ESP Books, famous for our love of a certain snoozing Great Old One, is dedicating the month of August to Cthulhu. To celebrate Lovecraft’s most famous creation, we are kicking off the Haiku for Cthulhu contest alongside added bits of yog-sothery at the ESP site August 1st. Check back each day for fresh author interviews, story excerpts, and other content in addition to the genrecentric news and reviews we normally post.
Like an old Universal horror film stylized after the fashion of German expressionism, comes Limbo, the downloadable XBOX 360 game from Playdead Studios.
The gaming elements aren’t unique. It’s essentially a puzzle platformer in which you take on the personae of a little boy dropped in the middle of….well, Limbo. Without spoken dialog, or any real plot beyond this simple premise, the game unfolds with deceptive simplicity, the black and white graphics at first reminding one of an old silent film, and then becoming something more, something that works subliminally on the player until an uneasiness settles on the shoulders and the pathos of the game scars the psyche. The puzzles are occasionally challenging, and some downright impossible at first, but working them through serves to draw a stronger connection between the player and the little boy he or she manipulates onscreen.
Seriously.
This is art, a term critic Roger Ebert has resisted pinning on a videogame. Nonetheless, the visuals and the mood they are able to evoke are profound and disturbing. And while one might think gore in black and white, usually limited to silhouette, would be a tame experience, that assumption would be incorrect. Watching the little boy’s frail black shape, with its white button eyes, smashed to bits in one failed puzzle, decapitated by bear traps, or skewered by an enormous black arachnid in another, is often terrifying and gut-wrenching.
Perhaps an argument could be made that Limbo is limited in its scope, without story depth and dialogue, rendered as a downloadable arcade piece. However, it is presented with enough different facets of varying complexity to be at once entirely engaging and disturbing.
Amelia Harsh is an academic with an explorer’s soul. And magically-muscled arms. Her disdain for following rules finds her without employment and an adventurer’s itch that must be scratched: to find the lost City of Camlantis. While the mere notion of the utopian city is denied by academics, Amelia is certain the city exists somewhere above the clouds, further than any normal airship can venture. So when she is offered information about the partial remains of Camlantis, underwater deep in the Liongeli jungle and a position to lead an exploit, she can’t refuse. Even though the mission is being backed by Abraham Quest, the man she holds responsible for her father’s bankruptcy and resulting suicide.
Amelia blackmails an old friend, Commodore Black, to captain his u-boat the Sprite. Compelled to agree, he assembles a motley team to crew his vessel, along with Quest’s hired steroid-enhanced female warriors, military men, and a half-mad steamman. On her way into the heart of the dangerous jungle, Amelia must escape giant lizards, a cult of steammen, and the Daggish–plant-like creatures with a hive mind who assimilate anyone caught in their territory.
At the same time, Furnace-breath Nick, an outlaw bent on revenge against the Commonshare, and his companion Septimoth, and exiled lashlite, stumble into a mystery revolving around Jules Robur, a famous mechomancer. Uncovering the robbing of steammen graves, agents of the Court of the Air hidden in Abraham Quest’s service, and a disturbing lashlite prophecy, the duo discover Amelia’s quest to find the pacifist society could mean the destruction of the world.
The Kingdom Beyond the Waves is an action-packed, steampunk adventure reminiscent of Indiana Jones. The one drawback to this book is the lack of character depth, with the main characters attributed loss of family or wretched childhoods as tragic motivation for their actions, and there is not much more beyond that. The characters are likeable, however, and their lack of depth is compensated for by Hunt’s rich imagination and worldbuilding. This book is almost over-stuffed with ideas and the rapid sequence of happenings can at times become overwhelming. Overall, it’s a great piece of speculative fiction, delivering inventive thrills at a dizzying pace.
Every year, the Origins Games Fair holds the Origins Awards. The nominations for these awards vary from game publishers to fiction publishers, to products, and authors. With the Origins convention recently over, congratulations is due Catalyst Games for the winner of the Best Game-Related Book category. Their winning title was: BattleTech: 25 Years of Art & Fiction by Catalyst Game Labs, written by Randall N. Bills, Jason Schmetzer & Matt Heerdt. Needless to say, this is a worthy title to win the award. And the folks at ESP wish them the best. Of course, ESP’s The Best of All Flesh was also nominated for the same award. So a large congratulation goes to the editor of the anthology James Lowder, and all of its contributors. While the anthology’s stories are gathered from previous titles based on the role-playing game, All Flesh Must Be Eaten, it is also a stand-alone book. Here is the list of contributors, in order of appearance, and a brief description of the anthology:
Bringing the living dead into stark reality, this anthology reveals the best of undead horror and monstrous zombie tales. Culled from the popular All Flesh Must Be Eaten zombie anthology series, this broad collection of stories proves that no place in the world is safe when the dead rise again. Their shambling hordes flood cities, scour the countryside, and leave no part of history untouched. Ideal for fans of supernatural terror and apocalyptic fiction, this horrific array includes narratives by Kris Dikeman, Warren and Lana Brown, Robin D. Laws, Barry Hollander, Michael Jasper, Tobias S. Buckell, Scott Nicholson, Shane Stewart, Jeremy Zoss, Michael Laimo, Jesse Bullington, Jim C. Hines, Mark McLaughlin, Charles Coleman Finaly, Lucien Soulban, Rebecca Brock, Claude Lalumiere, Ed Greenwood, Myke Cole, Christine Morgan, Tom Piccirilli, and Scott Edelman.
Things haven’t been going well for James Bond since his last appearance in Quantum of Solace. News reports have given the financial status of MGM as a primary reason for the lack of film development. However film producer Michael G. Wilson recently made a statement to IGN that “Both Barbara [Brocolli] and I are convinced that we’ll be bringing you another Bond film soon.”
Fortunately gamers won’t have to wait as long as the movie going public. Activision has announced it will be releasing a new James Bond adventure entitledJames Bond 007: Bloodrose. The game will feature the voice talent of Daniel Craig and Joss Stone. According to Gamespot, the game will ” combine cover-based shooting, hand-to-hand combat, and driving …”
In order to create a smoother submissions process, we have revised our guidelines:
Elder Signs Press (ESP Books) is a publisher of quality genre fiction. It publishes 8-10 books a year. ESP Books is a Qualifying Professional Market for SFWA membership. Please be sure to read the guidelines before submitting. ESP Books is the primary book line for Elder Signs Press. For other genres, consider our imprint: Dimensions Books
Fiction
We seek strong characters with developed personalities that motivate them and are important to the story. Intriguing plots or the unexpected are also essential. Exploration of the human condition and the unknown are works that make ideal candidates for publication.
Genre Dark Fantasy
Dark Fiction Thrillers
Horror
Mystery
Science Fiction
Supernatural Thrillers
Submission Method Submit Proposal Package:
Synopsis of up to three pages. This should include information about your characters, major plot points, and how the book ends.
The first three chapters. We need to know you can hook the reader and keep them engaged long enough to get to the really cool stuff you want them to read.
A cover letter with your real name, the name you wish to publish under (if different), contact information (address, email),word (not page) count, publication history, and any specific knowledge/experience you have relating to the material.
Tips
Presently we are overstocked on collections and anthologies. We are not looking for novellas at this time.
Remember to use the genre as a “metaphor.” There needs to be more than a formula in the work.
When submitting please use the standard submission format — submissions that do not use this format will be destroyed.
Due to the volume of submissions, please do not send us a brief description of your story and then ask if we want to see some chapters. Such queries will be deleted.
Average Length
This can vary for the genre, but 80,000-90,000 words is a good average.
Response Times:
Responds in 1-3 month to queries.
Responds in 3-6 months to proposals.
Responds in 6-9 months to manuscripts.
Electronic Submissions: ESP Books only accepts email submissions. Do not submit complete manuscripts unless requested. Send proposal package in RTF or Word form to: submissions@eldersignspress.com
I’ve always loved DARK SHADOWS, the horror/fantasy/SF/gothic/romance ABC-TV soap opera that ran from 1966 to 1971—not to mention the pair of movies the series spawned (HOUSE OF DARK SHADOWS [1970] and NIGHT OF DARK SHADOWS [1972]), as well as the 1991 NBC-TV revival series. Now, a new cinematic adaptation of the franchise is in the planning stages, set to star Johnny Depp as the infamous vampire, Barnabas Collins (though whether the project will actually see the light of day is anyone’s guess). In its day, the original series drew fans of all ages; many of the show’s actors achieved something akin to superstar status; and the property became a merchandiser’s wet dream, generating everything from trading cards to board games to a series of paperback novels. Not unlike STAR TREK, DARK SHADOWS retained a considerable fan following well after its demise, and with its subsequent syndication—and eventually, VHS and DVD releases of all 1,225 episodes—its fanbase continued to expand. In the late 1990s, a new, though short-lived—series of novels followed; two written by Lara Parker (who played Angelique in the original show), and one written by Elizabeth Massie and myself. And now, Big Finish (UK) is actively producing all-new DARK SHADOWS audio dramas, starring many of the surviving members of the original cast, including Lara Parker, David Selby (Quentin Collins), and Jonathan Frid (Barnabas Collins). I’ve written the scripts for three of them (PATH OF FATE, CURSE OF THE PHARAOH, and BLOOD DANCE).
You know, back in those glorious days of yore and youth, during DARK SHADOWS’ original run, I had this wacky dream that one day, somehow, I might be a part of it all. In fact, I pretty much calculated that if I lived a secret life, prayed to the Leviathans every night, and kept all the commandments according to Dan Curtis, when I died, my soul would go to Collinwood. It’s a pretty cool place; I mean, it’s a big honking shadowy mansion full of secret rooms and corridors, numerous resident supernatural beings, and a helluva cool musical score. Come to think of it, the idea of spending the afterlife there still seems a reasonable bargain. I still vividly remember when my friend and fellow writer, Elizabeth Massie, first called me up to say she had a line on the new HarperCollins DARK SHADOWS series and wondered—since I knew a little more than the casual viewer about DARK SHADOWS—whether I might be interested in collaborating on a novel. When the screaming stopped and she could hear again, I think I said “okay.” So, yeah, becoming involved with DARK SHADOWS in some official capacity, even all these years later, has been relatively pleasing. Let’s put it this way: if, when I was nine years old, someone had told me that I would one day write DARK SHADOWS stories and even get acquainted with many of the cast members, I surely would have had a coronary and died, and thus never grown up to write DARK SHADOWS.
Sometimes it’s better not to know….
Even as an adult, I’m far from alone in my deep fondness for the old show. While it was quite a magical thing in my childhood days, in more recent years when I watched the series all over again, and could see the gaffes, bloopers, and low-budget stylings for all that they were, I found that I admired it all the more. Yes, its plodding pace and internal inconsistencies could sometimes be brain-numbing, but when the show fired on all cylinders, it was an inspired masterpiece of storytelling, acting, direction, and visual design—all coming together to generate an atmosphere like no other, either before or since. Especially early in the series, its setting—Collinsport, Maine—was drawn as a real place, populated by real people. The characters’ lives reflected the lives of their real-world counterparts, so when the darker, more bizarre things began to insinuate themselves into the storyline, they were all the more unsettling, especially for a daytime soap opera, which customarily just didn’t do THAT.
Needless to say, it was the introduction of Barnabas Collins (for a time, television’s most renowned vampire) that propelled the show from eerie gothic drama with supernatural overtones to a rollicking supernatural extravaganza. In fact, in short order, we had ghosts, witches, werewolves, Frankenstein monsters, Dorian Grays, Jekyll-and-Hydes, and Lovecraftian beasties (off-camera, of course). While all of these colorful entities were novel—certainly for that time—the allure of the show still went way beyond those things. To my mind, the reason DARK SHADOWS still has such a powerful draw for so many fans today is its characters, and the people who played them. DARK SHADOWS was not just about monstrous thrills; like any traditional soap opera, at its heart, it was still a study of the people who lived at Collinwood. Most of them were just like us; they were people we knew, that we could relate to…just as in any other “true-to-life” drama. There were the child characters (David Collins, Amy Jennings, Hallie Stokes); the young adults (Carolyn Stoddard, Maggie Evans, Victoria Winters, Joe Haskell, Willie Loomis); and the mature, if sometimes peculiar set (Elizabeth Stoddard, Roger Collins, Julia Hoffman, Professor T. Elliott Stokes). Even now, as I did then, I hardly see the actors who play the roles; those characters ARE the real people, with distinct personalities, histories, and issues to be solved. No matter that Jonathan Frid spent as much time as he didn’t looking at the teleprompter or that Grayson Hall stuttered and stammered so long that by the time she reached the end of a sentence, you’d forgotten what she’d said at the beginning. It was just who they were, those people. The actors gave their characters a lot of tender loving care, and now even more than way back then, it’s highly apparent.
Very much to its credit, the cast was very much akin to a repertory company. With all the different time periods in which the show was set—the 1960s, 1795, 1840, 1897, even 1995—and most of the actors taking on different roles, for the viewer, a strong sense of familiarity always remained, regardless of each actor’s part in the drama at hand. Several of the cast members, particularly Thayer David, Nancy Barrett, and Grayson Hall, proved themselves consummate actors, wholeheartedly dedicated to their performances, no matter how outlandish the scenario. One can’t deny that, in a setting that for all intents and purposes was live television (the video could not be edited except in the most extreme situations), circumstances often conspired to create onscreen near-catastrophes, resulting in many of the now-infamous bloopers for which the show is known. Still, the individuals involved, both cast and crew, always, ALWAYS gave their all, and THAT, I believe is where so much of the magic of DARK SHADOWS lies.
I don’t know what the future holds for the franchise, but it’s been around for going on half a century. Something tells me DARK SHADOWS won’t be fading into our dim collective memories anytime soon. I hope I’ll be around to help make some more of its history.
The videos we’ve been showcasing here have been well received. I am glad to continue searching for the best and most entertaining. That being said, who doesn’t love a musical? Who doesn’t want to slip on a pair of tight fitting jeans and step-step-slide to the score to West Side Story?
Ladies and Gentlemen, I give you, Conan The Barbarian—The Musical, produced by Jon and Al Kaplan.
And then what better fodder for musical interpretation than 007. Here’s the Bond Theme..with apologies.
Wolf’s Bluff
By W.D. Gagliani
Leisure Paperback/323 pages
$7.99 US/$9.99 CAN
ISBN: 978-0-8439-6348-9
Wolf’s Bluff is W.D. Gagliani’s third werewolf novel. It follows the Stoker-Nominated Wolf’s Trap (2004; paperback released in 2006) and its first sequel, Wolf’s Gambit (2009.)
In previous interviews, Gagliani has referred to his novels as “Northwoods noir,” since all of them take place, mostly, in the Northwoods area of Wisconsin. The noir part comes from the mixture of horror, dark fantasy, hardboiled mystery, crime, sex, and violence of the tales.
In short, Wolf’s Bluff continues the genre-splicing of the previous novels, and Gagliani delivers another gritty and graphic novel that fans will enjoy for its suspense, tension, and supernatural horror.
Wolf’ Bluff continues the tale of Nick Lupo, who as a young man was bitten by a werewolf and thus became one himself. Now a Milwaukee cop, Lupo has worked hard to keep his inner wolf under control, mostly by self-will, but also by monthly visits to the sparsely populated northern parts of Wisconsin so the creature can run free and not harm anyone.
In Wolf’s Trap, Lupo’s secret was discovered by a serial killer, and that killer hunted down not only Lupo, but those close to him as well. In Wolf’s Gambit, Lupo was tracking down another serial killer, but things became complicated when, in the same Northwoods location, a group of mercenaries were hired by a mysterious figure to prevent the construction of an Indian casino. The mercenaries were not only well-armed, but well-clawed as well, which led to some shape-shifting confrontations.
Wolf’ Bluff picks up soon afterwards. The casino is now built, but Lupo suspects that there is another independent werewolf on the loose in the area who may be responsible for local deaths by “animal attacks.” However, because Lupo stopped the mercenaries, he has now gotten the attention of their corporate masters. The mercenaries were part of the Blackwater/Xe –like paramilitary organization Wolfpaw, and now Wolfpaw has sent a special unit into Wisconsin to make sure Lupo and those who are close to him take their knowledge of Wolfpaw’s secret lycanthropic abilities (or is that weaponry?) with them to an early grave.
This novel, like its predecessors, is a lot more complex in terms of character interactions, character’s history, narrative style, and theme than this review can capture. The novel intertwines returning characters and new characters, and even hints at characters that may appear in future novels. But Wolf’s Bluff certainly stands on its own as a hard-hitting novel (or in this case, a hard claw-swiping novel.)
Gagliani is skilled at creating mystery and tension and mixing them with traditional horror elements. He often employees a sense of literary misdirection that, once revealed to the readers, makes them feel a strong emotional impact that would have been lessened if narrated in a more direct manner.
Wolf’s Bluff is recommended to horror fans in general, but even more so for those who enjoy lust and bloodlust with their werewolves.
More than 70 years after his death, H.P. Lovecraft can still make the cover of Publisher’s Weekly. Stefan Dziemianowicz’s article, “Terror Eternal: The Enduring Popularity of H.P. Lovecraft,” can be found online at PW’s website.