and projects you’d like to share?

I have two other ongoing series, Shark of War and The Vicious Vixens of Dakuwanga. People can read the first issues of both at BitingComics.com. And of course Samson still has a six days left at Samson.BitingComics.com.


Sincere appreciation to Ben Lacy for his time to talk about his Samson comic. More information on the comic, including a link to the Kickstarter campaign, can be found in the below list:

Categories
Interview Peplum

Aut Caesar Aut Nihil: Twenty Year Retrospective of the XII Caesars Industrial Compilation

Twenty years ago can seem like ancient history when looking at both pop and underground culture, a feeling that becomes compounded when a textual artifact from the past is an examination of ancient history proper. Industrial music typically does not dive into the world of antiquity, (usually staying in the realm of post-modern concepts), but the inherent experimental nature of the genre occasionally pushes a music project or release to explore topics related to ancient history. The 2004 compilation, XII Caesars, released by the long since defunct Somnambulant Corpse, is one of those outlier releases where industrialism and antiquity collide. Twenty years later, the release deserves to be unearthed and re-appreciated, not only for its contribution to the industrial genre, but as a time capsule of the underground scene in the aughts – a literal aural artifact. 

XII Caesars Cover Insert.

XII Caesars is a concept compilation with a specific focus on Julius Caesar and the first eleven emperors of Ancient Rome as detailed in Suetonius’ influential text, The Twelve Caesars. Each track focuses on a specific Caesar and are presented in chronological order of each emperor’s reign with two exceptions: four emperors share track seven “Year Of Four Emperors (Galba, Otho, Vitellius, Vespasian)” and the last track is the epilogue “Ultor,” a reference to Mars Ultor, an iteration of the god of Mars during the period of Augustus.

The first track, “Julius Caesar, Dictator,” is by the ambient-industrial project Exsanguinate. The background drone of the song feels like one is being shaken or rattled, with distorted wailing appearing halfway through the track. There is a chilling, 4-beat rhythm that adds a catchyness to the track, giving listeners something to latch onto during the song’s duration. 

“Augustus” by Tugend is the album’s second track. An ambient song with some neo-classical and borderline dungeon synth elements, it sounds like the music one would hear from a church belonging to an apocalyptic cult, with the latter half of the track bringing a fire-and-brimstone drumming to it.

Card of Tiberius / Murderous Vision.

The third track is the ambient “Tiberius” by Murderous Vision. The song begins with a repeating sample “Hey, Caesar” with the background giving way to other, garbled, sampled voices. The gives the track an effect of hearing whispered plots and schemes, and a general uncomfortable vibe, no doubt recreating the feelings of Tiberius’ paranoia.

“Tiberius” is followed by “Gaius (Caligula)” by Bestia Centauri. A droning track with some atonal electronics, it would easily be at home on the Cryo Chamber label.

Card for Claudius / Post Scriptvm.

Post Scriptvm’s “Claudius” is the compilation’s fifth track. An experimental soundscape, the song is sample heavy of crying, weeping, animal baying, and water rustling. The samples sit atop a 1-2 beat that flows through the song, making the song unnerving and ominous while at the same time accessible and easy to latch onto.

The minimal-ambient “Nero” appears to be the only song ever released by The Great Despisers. 

Survival Unit brings the power electronics genre to XII Caesars with their “Year Of Four Emperors (Galba, Otho, Vitellius, Vespasian).” The track is both burbling and bombastic, peppered with muddled samples of speeches and screeches. It is volatile track, definitely mimicking the period of civil war in the Roman Empire. 

“Titus” by Önd is an extremely minimal, experimental song, bordering on a single note being held through the entire duration. 

The last of the twelves Caesars, Domitian, is the compilation’s penultimate track and composed by Axone, the project of Somnambulant Corpse’s owner Chris Donovan. An industrial soundscape song, “Domitian” feels both windswept and grating, like traversing stone tunnels constructed by giant bees.

The final track on XII Caesars is “Epilogue (Ultor)” by Marspiter. An industrial-ambient composition, the song feels like gazing upon a ruined city in the middle of a desert under a dark sky, a last glimpse of what once was.

Insert Back.
CD in tray.

The cover of XII Caesars shows the busts of the twelve emperors in a small, 3×4 grid, with a faint, dark, modern cityscape as the background. Inside the booklet shows a gladius while the CD proper shows the pillars and buildings of Ancient Rome aflame. The presentation proper is akin to the imagery used by VNV Nation during their Empires-era (late 90s/early 2000s). Included with the album is a series of large, double sided postcards, housed in a ziplock bag, each depicting a rendition of different Caesar in a hand drawn style. The entire package evokes both the ornateness and DIY philosophy expressed by small, extreme music labels of the aughts. 

Complete packaging of XII Caesars.

Though ten industrial/ambient/noise artists are showcased on XII Caesars, only a three survive to the present day: Murderous Vision, Post Scriptvm, and Survival Unit (though Exsanguinate appears defunct, the project’s mastermind, Thomas Garrison, continues on prolifically as Control). Post Scriptvm and Stephen Petrus from Murderous Vision have graciously shared their experiences and thoughts about their tracks, providing incredible insight not only into their craft, but of industrialism of the period. 

What is your relationship with antiquity, classics, or (in the case of pop culture) the sword and sandal genre? Are these topics that interest you or influence you in any way?

Murderous Vision: Outside of an affinity for the Jason And The Argonauts film as a child, I don’t have a notable interest in the genre. I do, however, have an interest in all things historical. So, when creating my Tiberius themed contribution, I tried to keep his rule in mind. Something sounding epical, orderly and underlying dread were the things I attempted to execute.

Post Scriptvm: The name of my project, Post Scriptvm, as well as its specific spelling, is inspired by the mid-1970s BBC series I, Claudius, which portrays the early Roman Empire and is narrated by Emperor Claudius. Although my project has consistently been influenced by the ideas and aesthetics of Russian art and literary movements at the turn of the 19th and 20th centuries, particularly Russian Futurism, I opted for this Latin name because, to me, it implies fin de siècle or the end of an era.

Murderous Vision, photo courtesy of the artist.

Outside niche subgenres such as neofolk and martial industrial, industrial music generally doesn’t dabble in pre-1900s history, let alone antiquity. From your perspective why do you think that is?

Murderous Vision: I think it may be related to the actual sounds of these genres. The instruments used and song structures involved evoke the way one thinks music sounded in these periods. With standard industrial music, the instrumentation is very clearly of the 20th and 21st centuries, and might be sonically incompatible with these historical periods. Authenticity and effectiveness reign.

Post Scriptvm: Many industrial music artists that I particularly appreciate, such as Bad Sector, Werkbund, Internal Fusion, SPK, Inade, among others, find inspiration in ancient mythologies. To me, this makes perfect sense. A 20th-century art critic once observed that the avant-garde serves as a continuation of classical art within modern contexts—an intentional continuation of an ideal that has been lost and ruined. For me, industrial music, particularly its more extreme, dark variety, has always served as a soundtrack to a civilization in steady and catastrophic decline. We primarily grasp, value and interpret antiquity through its ruins entombed within the sterile museum morgues, while a minuscule portion of surviving texts suggests an expansive realm of ideas forever beyond our reach. Industrial music, in parallel, reflects the decay of modern civilization, frequently finding inspiration in the ruins of ancient cultures. By referencing ancient ruins to depict the downfall of our own society, we are essentially shaping our own antiquity.

Post Scriptvm, photo courtesy of the artist.

What was the genesis of your involvement of the XII Caesars compilation?

Murderous Vision: At the time I had a close relationship with Chris Donovan and his label Somnambulant Corpse. I had previously been involved with the label on his Lovecraft themed compilation [note: The Outsider], and released a split CD with his personal project Kuru, called Blood-Brain Barrier. Both of these were released by Somnambulant.

Post Scriptvm: I received an invitation to contribute to the compilation from the owner of the Somnambulant Corpse record label. A couple of years prior to XII Caesars, Somnambulant had issued my debut album [note: Guaze], and I had previously contributed a track to the label’s earlier compilation dedicated to H.P. Lovecraft.

Did you get to select your emperor or was one assigned to you?

Post Scriptvm: The label actually had assigned each artist a Caesar to dedicate a track to, stating that the compilation’s subject matter necessitated a somewhat dictatorial approach.

Murderous Vision: It was assigned to me, based on his personal feeling of which emperor he felt suited the sound of each project he chose to include.

Your track on the compilation, was it an untitled song you had in your repertoire that you submitted or was it a song composed exclusively for the release?

Murderous Vision: It was composed exclusively for his compilation.

Post Scriptvm: For this compilation, I created an entirely new track, incorporating samples from both I, Claudius and the 1979 film Caligula, another one of my favorites.

How did you go about capturing the theme of your respective Caesar and conveying it in your composition?

Murderous Vision: I started by reading what I could online about the history and life of my Caesar. In drafting the sounds I kept in mind that I wanted to use reverbs that would evoke vast marble halls and open ancient stadiums. I recorded everything with a degraded VHS copy of Caligula playing on the TV in the background. 

Post Scriptvm: Apart from incorporating samples from the mentioned films and submerging myself into both The Twelve Caesars by Suetonius and The Roman Empresses by Jacques Roergas De Serviez prior to recording the track, I did not deviate from my typical approach for composing Post Scriptvm tracks at the time. As an undergraduate student back then, I had only rather primitive, rudimentary equipment at my disposal, which, in my view, was well suited for interpreting the ambiance of the ancient Roman Empire.

Going back in time to 2004, what do you recall the reception of the XII Caesars was like?

Murderous Vision: I don’t think it was widely circulated, but deeply appreciated by those who did get one. I seem to remember some favorable reviews circulating. 

Post Scriptvm: The reception was very positive. Despite being a DIY homemade CD-R release, the compilation was sold all over the United States and Europe and received several positive reviews in the underground press. The early 2000s marked the pinnacle for underground industrial music artists and small independent record labels like Somnambulant.

What are your thoughts on the compilation as a whole, from the presentation to the other contributions?

Murderous Vision: I was quite proud of my involvement. The label pulled no punches in the presentation, using high quality artwork and paper stocks to present the art panels, and professionally produced media sealed the deal. Every other act contributed great sound materials. It was a stellar compilation from a golden era that was known for stellar compilations.

Post Scriptvm: It is certainly of its time both in terms of sound production and its distinctly DIY presentation. It’s a wonderful testament to the era when underground experimental music flourished, showcasing the passion and dedication of the record label and every artist involved. Regrettably, the record label and the majority of the artists are no longer active.

Reflecting on your song for the compilation, are there any changes you would’ve made for it? Any thoughts of updating, remastering, or remixing your song and giving it a second life?

Murderous Vision: I think the track was a nice representation of the sound of Murderous Vision in that era. I think it stands as a good representation of both the band and the theme. The version that appears on there was truncated by the label for whatever reason he had at the time. The full, unedited version did, however, appear in 2006 on the Murderous Vision retrospective Ghosts of the Soul Long Lost Volume 1 [Note: listed as “Tiberious (Full Version)”].

Post Scriptvm: If I were to reinterpret that track now, it would have a completely different sound. I prefer directing my attention towards the future rather than dwelling on the past. Nonetheless, having to revisit it would provide me with a compelling reason to reread The Twelve Caesars and The Roman Empresses and to rewatch Caligula and I, Claudius.

Finally, what are some upcoming project news you’d like to share?

Post Scriptvm: My new LP titled Eisstoß is now available on Tesco Organisation, and I have a cassette EP titled Секта set for release in April on DumpsterScore Home Recordings.

Murderous Vision: This year will be another filled with activity. 2024 actually marks thirty years since the inception of the project. Among things that will happen this year are a performance in May supporting longtime friends Awen in NYC. There are a couple special surprises planned for the gig, but one must attend to see what they are! This year will also see the release of a new full length album called Pestilent Black Breath on Germany’s excellent label Dunkelheit Produktionen. Work is also well underway on a retrospective book of reflections on thirty years of Murderous Vision that will be packed with photos, flyers and ephemera from the beginning to present times. The machine chugs on…


Sincere thank you to Stephen Petrus and Post Scriptvm for their time and answers. More information on their projects can be found at the below links:

More information/tickets on the upcoming Awen/Murderous Vision/Autumn Brigade/DSM-III can be found here.

Categories
Peplum

Peplum Ponderings: In the Name of the King 2: Two Worlds (2011)

Plot

Granger (Dolph Lundgren) is a retired special forces soldier who runs a martial arts gym in Vancouver, Canada. Sometime in the past he lost his squad during a battle, and each anniversary since then he sips a whisky in their honour. While partaking in his yearly ritual in his home office, he is assaulted by black robed assailants – Dark Ones – which he dispatches with his fists and firearms. In the midst of the skirmish, warrior-wizard Elianna (Natalie Burn) appears, summons a portal, and takes Granger back in time to the ancient kingdom of Ehb. When they manifest by a lake, Elianna is stabbed by a Dark One. After Granger kills the foe, he is besieged by the king’s right hand man, Allard (Aleks Paunovic), who knocks Granger out and takes him to the forest fortress. There Granger meets the king (Lochlyn Munro), who tells Granger he is a chosen one and part of a prophecy where he is to slay the Holy Mother (Christina Jastrzembska), an evil witch who has brought a plague upon the land.

After being tended to by healer Manhattan (Natassia Malthe), surviving an assassination attempt by a wench (Michaela Mann), and consulting a blind fortune teller who lives in a tree (Elisabeth Rosen), Granger is briefed again by the king and sets off into the forest on his quest. Though wanting to go solo, Granger is joined by Allard, Manhattan, and a small squad of the king’s soldiers. Granger and company are ambushed twice by the Dark Ones, with the second time Allard sacrificing himself to allow Granger and Manhattan time to escape.

While fleeing, Manhattan injures her leg, so Granger leaves her in a safe area by a stream and sets off alone to the Dark Ones’ camp. He deduces the Holy Mother wants him alive, so he strolls into the camp unimpeded and gains audience with the Holy Mother who informs him that the king is actually an alchemist named Raven, who is the real villain in the kingdom. He unleashed a plague that killed off many and took over the throne. Granger is actually a child from the prior royal family that the Holy Mother took to the future to hide from Raven, and now that he is back he needs to fulfill the prophecy: find the “catalyst” and defeat Raven. 

The Holy Mother, who turns out was one of the Dark Ones who assaulted Granger in his house, passes away, leaving warrior Dunyana (Heather Doerksen) as the new leader of the Dark Ones. She and her men escort Granger to the outskirts of the dark forest where he is supposed to venture in to search for the unknown “catalyst.” Before entering the forest, Granger uses his new kingly abilities to make Dunyana the new leader of Ehb.

Granger enters the forest and encounters a dragon. As he is about to fight the dragon, Manhattan appears and throws a rock at the beast. The two escape and encounter a squad of Raven’s men, who are quickly dispatched by the dragon that was in pursuit. Granger and Manhattan flee the forest and run into Raven and his small army who take the two captive and back to the forest fortress where he intends to execute them. Just as he is about to kill the duo, the dragon arrives and starts attacking the fortress. Dunyana and her men, who have been waiting in hiding nearby, deduce that the dragon is the catalyst, and charge into the battlefield. 

Raven makes his escape with Granger in pursuit. Arriving at the lake, Raven opens a portal to the future where he intends to unleash his alchemy plague. Raven and Granger hop in and find themselves in Granger’s house. Granger easily dispatches Raven by drowning him in his bath tub and stuffing his vial of plague solution into his mouth. Granger returns to his home office to do a new toast to his new fallen comrades. While doing so, an amulet given to Granger by Manhattan begins to shimmer.

Commentary

In the Name of the King 2: Two Worlds (2011) is a Connecticut Yankee in King Arthur’s Court-style neo-peplum and the second film in Uwe Boll’s In the Name of the King trilogy. As of 2024 it is the second to last video game inspired/adapted film that Boll has directed, the last one being In the Name of the King 3: The Last Mission (2014). Like the first film in the series, the only connection Two Worlds has to the Dungeon Siege PC games of the aughts is being set in the kingdom of Ehb.

Two Worlds can be best summarized as diet Army of Darkness (1992). Both are low budget affairs that involve a time traveler unwittingly thrown to Medieval times, being part of a chosen one prophecy, having to kill an ominous villain (Bad Ash/Holy Mother), and questing to procure a “thing” (Necronomicon/the catalyst [a dragon]). While Army of Darkness has gone on to enjoy decades of cult film appreciation, Two Worlds is fairly run-of-the-mill. There are two primary issues with Two Worlds that hold it back from being a better film: Lundgren (and how he is portrayed/portrays himself) and the writing. 

Lundgren is a proper action star, from bigger budget, A-list, popular films (Universal Soldier [1992], Rocky IV [1985], The Expendables [2010]) to direct-to-DVD fare (Diamond Dogs [2007], Icarus [2010], Silent Trigger [1996], etc.). In 99% of Lundgren films a viewer will know exactly what to expect: Lundgren bringing the martial arts, fisticuffs, and gunplay. Sadly, Two Worlds falls into that 1% category where Lundgren is not on his A-game.

Per IMDB trivia there are two reasons in tandem that are throwing off Lundgren: that this is a paycheck role and that he injured himself early in production. Paycheck roles are not bad per se, they can be fun or elevate an otherwise unremarkable film. Paycheck gigs can be an indicator of enthusiasm for the actor in some instances, with some going through the motions to collect their salary (see the advent of geazer teasers), while others still take their part seriously (such as Nic Cage during his financial troubles, he still brought “Nic Cage” to everything he did).

However, coupling a paycheck role along with Lundgren injuring himself and you have the performance of an actor who definitely does not want to be there. Lundgren must have been in some serious pain because he looks uncomfortable in every shot he is in. This is not the uncomfortable of a fish out of water scenario, (which is what should be going on in this time travel tale), but of someone in legit pain. Because of this, it can be assumed that Boll had to drastically alter the film’s action scenes to accommodate Lundgren. He has one scene in the forest where he punches, kicks, and spears soldiers part of an ambush, but a good chunk of the film shows Lundgren resting, sitting, or laying down. Narratively, the film tries to justify Lundgren’s lack of physical performance by showing scars on his back, that he was previously wounded in battle, and still takes medication to combat his lingering injuries. It is, pun intended, only a bandaid for the film. For these reasons, it appears Lundgren is not able to bring his full Lundgren-ness to Two Worlds, especially since he is no stranger to fantasy roles having played He-Man in Masters of the Universe (1987), but commendable for him sticking it out. 

The second major fault with Two Worlds lays with its writing, specifically in two arenas: the film does not lean in to its main, unique feature, and the film has no narrative stakes and will unfold the same way regardless of the presence of the Granger character or not.

Firstly, Two Worlds does not take advantage of its premise: that of a special forces person thrust into Medieval times. This movie should have had multiple scenes of Granger using his special forces expertise to dispatch enemies, infiltrate camps, and gather intel. Army of Darkness leaned into this attribute with the character of Ash (Bruce Campbell), even though that character is a normal person: he trains Arthur’s army, has a shotgun, uses a chemistry textbook to make explosives, outfits his car with a giant rotor and so on. The character of Granger exclaims he wants to sneak into the Holy Mother’s camp, but the king instead outfits him with a squad of soldiers, ruining an opportunity for modern day covert activity action. There is one sequence where Granger sneaks up on an unsuspecting soldier as they are cooking and then stabs them. Granger then proceeds to walk into the Holy Mother’s camp unimpeded, as he is expected, rending his stealth kill unnecessary. Movies such as The Final Countdown (1980) and G. I. Samurai (1979) narratively take advantage of modern tech/skills in historic times, Two Worlds does not.

Secondly, this is a film were the events that unfold do not “count,” like a movie that ends with everything being a dream, lowering the narrative stakes. If Granger had not time traveled back to the era of Ehb, the movie would end in the exact same way as if he did: Raven may or may not attempt to kill the Holy Mother, but regardless he will still take the time portal and – surprise – end up in Granger’s house. At that point, the movie would end in the same fashion of Granger defeating Raven as he would be an intruder in his home. The only reason for Granger to travel to the past is because the prophecy of him being the chosen one dictates it. Unfortunately, the plot of the film leans too heavy on the chosen one prophecy as it is used as hand-waving justification of why the movie unfolds the way it does. Why does Granger need to head into the woods? Who knows – prophecy. What is he questing for? Who knows – prophecy. Why do the Dark Ones, if they are the good guys, attack Granger in his own home? Who knows – prophecy. And so on. It’s a panacea for bad writing.

Boll, to his credit, salvages what he can with an injured actor and a script that was no doubt in flux. The woodland battles look good and the use of sweeping shots of tree-covered mountains give the film an epic quality to it. The choice to film in winter is an interesting one. Everyone in this film is obviously cold, with their breath visible in every shot, but this cold factor adds a gritty element to the film. 

As a neo-peplum film, Two Worlds is sword and sorcery in the post-Lord of the Rings vein. There is not an emphasis on bodies in Two Worlds as one would find in 80s barbarian films. Like a peplum strongman character, Granger primarily uses punches and kicks to dispatch his foes. He is given a sword towards the film’s final act, which he unsheathes when he encounters the dragon, but he does not actually engage in combat with it. 

Aside from the brief shot of his back in his gym at the beginning of the film, Lundgren/Granger’s body is never on display in Two Worlds, so no Ivan Drago shots to be found. Though he is not portrayed as a traditional strongman character, Granger does share some characteristics with Conan in that they are both orphaned very young and grow up learning how to fight (Conan as a gladiator and Granger as a special forces member). In a related observation, the kingdom of Ehb is similar to Conan’s Hyborian Age, a prehistory fantasy setting that allows wiggle room for magic and history proper.

There is a genre meta reference when Granger asks Allard if he is into “swords and sweaty sandals.” However, the jab sounds like it is trying to ape Airplane’s (1980) “Joey, do you like movies about gladiators?” except it comes off as needlessly homophobic in Two Worlds. The reference is welcomed, but it could have been delivered in a non-derogatory manner. In fact, this is another missed opportunity in that Granger could have brought up pop culture references of fantasy and peplum films to help him make sense of his time traveled predicament. 

Boll has a reputation for making bad movies, particularly video game adapted films, but In the Name of the King 2: Two Worlds is one of his better works. The movie proper is competent and scratches an epic fantasy itch. If Lundgren had been able to perform at his 100% his presence would have elevated the film to a more memorable status and provided a much needed wink-and-nod to make the greater narrative more digestible. 

Categories
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. 

Categories
Interview Peplum

New Tales of Heroic Fantasy: Sword and Sorcery Stories in Weird Tales #366

There’s no time like the present to indulge in the stories of the heroic, mythical, and magical past. Streaming services from Amazon and HBO launched brand new fantasy shows, The Rings of Power and House of the Dragon respectively. Young adult fantasy continues to be a lucrative market and indie fantasy comics books are being realized via the power of crowdfunding.

Vanguard literary magazine Weird Tales pioneered pulp, cosmic horror, and sword and sorcery stories. Their upcoming issue, #366, is devoted to tales of heroic fantasy with new stories, poems, and essays contributing to the contemporary fantasy canon. A few contributors to this sword and sorcery special issue have graciously shared tidbits of their poems and stories along with their relationship with the genre. 


Brian W. Matthews

Story Title

“Temm the Riven”

Story Synopsis

A knight is tasked by his king to save the realm, but to do so, he must return to his childhood home and confront the evil of his past.

Primary goal to accomplish with your story?

I wanted to create an effective blend of fantasy and horror. Clive Barker does it so well, but he blends horror with urban fantasy. I wanted to take a stab at injecting horror into an epic fantasy setting.

Your favourite type of sword and sorcery: classic heroic fantasy (like R.E. Howard) or big epic fantasy (like Tolkien)?

I’m more of an epic fantasy person. Nothing against heroic fantasy. I just never had much exposure to [Robert E.] Howard. 

Any S&S authors that have had an influence on you? If so, who and how?

I grew up reading Tolkein and Donaldson and Zelazny and was taken by their characters and how the setting forged who they were into who they became. This is particularly true of Stephen R. Donaldson. He makes his characters quite human, injects common sense and self-preservation into them, and then puts them through the grinder of the fantasy setting to see what kind of person/hero they can become.

Brian W. Matthews can be found at:


Teel James Glenn

Poem Title

“Bard”

Poem Synopsis

It recounts the life/career of a storyteller, and as a Celt a Seanache was an important part of the Celtic culture and means a lot to me. 

Primary goal to accomplish with your poem?

I think all cultures, especially warrior cultures, the propaganda of narrative and drive much of their agendas. This is a tale of someone embracing that warrior ethic.

Your favourite type of sword and sorcery: classic heroic fantasy (like Robert E. Howard) or big epic fantasy (like Tolkien)?

Absolutely the R.E.H. type of tale. My own approach to poetry is very much in the shadows of Howard’s poetry. I much prefer the “in the streets” fantasy as opposed to the ‘from the place window’ type of story that has a grand, expansive view.

My own fantasy series of Altiva stories, which often contain poetry as part of the narrative, are very “down to earth.”

Any S&S authors that have had an influence on you? If so, who and how?

Clearly Howard is prime, but so are the stories of Edgar Rice Burroughs, Nancy Hansen, and even the Lin Carter books. All very much in the same “in the trenches” feel, though Ms. Hansen’s stories have a very wide world view they never feel ‘effete’ or fantastic—they stay grounded. And, Moorcock is the perfect mix of a grand vision but a very personal, human story telling. The characters never feel like analogs, they feel like real people.

Teel James Glenn can be found at:


Dana Fredsti & Dave Fitzgerald

Story Title

“Maid of Steel”

Story Synopsis

It’s a classic hero’s journey with really nasty monsters. 

How about: It’s a twist on the classic hero’s journey in a fresh fantasy milieu, with some really nasty monsters… 

Primary goal to accomplish with your story?

Dana: We pretty much wanted to write a story that was original, but stayed true to the elements that make sword and sorcery so much fun to read. I was dying to return to the fantasy world I’d created a few years ago for another short story. It had strong characters, both male and female, with a really unique setting and all the makings of a truly great series. Dave and I couldn’t wait to build on the promise of the original story. 

Your favourite type of sword and sorcery: classic heroic fantasy (like Robert E. Howard) or big epic fantasy (like Tolkien)?

Dave: I admire the beauties of high fantasy, but if pressed, I have to confess I prefer to play in the rough-and-tumble gutters and back alleys of low fantasy. 

Dana: I definitely prefer heroic fantasy, and more specifically, the darker entries in the genre. I love a good mix of fantasy, swashbuckling, and horror. 

Any S&S authors that have had an influence on you? If so, who and how?

Dave: Both REH and Tolkien, but also Michael Moorcock’s Elric of Melniboné series, Jack Vance’s Dying Earth stories, Gene Wolfe’s Book of the New Sun, and so many others (RBT, Holdstock, Tanith Lee, Burroughs’ Warlord of Mars…). I especially love the blend of the outré and the strangely familiar in all these series. 

Dana: While I love the works of Robert E. Howard, the king of dark S&S for me is Karl Edward Wagner and his Kanenovels and stories. I don’t think there’s a better anti-hero out there. I’ve reread them at least a half dozen times, my old Wagner paperbacks are very well-loved! I am also a huge fan of Jonathan Maberry’s epic S&S novel Kagen the Damned.

[Note: check out the H. P. Lovecast Podcast interview with Maberry about Kagen the Damned]

Dana Fredsti can be found at:

Dave Fitzgerald can be found at:


Sincere thanks and gratitude for all who partook in this collection of short form interviews to talk about their sword and sorcery texts. If you’re interested in reading these stories and poems when they are published, make sure to pre-order issue #366 of Weird Tales. The product page for this issue can be found here

Categories
News

News Roundup W/E 2022-07-10

Personal / Website News

Holy smokes, this was a prolific and active week!

I Am a Barbarian Writer and Illustrator Interview

I had the honor to interview Tom Simmons and Mike Dubisch, the creative team behind the comic book adaptation of Edgar Rice Burroughs’ novel I Am a Barbarian.

Personal copy.

The interview can be read here.

New Episode of HP Lovecast

New episode of HP Lovecast is online!

Ep 52 – Even in the Grave: Trevor Firetog and Steven Van Patten H. P. Lovecast Podcast

This is the first episode of our themed month on the anthology, Even in the Grave. In this episode we take a look at “What’s Your Secret?” by Trevor Firetog and “Blind Spot” by Steven Van Patten. The episode can be streamed at our Buzzsprout website, via the embedded player above, or at your podcast app of preference.

For our transmissions episode this month we will be interviewing editor Carol Gyzander, and contributors Firetog and Van Patten. Stay tuned!

Short Film: Dinosaur Joke

I made a short film and put it on YouTube!

I bought a box of Trix cereal this past week, and on the back, to promote the new Jurassic Park film, there were cutout dinosaurs and pop up trees, inviting you to make a movie with the back of the box. I don’t know how many kids actually do these things, but I decided I would! So, give it a watch, and maybe a like or a comment. It was silly, but a fun thing to do.

Fan2Fan Podcast Appearances

The folks at Fan2Fan had me back on their podcast for two (2!!) new episodes that dropped this past week!

The first episode is about sword and sorcery cartoons of the 80s, which can be heard at the Fan2Fan Libsyn page (or via your podcast app of preference).

A chance to show off my autographed animation cell of Teegra from Fire and Ice!

The second episode is an entry in their series where they ask folks about their dream Saturday morning cartoon lineup. You can hear mine here.

Here’s four of my dream line up! Gotta listen in to hear the rest.

Sincere thank you to Pete and Bernie for having me on their show. It has been a wonderful experience and I always appreciate their support.

CoKoCon 2022 Panel Appearances

Michele and I will make an appearance at CoKoCon 2022 this labour day weekend!

CoKoCon is a local (Phoenix) sci-fi/fantasy fan con. Michele and I will be appearing on a few panels. More info to come, but for now, check out the CoKoCon website for ticket information and guest news.

General Neo-Peplum News

Blog Entries at DMR Books

Here a listing of genre relevant blog articles at DMR Books this past week:

Red Sonja Blu-ray/4K

Red Sonja is getting a nice, steenbok, Blu-ray/4K release! Article at Collider.

Categories
Peplum

Fitness to Purpose: Born of Blood Issue One

MERC Publishing is an Indiana-based comic book publisher that came onto the scene in 2020. Taking an approach similar to CrossGen in the late 90s, MERC’s ambitious goal is a shared universe of comic titles with aesthetics of a magazine (complete with faux adverts and story line titles on the cover) and a heavy emphasis on powerful women, such as mercenaries and Spartans. The three MERC product lines so far are Miss MeowDeathrage, and the neo-peplum comic, Born of Blood, all funded via crowdfunding campaigns.

Born of Blood issue one completed its Kickstarter on the last day of December 2021 with backer awards being shipped in early May 2022. With numerous stretch goals realized, backers were treated with a treasure trove of Born of Blood and MERC-brand ephemera. The following is a showcasing of all the swag (in no particular order) packaged with the release of the first issue of Born of Blood followed by a few observations about the comic proper.

All pictures taken of the loot from my collection from backing the campaign.

First, for the non-Born of Blood MERChandise, is a sew-on badge for one’s battle vest and an enamel pin and poker chip that has the MERC mercenary logo adorned on them: a skull with wings giving the people’s eyebrow atop a rank insignia.

There is a trading card for Princess Giaris, the protagonist of Born of Blood. The front of the card displayis the cover art by Jay Ferguson (which is featured prominently on many of the stretch goal items) that gives Giaris a modern-gothic, vampiric look. The back of the card gives a brief bio along with her stats (she’s super strong, fast, and stealthy).

There is a Born of Blood lanyard, with blood-red lettering in a stylized typeface evoking antiquity. 

In addition to the MERC pin, there are also two Born of Blood pins/badges (all which would look snazzy on the aforementioned lanyard). One pin has the Ferguson cover art while the other has the Leirix cover art. 

There are four magnets included in the loot. Three display cover arts by (left to right) Sorah Suhng, Shikarii, and John Royal. The fourth magnet is a 2022 calendar with the Ferguson art.

There are three paper bookmarks as well.

And a paper coaster, though it looks a bit too small to be practical. It could function as a giant pog though.

There is also a Kickstarter sticker which adds an element of exclusivity. Most of the swag at this point is probably destined to be used as promotional items and giveaways by MERC at future comic cons and bonuses in website purchases, but the sticker is nice and distinct for campaign backers.

What is a welcome item in the Born of Blood package is the separate gallery booklet that contains all the Born of Bloodcover variants, both clothed and nude versions. Many comics have a cover gallery in their appendix, but Born of Blood goes the extra mile by putting all variations (and variations of the variations) into its own physical booklet which adds an appreciation factor. The Born of Blood covers are all works of art done by some fairly talented illustrators, and having them all consolidated into a booklet creates an experience akin to when one looks at art books from publishers like Taschen. Each page in the cover gallery booklet also displays a QR code to its respective artist’s online presence, adding functionality to help promote the Born of Blood’s artists even more. 

That’s me!

And finally, no crowdfunding endeavor wouldn’t be complete without a perk to have one’s name immortalized in the final product. This is always a fun thing to do: seeing one’s name in a comic is a highlight and adds a personal touch between buyer, creator, and end result. 

Two variants were plucked up during the Born of Blood campaign: the standard Sorah Suhng variant and the nude virgin (no letters/logos) Mike Krome variant. Of all the covers, the Suhng cover conveys the most sword and sandal iconography with its army of Spartan soldiers standing behind Princess Giaris – it’s quite evocative of Frank Miller’s 300.

Image from 300 found via Google Images.

The Krome variant is the most alluring and seductive of all the covers. The clothed version has Giaris looking akin to sword and planet heroine Deja Thoris from the John Carter universe. 

Deja Thoris status from my personal collection.

All in all, the Born of Blood issue one Kickstarter contained a treasury of fun trinkets, beautiful art, and a transgressive neo-peplum comic. 

Born of Blood issue one is the origin story of Princess Giaris who will form one of the pillars of the MERC shared universe. The first panel of the comic grabs a reader’s attention immediately as it depicts a blood covered Giaris (in a very Kill Bill Vol 1 fashion) having dealt a mortal blow to an Argive warrior, right to his exposed genitalia. 

The sword and sandal genre is perhaps the most body-centric narrative genre out there and Born of Blood leans into this facet with wanton abandon. The men channel the traditional Hercules strong man portrayal that has been a genre staple since the original Italian run of films in the early 1960s. Princess Giaris goes through a body transformation herself, somewhat parodied by one of the issue’s faux advertisements, from lithe and slender to muscular yet very much feminine.

An interesting aspect of Giaris is that within the story proper, she only appears nude once, in a bathing scene as she is recuperating from her injuries while undergoing forced combat training against Spartan warrior Mor. Her body is very much on display, usually in a gown or a Red Sonja-esque bikini armour, but she isn’t overly sexualized in the comic’s pages. It is the issue’s various cover arts that depict Giaris in different states of undress and poses, be it seductive, commanding, or both. The plethora of variant covers adds a new aspect to pepla’s relation to the body: for a consumer of sword and sandal media, one not only can gaze at the body, they can also control/select the desired body to be gazed at, in this case via the covers. (Note: a similar concept can be found in video games that has a character creation process). 

Body portrayal aside, Born of Blood borrows quite a bit from Assassin’s Creed Odyssey, specifically from the character of Kassandra. Both characters have similar noble Spartan backstories and combat abilities, juggling stealthy kills to more brute force, mercenary tactics. Kassandra has more autonomy than Giaris who is thrown into a dungeon by her father, Spartan King Cleomenes, to endure months of combat training with the hopes she endures and becomes a hardened Spartan Warrior (she does). Kassandra has choices (though dictated by the player), while future Queen of Sparta Giaris has the illusion of choice of what she wants to become. If she had not been thrown into the dungeon, should would’ve have been content to live a simpler, royal life. 

In the final panel of the comic, after putting her strength and wits to the test by defeating a regiment from Argos, Giaris is depicted as completely transformed in attitude and body as she waves to her subjects, the people of Sparta, from the center of a coliseum in an excellently executed panel. Since the rest of the MERC universe takes place in modern times, it will be fascinating to see Princess Giaris’ journey to be incorporated into fold while at the same time contributing to the greater neo-peplum canon.

Excellent, commanding portrayal in the ending page.

More information about Born of Blood and MERC Publishing can be found at the below websites and social medias: 

Categories
Interview Peplum

Heavenly Voices and Flickering Images: Interview with Matthew Page on 100 Bible Films

In early 2006, Matthew Page launched his website, Bible Films Blog, devoted to the study, analyzing, and reviewing of Biblical films, including Biblical pepla. Page is one of the leading experts on the subject, demonstrated by his appearances in documentaries and contributions to scholarly books and edited essay collections. May of this year sees the publication of Page’s first solo book, 100 Bible Films, from BFI. What follows is an interview with Page about his upcoming book. 

Cover provided courtesy of Matthew Page.

What was the catalyst of writing 100 Bible Films?

It was sometime around 2007-09. I’d been running my blog on Bible Films for a while and had gone to see something rare at the National Film Theatre in London. I was browsing in the amazing bookshop there and I came across this series of books the BFI had put out, 100 Westerns, 100 Silent Films100 Film Noirs and so on, and I just thought it would be amazing to do one of them for my specialism of Bible Films. I figured I could pull together some of my stuff on the blog and the podcast and it would practically be done. I had no idea it would take me quite so long to get to this point.

What were the biggest challenges you faced while writing the book? What was the easiest?

Well, I guess the reason it took so long is that I’m not employed to do this stuff. I’m not a university lecturer, or a professional film critic. So, every bit of writing I’ve done has been written before or after work, at weekends and on holidays, and alongside bringing up a family and all the other challenges life throws at us. So, it’s been a slog. I’m not sure I’d describe any aspect of it as “easy,” but I’ve been very privileged to have received great encouragement and advice from so many people at various stages of the process. I owe them all a massive debt of thanks.

How does your Bible Films Blog relate to 100 Bible Films?

At the moment I use it very much as a place just to get some initial thoughts down and to explore ideas. It also makes me easier to find on the internet. But I guess I also use it as a place to bookmark things that I might want to find again in the future or as a way of easily finding things I’ve done in the past. Plus, I’m able to go into much greater breadth there than the book where I’m limited to one-hundred films. I haven’t counted how many films I have covered there (not to mention episodes of TV series) but it’s far higher.

What were some of the fascinating things you discovered while writing 100 Bible Films?

As a group of films they cover so many different film movements, from so many different nations throughout film history, that they are kind of unique, and as a researcher that forces you to delve into so many areas of film you would never otherwise have encountered. So, the penny dropped when I was writing about the Indonesian peplum film Samson dan Delilah (1987), I would never have learnt the first thing about its star (Indonesian horror queen Suzzanna), I might possibly have never watched an Indonesian film otherwise, but here I am, my perspectives and horizons being broadened by the experience of chasing this genre. And its reworking of particularly the 50s/60s Italian pepla is intriguing, especially how it combines them with more Eastern, martial arts-type fighting styles.

What is the main goal you want to accomplish with 100 Bible Films?

I suppose I’d like to see film critics, academics, and fans come to appreciate this group of films, both in terms of Hollywood epics and Italian pepla, but also that the array of different forms that other filmmakers adopt to retell these stories. I also feel that a lot of the discussion about Biblical films revolves around a core group of movies made by middle-aged, white, western, straight men and I’d like to broaden that to include a far greater range of filmmakers.

Noah Blu-ray from my personal collection.

What Bible films would you recommend as the best entry point into the genre for folks who are interested but have not otherwise watched any? 

I think it depends on the kind of films you already like. If you like pepla [then] King of Kings (1961) [and] DeMille’s Samson and Delilah (1949) will also very much work for you. If your thing is more neo-pepla, then try Exodus: Gods and Kings (2014). Horror? Then there are elements of that in films such as Aronofsky’s Noah (2014). If you like all three then you really should try and track down Samson dan Delilah/La Revanche de Samson that I mentioned earlier.

For those that prefer more high-brow cinema then Pasolini’s Il vangelo secondo Matteo (Gospel According to Matthew, 1964) is a revered classic. Please, PLEASE don’t watch a colourized/dubbed version though. 

What are some of the non-Occidental/non-male-made Biblical films you want to underscore?

Yes, those perspectives became an increasingly important aspect of the book as it went on. I think La Genèse (Genesis, 1999) by Mali’s Cheick Oumar Sissoko is excellent movie very much outside of the Hollywood perspective. Karunamoorthy (Oceans of Mercy, 1978), isn’t quite to the same artistic standard, but it’s nevertheless a great example of the Jesus story told from an Indian perspective and features some fantastic Bollywood-style dance numbers. In terms of women directors, Alice Guy’s La vie du Christ (1906) comes from when cinema was less than a decade old and was a step forward in so many ways. While Lotte Reiniger’s The Star of Bethlehem (1956) is a little spoilt by the narration/soundtrack, the animation is wonderful. More recently, Nina Paley’s Seder Masochism (2018) is another a great piece of animation, combined with a kick-ass soundtrack and wickedly biting satire.

You say your feelings about some Biblical films have changed over the years, but flipping the coin, what major shifts, progressions, or changes have you seen over the genre’s lifetime?

Well, I think it’s related to what I was just saying, that democratisation of the medium, with voices from what might once have been considered the margins finding space while there is still room for mega productions such as Noah.

You recently did a retrospective of Richard H. Campbell and Michael R. Pitts’ book, The Bible on Film: A Checklist 1897-1980, at your website. What are other Biblical film books that you’d recommend or perhaps act as companion pieces to your book?

There are so many excellent books on the subject, even while this book has been in the process of coming to fruition Phil Hall’s Jesus Christ Movie Star and Katie Turner has a great book Costuming Christ in the works. I suppose the one that always gets cited is Bruce Babbington and Peter W Evans’ Biblical Epics. W. Barnes Tatum’s Jesus at the Movies was really formative on me when I first discovered the subject. These days one I probably dip into most often is David Shepherd’s The Bible on Silent Film. That said, some of the most interesting and extensive writing on this subject is found online at Peter T Chattaway’s blog, FilmChat.

What are your favourite Biblical films?

Perhaps the reason that I’ve written about 100 films is that I find it really hard to narrow it down and my feelings about various films has changed over the 20+ years I’ve been researching the subject. I could probably list about twenty that I really love, but I suppose no list would be complete without Pasolini’s Gospel According to St. Matthew and Life of Brian (1979), though I find some elements in the latter problematic. In terms of classic peplum, for some reason I have a soft spot for Kings of Kings.

Gladiator Blu-ray from my personal collection.

Of course, what is your favourite non-Bibilical peplum film?

Assuming neo-peplum count, then Gladiator (2000). It has its flaws, but it’s one of the best reworkings of that wronged-man justice/revenge narrative. Crowe is a totally engaging lead here and it gets the action scenes just right. Plus one or two very quotable lines.

Photo provided courtesy of Matthew Page.

Aside from 100 Bible Films, what are other upcoming projects or news you’d like to share?

Everything has been so channelled into this book that I’ve not really had time to develop much else. I guess that’s a function of this not being my day job. What I am eager to do is go out on the road more with this stuff. For years I’ve wanted to talk to more people about it, but have had to earn the right. Now that the worst of the pandemic seems to be behind us, I’m hoping there will be a few more opportunities to talk to film clubs, churches, festivals, etc. I really enjoy that two-way interaction.


Sincere thanks to Matthew Page for this interview. 100 Bible Films will be published May 19 by the British Film Institute. It can be pre-ordered at Amazon and Bloomsbury in hardcover, softcover, and electronic editions. 

In the meantime, check out Page’s Bible Films Blog or give him a follow on Twitter.