An Interview and A Voice for Hell

I promise that, eventually, I will stop talking about hell. But it will not be this day.

Instead, allow me to present two new developments. ZombieZak, or Bill Snider, and his team have compiled a POETS IN HELL Playlist. Vocal recordings are still ongoing, so look forward to seeing more audio get added to this list. Let me just add that Chris Morris, the primary interlocutor before each clip, reads beautifully with a wonderfully diabolical cackle of glee.

I’m also very proud to say that my vocal clip has also come in. Usually the sound of my own “normal” voice grates on me, making me feel a certain amount of chagrin, but I rather like how this — albeit short — recording turned out. And you get the added bonus of hearing my voice for the first time if you haven’t already.

But that is merely one voice in hell. For the first time ever, I actually had an interview. In fact, not only did I get interviewed by Alex Butcher of the Library of Erana about my work in POETS, but she even managed to get Nietzsche himself to speak a few words about his current existence in Janet Morris’ hell.

It was challenging. I seem to be saying that a lot, but it’s no less true in this case. Having to explain your creative process, especially with regards to how it works in a collaboration is difficult enough, but also needing to speak for a man who has been dead for a century or so, whose original language isn’t English, keeping all of his facts straight, and trying to figure out how to reconcile all of these issues in a supernatural realm really keeps you on your toes. Nietzsche’s character interview pushed me to about a similar limit as it does attempting to write from his perspective in my story. Sometimes I don’t know if I understand it or even get all of the facts right, never mind translating his own particular tone, but fiction can be forgiving and I hope that my readers are, if not forgiving, at least understanding of the matter.

If I could have told myself that one day I would be attempting to write from the perspective of Friedrich Nietzsche, I would have thought that my future self was insane.

Of course, we all know by now the answer to that implicit question.

The very least I can say for myself is that I don’t think that I’m Dionysus yet.

So please visit the Library of Erana with its fine Mage, listen to an account how I found hell and how I find it, and give some time to Nietzsche. He may not be the most modern individual and I don’t always agree with what I understand of him, but he can be genial if somewhat self-deprecating, and despite his experiences there is still a bit of mischief in him somewhere: especially when you consider the things that he doesn’t tell you.

And if that doesn’t catch your fancy, there are other interviews with other fine writers: including Janet Morris and the Devil himself. Now there is the real voice of hell.

Poets in hell press release 1

Emerging From Paradise Island and A Golden Age, Wonder Woman: The Complete Newspaper Strip

During what many call the Golden Age of superhero comics, newspaper comic strips were still a force to be reckoned with. After all, before superhero and other genres of comics were even thought of, or implemented, it was from these strips from which the medium actually came.

Chris Sims in his Comics Alliance article IDW To Publish First Ever Collection Of Golden Age Wonder Woman Newspaper Comic Strips acknowledges this history and the fact that while we have seen the original Superman and Batman Weekday and Sunday reprinted many a time, we had yet to see the Amazon Princess’ newspaper adventures printed until now.

Compared to Superman’s 1939-1966 span and Batman’s on again, off again paper incarnations from 1943-1946, 1953, 1966-1974, 1978-1985 and even something as recently as 1989-1991, Wonder Woman’s 1943-1944 stint is a brief run indeed. In fact, when you really look at it, the newspaper adventures of Superman made it through the Gold and Silver Ages of comics while Batman continued from Gold, to Silver, Bronze and the modern period.

Wonder Woman’s time in the newspapers, her stories written by her creator Dr. William Moulton Marston and illustrated by Harry G. Peters resides solely in the Golden Age. But whereas we know that there are different stories of Batman and Superman in their strips compared to their comics, it is uncertain just what kinds of stories Wonder Woman’s run still holds. But it is an exciting prospect.

Here we have some long-unseen Wonder Woman adventures made by her original creators to be collected into a nice hard-cover edition titled Wonder Woman: The Complete Newspaper Strip: 1943-1944 for all fans to enjoy. I myself look forward to them with the hopes that they might inspire some new adventures of their own.

Human-Hide Bound: Poets in Hell

My apologies for the false advertising behind the title, but it did grab your attention and lies are just one commodity that are trafficked in hell: where sometimes truths are far greater weapons and torments.

It’s been a long time since I’ve released two posts in one day, but to paraphrase the words of a co-writer you work at least twice as hard when you write for hell. So, really, why shouldn’t that philosophy apply to promoting POETS IN HELL?

So let me start this off by reminding you that POETS IN HELL, with my short story WHEN YOU GAZE INTO AN ABYSS, is available on Kindle. However, not only is it also available on Barnes & Noble’s Nook but it has finally been released in trade paperback.

And, to further entice you, we have the following. First, I now have the privilege of showing you a wrap around book cover:

Poets in Hell Full Cover

And, there is more. Secondly, my aforementioned fellow writer, Joe Bonadonna has written a review of POETS IN HELL for the Black Gate Magazine. In addition to an Afterward written by our leader and Heroes in Hell creator Janet Morris outlining practically every challenge we faced in getting this book to see the light of infernity, you will find a blurb about every story written by every writer involved in POETS.

It’s a big deal to me. When I was younger and back when the Black Gate accepted epic fantasy stories, I very much wanted to write something for them. And so, in a round-about way, I finally did: or at least I got my name and work mentioned in good company for an article written on their site. If only twenty-something year old Matthew could see this now, he’d … probably be shocked at how I write now and where, but I think he would really like it. The fact is, I agree with Joe: it takes a great deal of effort to write for a place as infinite as hell. It challenges you every step of the way, but its white-hot rewards are worth it: along with all the laughs, pathos, and screaming that you earn along the way.

Speaking of being vocal … our fellow writer Zombie Zak and his crack team of Hellions decided to begin a little … project. I’d like to present, to you, some recorded excerpts from POETS IN HELL.

First up, we have a hint of Yelles Hughes’ RED TAIL’S CORNER:

Followed by a little bit of Joe Bonadonna‘s own WE THE FURIOUS:

There will be more excerpts coming, including one of my own. Some of you will even get to hear my actual voice for the first time. I hope I don’t sound too terrible … in a bad way. 😉

In the meantime please fan out the flames of hell and aid us in spreading the word of POETS.

And as I said before, my story in Poets is called: “When You Gaze into an Abyss”: starring Lilith, the first wife of Adam and the German philosopher Friedrich Nietzsche.

Here are the places where you can find our book:

By Book
By Nook
By Kindle

Finally, please have a look see at our publishers’ site: Perseid Press. They make some awesome books.

After Hell, Other Dragons, Other People: Gaming Pixie’s She Who Fights Monsters

“He who fights with monsters might take care lest he thereby become a monster. And if you gaze for long into an abyss, the abyss gazes also into you.”
— Friedrich Nietzsche, Beyond Good and Evil, Aphorism 146

When last we left off in my article Life and Identity, Eden and Hell: The Twines of a Gaming Pixie, said Pixie left us in a second-person perspective hell of “You”: having left her penchant for placing us in the autobiographical of her Twine shoes and moving on to other worlds entirely.

But some things always come full-circle before revolving outward into a spiral.

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Gaming Pixie writes a little bit about the origins behind why she made She Who Fights Monsters, this interactive combination of autobiography and fiction, far better than I ever could. If you want more information about that, read the previous link or look at her other posts on the subject on her developer’s Blog Gaming Pixie Games. This is not what I’m going to be focusing on.

Instead, I’m going to write about my impressions the basic plot and structure of the game, examine a bit of its creative evolution, and focus a bit on some of the game’s implications: especially with regards to its premise, its protagonist, and its ending. I will admit, right now, that I had a lot of trouble initially coming up with a way to write about She Who Fights Monsters. But it was Gaming Pixie herself who told me, when we last talked about the matter, to write about my own reactions to the game. There is something ironic about talking about the personal — about my feelings with regards to interacting with this game and its subject matter — in lieu of scrutinizing the autobiographical.

But in any case, do not read on if you don’t want to be exposed to potential triggers or spoilers. Reader’s discretion is advised.

It is no accident that this article begins with the above aphorism from Friedrich Nietzsche though, when the Alpha Demo for the game first came out, I had no idea this would even play a part in it. The Demo itself was called Fighting the Monster: which took place on Day One of the game’s chronology.

The story premise presented in this Demo translated over to the Beta Demo — called She Who Fights Monsters — and the subsequent game of the same name. You, the player, control the sprite of Jenny: an eight year girl who must survive the presence of a monster in her home for no less than seven days.

Of course, it becomes clear that Jenny’s battle is not merely with one monster.

This distinction is all the difference between two ideas embodied by the Alpha and Beta Demos. I will admit, right now, that I thought it would have been easier for Gaming Pixie to remain with, and work from, the spirit and aesthetics of Fighting the Monster. But make no mistake: both of them came from the same idea.

Let me try to articulate this as best I can. The overt antagonist, the monster, in She Who Fights Monsters is Jenny’s alcoholic father. Fighting the Monster, the Alpha Demo, was simpler. It was crude and more elemental for it. For me, it felt a lot more like a generic RPG: especially when you look at Jenny’s room and the imaginary haven inside her closet. But there was an old, faded texture to even these safe childhood places: like that of an old memory. The darker places, however, were dingier. Grittier. It set the tone of a stereotypical, old and dilapidated home where dysfunction and abuse are almost always typically depicted. And even here, it still felt like the aesthetic shell of an old 16-bit role-playing game.

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And the monster is clearly Jenny’s father. If you judge the context by the Demo alone, he is the threat that Jenny must avoid. He breaks through all of her childhood illusions of magic, fairness, and innocence through cursing at her. Her Tears and her Innocence do not save her in the simulated turn-based RPG battle. In this one Demo alone, her father’s words feel like a slap in the face but the atmosphere of this world has been building to it. Even so, with Jenny’s mother’s revelation at the end of the Demo, that her father is an alcoholic, it sets a straightforward tone for the game and makes the Demo itself feel self-contained and continuous.

But Gaming Pixie never meant her game to be straightforward. So in the process of changing the game’s name, she also developed its aesthetics in the She Who Fights Monsters Beta Demo that would inform the rest of her game. And I will admit: it felt jarring at first.

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Gone are the dinginess and grit and the fading of peeling memory on the walls. You find yourself with Jenny in a much more colourful and vibrant world. Her toys are brighter. The details around her stand out and the temple that is her imaginary place in her closet is grander and more elegant. Even her home looks more comforting: as much as any middle class home made by 16-bit pixels. Everything, even the nightmares, is vital and alive with colour: as much as any child’s world is at that age.

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I feel it was designed this way: to make the player feel safe before immediately and brutally introducing them to the world of abuse and its effects on Jenny’s highly impressionable and figurative mind. And, this time around, when the trauma of encountering her verbally abusive father passes she finds herself in her room and her mother entering without even a single explanation. It was most likely made to function as an interactive preview in order create more ambiguity: so that the player could gradually, through the rest of the coming six days, see past the daydreams, imagination, and nightmares of a child to the adult reality of an alcoholic parent.

In some ways, it is even worse this way: to depict a normal childhood and have it impinged upon by the violence of an unknown and terrifying adult world, and the understanding that it will change Jenny’s life. It is a real life horror story of an ordinary world shattered by something aberrant and always lurking under a façade of normalcy.

I felt that both Demos were almost dress rehearsals for the psychodrama that was to come. The title itself says a lot: in that there is more than one kind of monster at work, and as such there are consequences for facing them.

So now we come to the real She Who Fights Monsters. The graphics are further improved — with even greater attention to detail — and you can explore Jenny’s entire house. Day One happens pretty much like it did in the Demos: with one interesting exception. Gaming Pixie ends off Day One from the part depicted in the Alpha Demo where Jenny’s mother flat-out tells her about her father’s alcoholism: the part that did not exist in the Beta Demo. And the scene where Jenny goes out to get some cookies becomes a background reminiscent of strange organic Giger-aesthetics of the horror game Yume Nikki or the Earthbound Giygas battle.

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You, as the player, now know what you are facing and you must play through the remaining days. Yet there is one more thing that you need to consider.

The Memory Bloom is a giant flower that you find past the Temple in the closet. It didn’t exist in the Alpha Demo and I almost missed it in the Beta until Gaming Pixie pointed it out in one of her developer’s blog posts. In the Demo the Bloom itself tells you that it will only become important in the main game and, make no mistake, it is crucial. You will get Locked Memories throughout the game and it is critical to interact — or not interact — with this flower. If you do, you will also realize that not all of Jenny’s memories and experiences with her father are bad. In a lot of ways, it makes it even worse: in that these positive moments and traits in an abuser often make a victim feel bad in attributing negative emotions to that person. It makes the situation all the more complicated than simply Fighting the Monster. What you decide to do will determine Jenny’s future.

swfwm Memory

After all, it took Seven Days, in the Christian New Testament, for God to create the world and its inhabitants and She Who Fights Monsters demonstrates that seven days can create an entire human being depending on the choices that you make, and how Jenny responds to the monster in front of her and the ones forming inside of her head.

There is a quote often attributed to the writer G.K. Chesterton which states that “Fairy tales are more than true — not because they tell us dragons exist, but because they tell us dragons can be beaten.” However, there is another quote, from the fantasy and horror writer Stephen King that is also equally true, that “Monsters are real, and ghosts are real too. They live inside us, and sometimes, they win.”

These are both words to bear in mind as you progress: when on the Seventh Day even the illusion of childhood safety will be ripped away and Jenny will have to start on the path to self-actualization — to adulthood — far sooner than she should. For me, that and my scary and heartbreaking decision to unlock her Final Memory were the hardest parts of this game: to deal with them and to determine what Jenny should do beyond it.

Do you remember when I said that in some ways She Who Fights Monsters is a subversion of a 16-bit RPG? This still holds true even past the Alpha Demo: but in an even more subtle way. I mean, you already understand from Day One that any attempt to fight the game like it is a turn-based battle will end in failure. You already know that not fighting will end in failure. The fact that the game narrative text boxes are in third person-limited perspective, always referring to “Jenny,” “her,” and not “you”: the distance only provides you some illusion of safety.

The perspective is perhaps designed to make you feel that disassociation that a child facing ongoing emotional trauma and abuse would experience: only made more jarring during Jenny’s first-person interludes. These narrative perspectives are very notable departures from Gaming Pixie’s previous Twine-based games: not unlike Christine Love’s don’t take it personally, babe, it just ain’t your story where you are not the character, or even acknowledged as a player. This simply isn’t your story, even if you do influence it.

And when the game does get to the point where it feels like a turn-based RPG battle? Be careful — be very careful — because the thing you need to remember is the end of the first “battle” with Jenny’s father, particularly the words, “Nobody wins.”

The subversion goes deeper when you also consider that there will come a Day where Jenny is hiding in her room and there are clues around. They are extremely clever elements of potential foreshadowing and they are a nice contrast to the beginning of the first Day. For me, the freedom of exploration in Day One — of finding the bathroom, the kitchen, living room, basement, and crawl space —  seemed to set up the beginning of a horror survival game, of knowing all the hiding spots and thinking you have discovered potential secrets only to make it purely about the psychological and the inner world of demons. Aside from the clear mindscape influence of the Silent Hill series, this game is reminiscent of the game Eversion in that sense: only instead of the aesthetics and gameplay changing over time from something brighter into something grimmer, it is a dynamic that goes back and forth between states of atmosphere — always in Jenny’s head, because we are all seeing this from Jenny’s head — until a final decision is made.

When I first heard about the concept behind what would become She Who Fights Monsters, I was reminded of another game based on a child creating an imaginary world to deal with an alcoholic parent called Papo & Yo. Yet aside from the fact that both games have autobiographical elements, child protagonists, and monsters for fathers that hurt them even as they love them there are obvious differences. Papo & Yo takes place in a fantastic equivalent of a favela –a Brazilian slum — and in all realities it is three-dimensional, while despite the aesthetics of its Alpha Demo She Who Fights Monsters takes place in a normal looking middle-class home. Monster, the Papo & Yo protagonist’s enemy is sometimes his companion when he isn’t in a rage, while it is clear that despite some good memories Jenny’s father is never really her friend nor does he help her in her game. While Papo & Yo is more distinctly a puzzle and deadly hide-and-seek game, She Who Fights Monsters is indeed a story that you mostly observe: sometimes very helplessly. And, of course Quico is a young boy and Jenny is a young girl.

You might think that the latter distinctions mean very little and indeed, they are both children placed into situations that no child should ever have to deal with: confronting their parents as enemies. But then there is the elephant in the room to consider. In a segment of her article regarding Gaming Pixie’s epic Twine game Eden, Soha Kareem observes that the former is “an accidentally political game.”

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The fact is, Jenny is not only female but she is also “a person of colour.” It can’t be stated enough that, at least to my knowledge, just how rare and unique it is to be playing a game with a young Black girl as its protagonist: in her own story. In a medium that is still struggling to represent different identities in its games, it is definitely something to take note of. However, I am not qualified to talk about “race” or its implications: and how the race and class of Jenny’s family affects her story, if at all, is a matter I will leave to more capable writers than myself. Indeed, this matter seems more “incidental” than “accidental” and Gaming Pixie herself is more focused on the situation and survival of Jenny as opposed to her background.

But there is something else I’d like to note that Soha Kareem also states. In her writing on Gaming Pixie’s Eden, she points out that “The game’s endings and achievements are determined by your karmic choices.” She goes on to explain how, in Eden, how Gaming Pixie subverts the video game trope of the protagonist needing to manipulate their love interest as an object into a relationship by making it so that the player must genuinely act like “a good person” in order to gain that level of trust. The point is, Gaming Pixie is both sneaky and honest in the sense that your choices have clear moral consequences. Even in She Who Fights Monsters, depending on what you do with the Memory Bloom and what you choose to remember, some paths will be open to you, some closed, and some will exist only for one tenuous moment of conscience.

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I won’t spoil the endings for you, but I will say this. When I play a game, particularly one with this kind of detail, I like to get all of its information so that I can actually make an informed decision. Even so, remember what I mentioned about being careful when you find yourself in a combat situation in this game? Well, if you make a certain choice and you like to be violent and go all Sith you should know that, if you do, there are consequences. You may become the monsters that you are fighting, the demons in your mind, and it might well lead … to a whole other game entirely.

So please, download Gaming Pixie’s She Who Fights Monsters — which is supported by donationware — and determine how this horror story ends, and where others might well begin.

Smart is a Super Power: My So-Called Secret Identity’s Kickstarter Campaign

My So-Called Secret Identity, the comic series in which a young woman named Cat takes on the terrorism and false superheroes of Gloria City with merely the power of her intelligence, ended last issue on a cliffhanger. According to Will Brooker and his co-creators Suze Shore and Sarah Zaidan, Issue #5 will be the final part of the story that completes MSCSI Volume One which we won’t be seeing online until 2015. Talk about one very long “to be continued …”

That is, of course, if you aren’t taking the Kickstarter Campaign into consideration.

It seems as though “smart” isn’t solely limited to Cat. If you back My So-Called Secret Identity, not only do you — at the bare minimum — get access to the next issue far sooner than 2015 (around October 2014), but in addition you have the potential to gain deluxe copies of Volume One, unique art work, your own name listed as a sponsor and even the signed and unreleased script for Issue #6.

Think about that: not only do you get the next issue of MSCSI in advance, but you can be listed as one of those people who aided a work that represents women in comics as three-dimensional individuals, promotes the inclusion of more diversity into the medium and, in your own way, become part of comics history. From all this, you can obviously see the minds from which Cat gets her intelligence.

I also want to make one other thing very clear. While I had criticisms with regards to some of MSCSI’s pacing, you also have to consider this. What we are looking at right here, right now, is the development of a story from its early stages all the way until the saga’s very end. As a creator in my own right, I can tell you that you can plan out everything and even follow it, but you will develop and change over time. And not only does My So-Called Secret Identity continue to have great characters, concepts and potential,  it is also my opinion that it is — and other works with strong and realistic female characters are — important.

It is very important.

And understand this. You all have a superpower. It is called being intelligent. It is called being smart.

So please: read the series as it is so far and then go My So-Called Secret Identity‘s Kickstarter and consider helping Gloria City unfold: and backing the voices of Cat and her friends.

Poets In Hell: Kindling the Flame Till Wildfire

I’m going to warn you, right now, that I will be promoting and talking about POETS IN HELL for some time.

There is still a lot more left to do. The infernal delights of hell are not finished yet and I will definitely keep you all posted on those: or, rather, they will keep you posted.

It’s funny, you know. When I started Mythic Bios about two years ago, I was in an autobiographical head space. Many of my stories were personal, or taken and worked from personal material.

And now? Well now, I find that I have quite a few ideas for story and projects but –with a few exceptions — none of them are really about me anymore. And perhaps that’s not such a bad thing. Before my work in hell (take that phrase any way you’d like), I wrote about my life as though it was pretty much academic at this point: as though many of my greatest achievements had already been put behind me and I was just existing to record and rework what was left. It was a quiet, contemplative core of time within a chaotic sea of workaholism.

But now, it’s less about me and more about the work: if that makes sense. The work will always be a part of me and my experiences and knowledge-base will inform it. Nevertheless, I like working in other worlds … and making my own.

So now, let me finish this post off by presenting to you our first press release of POETS IN HELL:

Poets in hell press release 1

This was created on Friday the 13th on a full moon. I’m afraid that unless it was also made and released on all Hallows Eve, you can’t get more hellish than this. And that isn’t even taking into account the pain, suffering, diabolical delight, metaphysical explorations, philosophical quandaries, myth-making, and maniacal humour found within these pages. And seeing my name next to all of these awesome writers makes it all worth while.

I’m still a workaholic. There is still chaos, but now my core in this madness is active. And, as I said before, there is still so much work left to do.

So please: spread this release to herald the reign of Poets and consider, if you pardon the phrase, helping to kindle its flame.

My So-Called Secret Identity Or Carnival: When A Drama Becomes A Game

This is going to be a review of issue #4 of the comic My So-Called Secret Identity by Will Brooker, Suze Shore, and Sarah Zaidan. There will be spoilers and, as such, please read the series on their website first: it’s still ongoing and definitely worth the read.

When I last left off introducing My So-Called Secret Identity as Dr. Will Brooker’s response to a lack of strong female characters in mainstream comics, I talked about how its protagonist Cat just is, and she should be.

My So-Called Secret Identity Issue  4 Part One

Unfortunately and as you can see, as this latest issue of the series starts off, both of these qualities are called into question. In Issue #3 of the comic it becomes very clear that Carnival, one of the main antagonists in Gloria City’s “theatre of heroes and villains” created a public ad in a newspaper addressed specifically to Cat and her method of linking different ideas and elements together.

As personal responses go, I felt a chill go down my back as I began to wonder what this meant and if there was some link between Carnival and Cat: especially given how he seemed to know how her mind works. Feliciano Carnival, as a villain, is something of a mixture between the Joker, an old-style crime boss, and a game show host with a Spanish background. He is the direct antagonist towards two of Gloria City’s celebrity superheroes: the Major that rules the City as Mayor and the black-masked Urbanite, seemingly both Captain America and Batman analogues respectively. In my last article on My So-Called Secret Identity, I compared its heroes to those in Garth Ennis’ The Boys when, in fact, they and their antagonists also have some nice resonance with the ironic and public superhero parody team the Five Swell Guys and their nemesis the Painted Doll in Alan Moore’s Promethea series. They too play the same parts, the same hero and villain cycle over and again which Moore lampoons and subverts.

My So-Called Secret Identity Issue  4 Part Two

The situation with Cat and Carnival is different. Cat is different. Whereas Carnival’s other opponents have their agreed upon script with him, she actually wants to stop him from, presumably, blowing up the World Trade Center. The fact that this story seems to take place in a different but parallel world from our own aside, while Cat seems to disrupt the scripts of the heroes — the “theatre” that they have created for two decades — she greatly intrigues Carnival: to the point where you really begin to wonder what’s actually going on.

Where Urbanite symbolizes a rough and authoritative patriarchy that threatens citizens and spouts out empty platitudes for everyone’s “own good” — to the point of his chest monitor displaying some ridiculous words and onomatopoeia, Sekhmet represents a woman attempting to survive a male-dominated profession to the point of becoming viciously competitive with other women in addition to her status as a woman of colour, and the superheroine Kyla Flyte is more of a shallow and empty doll — a token symbol of female empowerment — Carnival is the opposite side of the coin that is patriarchy: violent, misogynist, casually racist and having no regard for human life. The only difference, of course, is that he is a lot more honest about these traits compared to his heroic counterparts.

After all, as Dahlia — Cat’s landlady and fast friend — pointed out in Issue #3, women in “the theatre” tend to become permanently injured, or die. DC’s Oracle, formerly Batgirl, is an antecedent that comes to mind along with all those who become women in refrigerators. I also admit that I almost forgot who Dahlia even was and considered her a superheroine herself when heard her name: confusing it with the historical figure of Black Dahlia. After the events that unfold in this issue of My So-Called Secret Identity, I wonder if this was intentional: and I truly hope I’m wrong.

The fact of the matter is, when it comes down to it, after Cat manages to disable Carnival it is Urbanite who takes him away — who threatened to “silence” Cat “permanently” a few times if she got in his way again and who wants to do “things by the book” and not let his organized “war descend into anarchy” — who ultimately loses Carnival on his way to the asylum of Bedlam (where he usually “escapes” from anyway).  At best, this is what happens when a lunatic is allowed to exist in, or is even created by, a world of superhero and villain culture in the place of guns with blind-spots towards their overall behaviour. At worst, it is complicity: especially when you begin to wonder just where Carnival gets his resources from and how he recruits his cell-agents. Either way, it is useful to remember that Urbanite and Carnival are ultimately two sides of the same coin.

It should also be noted, again, that Will Brooker is a Batman scholar and it does make me wonder just how much his studies and perspective on Batman have informed his creation and psychology of characters like Urbanite.

My So-Called Secret Identity Issue 4 Part Three

Cat goes back to her home only to find it in burned ruins along with Carnival, who was supposed to be in custody by the authorities, waiting for her with a knife. Dahlia even warns Cat earlier in this issue that not only does she endanger her life in participating in this “theatre,” but the lives of all those around her as well: including Dahlia’s young daughter. But it becomes very clear that this “theatre” means something very different to both Cat and Carnival.

For Carnival, the addition of Cat is just another excuse to treat the “theatre” for what it is: a game with hers and other people’s lives. In this case, he doesn’t even need to keep on script to deal with her. Her continued life isn’t necessary. It isn’t even made clear if he even meant to go for the World Trade Center or just left that threat to lure Cat to him. And as for Cat, this entire situation is her life writ large. After having spent most of her life with her intelligence and insights ignored or disparaged, she enters a world she has no other resources to draw on ruled by men who maintain power through violence and silence. If she hides, she and the people she cares for might get injured or die in this power-struggle. If she participates or speaks out, she will definitely make herself — and others around her — vulnerable.

She can’t win.

She just can’t win. This isn’t a drama. This isn’t a mythic cycle. Rather, Gloria City has become a game which — by the nature of its creators and participants — Cat cannot win. Even Urbanite’s sidekick — the Misper — warns her that his boss will take her to Bedlam, effectively gaslighting her if she gets in his way again. This is, of course, assuming that he won’t actively or passively kill her by letting Carnival do the job for him. In some ways, however, gaslighting is even worse for Cat than death: as it would be a method of making her doubt the source and question her sanity with regards to her true powers: her intelligence, her memory and her sense of agency.

In the meantime, though, Cat finds herself at the mercy of a system where patriarchal officials turn their heads and cluck their tongues as a madman holds a knife to her face: making her into another play piece, another statistic. For someone who values literature and philosophy, this is the ultimate dehumanization. This is the structure of fear and debasement — this coerced choice between becoming a symbol or death — that she wanted to save Dahlia’s young daughter Daisy from growing up and living in. And, right now, it’s iffy if Daisy will even grow up and if Cat will continue to be.

So Issue #4 of My So-Called Secret Identity leaves us with a lot of questions. I won’t lie. I do think that there are areas of this story that I feel need improvement. Pacing in comics panels can be a very tricky business and sometimes I felt that Brooker’s storytelling was rushed and condensed at times. I’m talking about the entire series so far in addition this current issue.  For instance, I wanted to see more interactions with Cat and Enrique — also known as The Misper — and see the growing relationship with her, Dahlia and her housemates.

Sometimes Brooker repeats himself as well: such as when Cat repeats the thoughts she narrates about Carnival and the other heroes. And I am really curious as to what Cat thought she was going to accomplish walking into Carnival’s lair without weapons, backup, or seemingly even a plan. Was she simply hoping to scan her surroundings for more information to use against him in a form of logical argument or manipulation? I don’t really know.  Perhaps this will be addressed in later issues.

My So-Called Secret Identity Issue 4 Part Four

But I will say that I love the characterizations and the mysteries that Brooker continues to keep in reserve. For instance, that whole flashback dating thirty years ago to that children’s show. Was that host Carnival? Why are his sclera black? Is there some kind of relation between him and the current Misper? Is there any significance to the fact that this show occurred ten years before Gloria City’s “theatre” began? Is Carnival as responsible for the Meta and Trans drugs as The Major’s family?

In the reverse of what Painted Doll turned out to be for Alan Moore’s Five Swell Guys but no less a parallel, when I saw Carnival sitting on those crates like they made up his throne, it gave me this eerie feeling — in addition to Cat’s words about him being the “King of Gloria” — that I was looking at the real power in Gloria City: with all heroes as his figureheads and all civilians his playthings.

Because make no mistake. Carnival is no longer an actor: if he ever was. But while he is not an actor, he is definitely a player.

My So-Called Secret Identity Issue 4 Part Five

There are other questions too. Are there real superpowers in this world or just more smoke and mirrors? Also, who is Doll’s Eyes? Are Cat’s friends still alive? For that matter, where is Cat’s policeman father? We know that her mother is dead, but he is left ambiguous: though the fact that she wants to avoid his old colleagues might say something about this matter.

And, more importantly, how will Cat get out of this? Will there be long-term consequences for Cat as a result of this? It’s doubtful that The Misper will save her again, or at least it would be very repetitive. Will Brooker kill her off and have someone else learn her method and continue her work years later? Like Daisy (if she has survived)? Perhaps Cat’s character arc might go the Oracle route and teach other younger women to listen to City beyond merely recognizing its dangers: to actually save it.

I have to say that I doubt that Brooker will go all G.R.R. Martin or DC Comics on us given how much work and his collaborators put into Cat and how much that would border on the refrigerator woman trope: just as much I highly doubt as Carnival will kill her right now. At the moment, she is entertaining him. Her presence is, as he put it sickeningly enough, “porn”: an object to entertain and titillate him even in a non-sexual way. Is this the point where this story truly branches into a reality not unlike Mark Millar’s Kick-Ass: where a would-be hero truly and physically suffers, and dies for trying to be a superhero in an unforgiving reality?

Or will she survive and realize that she will need help and a different way to approach this game?  Is there is another way of approaching this game? Is there a way to go beyond the mentality of losing and winning to deal with reality?

Is Cat another casualty, or has her presence changed the game?

My So-Called Secret Identity Issue 4 Part 6

Will Brooker, Suze Shore and Sarah Zaidan have some questions to answer and I look forward to finding out the answers to these questions, and more, in “Second Life.” It is a fitting title: as My So-Called Secret Identity is being launched soon on June 16. So please support it and remember to Like the series on its Facebook page.

Patronage and Poets in Hell Now On Kindle

Hello everyone. I’d like to make two very important announcements.

I have received my first ever patron on my Patreon account. So let me take some time to publicly thank John Chui for his donation. John, thank you for believing in my writing and my work enough to support me and donate $25 a month to my ambitions.

It really makes a difference. It’s not so much the money, which is always both useful and helpful to have, but the fact that someone respects what I do enough to support me. Not only does it provide a little bit of an impetus, but it reminds me that there are people out there who like my writing and believe it is deserving of payment and recognition. John, you are definitely one of those friends who encourages me to keep doing what I do: even when I get tired. Even when I start to question myself.

You have to start somewhere and thanks to John and in words that he can truly appreciate, I will continue to soldier on. I do still expect a Twine out of you personally at some point, however, so don’t think I’ve forgotten. 🙂

And now, for the second announcement. A little while ago, I told all of you that my short story “When You Gaze Into an Abyss” was accepted in Janet Morris’ book Poets in Hell: part of the Heroes in Hell series. I said that I would update all of you when the book came out.

And so here it is:

The Kindle version of Poets in Hell.

Poets in Hell Kindle

And here is a nice description of what you will find within it should you dare to read it:

Where else but Hell can you join Beowulf, Dorothy Parker, Diomedes, Sappho, John Milton, Robert E. Howard, Odysseus, Caliban, Helen of Troy, and Mary Shelley? Where else but Hell can you adventure with Samuel Taylor Coleridge, e.e. cummings, Nietzsche, Shakespeare, Marlowe, Attila the Hun, Napoleon, David Koresh, Eliott Ness, Marconi, and Plato? Where else but Hell can you find the Jabberwocky, Li Po, Albert Camus, the Sphinx, Frank Nitti, Aeschylus, Goethe, Sycorax, and Merlin all in one place? Where else but Hell can you meet Galatea, Robert Burns, Ghengis Khan, Foster, Solon, and Lemuel Gulliver? Where else could you find Homer, Lilith, Victor Frankenstein and his famous Monster, Edgar Allen Poe, Jimmy Hoffa, and Lord Byron’s dog, Boatswain? In POETS IN HELL, that’s where. BYO pitchfork.

The book version of Poets isn’t ready yet, but for those of you who are eager to read the excellent tales — including my own first-ever published story — please download this Kindle version should you have one.

And if you live in the United States, this entire saga will cost you — aside from your peace of mind and soul — $6.66. I’d say that, all things considered, that is a pretty good deal.

This past while has just been a series of firsts for me. Let me tell you. I’ve seen my name on Amazon before, but only as a reviewer: and that was before I created Mythic Bios and placed the majority of my reviews on here. But it is a whole other experience to see my name on Amazon as an author, and right next to the names of giants: of my fellow diabolical, grandiose, and truly hilarious peers.

I’ve come a long way since that person who knew I had something to say but had little under my name to show that I could truly say it. But this is only the beginning and as I said with regards to my Patreon: you have to start somewhere.

And what better a start than writing from a place in Hell: from the hellfire in my soul, from where all of this truly began. Thank you all for reading this and Following my work. Again, please consider reading, supporting, and spreading the flaming word of POETS IN HELL.

You will not be disappointed.

Something Under The Bed Is Drooling As Bill Watterson Draws For Pearls Before Swine

Bill Watterson, the creator of Calvin and Hobbes, is often compared to Bigfoot: in that he is both legendary and reclusive.

But that being said, there has definitely been a “Bigfoot sighting” as of late and he has definitely left some of his prints in Stephan Pastis’ Pearls Before Swine: a syndicated comic strip running in 750 newspapers all around the world. According to Bill Watterson himself in Michael Cavna’s EXCLUSIVE: ‘Calvin and Hobbes’ creator Bill Watterson returns to the comics page — to offer a few ‘Pearls’ gems  in the Washington Post, he wanted to do a “goofy collaboration” with Pastis that could be used to help fun raise the charity Team Cul de Sac: an organization founded by Chris Sparks and the comics illustrator Richard Thompson to combat Parkinson’s disease.

The original strips with Watterson’s collaboration will be on display at HeroesCon before they get auctioned off for the Cul de Sac charity. It is fascinating to read Watterson’s perspective on the collaboration, just as it is perhaps even more intriguing to look at Pastis’ own account of how it all happened in his Blog article aptly named Ever Wished That Calvin and Hobbes Creator Bill Watterson Would Return to the Comics Page? Well, He Just Did. There is so much he says about their collaborative and creative process and yet so tantalizingly little: given Watterson’s well-known love for intense privacy.

It didn’t even seem that long ago, back in December of 2013, that Mental Floss managed to facilitate an interview with the cartoonist. In one of my earliest GEEKPR0N articles, I look at the gap of time in-between different Bill Watterson interviews. Then you also have to consider the occasional other moments Watterson briefly became public again with a painting of Cul De Sac character Petey Otterloop in 2011 and a cartoon for the documentary Stripped on February 26, 2014.

And looking at all of this, right now, and realizing that Watterson had been involved in drawing three new comic strips recently without anyone being the wiser reminds me of a conversation I had with a friend of mine about him in which we concluded that there might have been some kind of confluence, a series of events and inner workings that made Watterson realize that he might have something more to say.

But while our conversation was with regards to him actually briefly revisiting Calvin and Hobbes, it can also be applied to the rest of what he has been doing lately. If you follow Pastis you will see that a few events and needs came together to make this collaboration — and indeed this communication — happen. And indeed, it’s no secret that Bill Watterson never stopped making art, or watching the comic strip medium continue after his departure.

As for Bill Watterson’s privacy, it’s a lot like the myth of Bigfoot. He never really left.

And sometimes the best place to hide is right in plain sight.

Please tell us where you think you can find his tracks.

No One Shoots First: Star Wars The Annotated Movie

George Lucas always said that Joseph Campbell and his idea of “the monomyth” — of the hero’s journey that exists in all the myths and legends of the world — greatly influenced Star Wars. In that sense, long, long ago in a galaxy far, far away doesn’t merely evoke the sentiment of “once upon a time,” but both of these opening sentences draw on something older and archetypal in human storytelling. However, Star Wars is only one of the many stories that draw from this pool of myth and, in turn, many of these short stories, novels, comics, television series and films have informed George Lucas’ creative mind as well as those of his artistic team and his mythos.

Long, longer ago, there were other galaxies that existed far and farther away and Michael Heilemann has taken it upon himself to trace them to before Lucas’ opening crawl recedes into the distance: to those places that came before they even roll onto screen. Heilemann, an interface director of the content management system Squarespace, is in the process of tracing The Ancestry Of Star Wars through an ongoing work that will become the e-book Kitbashed. The latter is a title taken from the concept of kitbashing of taking pieces of different models and making something new from one’s own unique engineering and creativity. These new pieces can be added to a model that already exists or can be made to create something entirely new.

It is a nice analogy for Star Wars and myth-making in general: especially in that Heilemann himself goes into explain in the About section of his site that “using existing model-kits to detail spaceship models for films” is a “technique” that was perfected during the production of Star Wars. But Heilemann takes the point further. Armed with a “Despecialized Edition” of Star Wars: A New Hope (for we all know how difficult it is to find an original version of the Trilogy of any decent graphic quality), Heilemann has managed to illustrate his points in video form: juxtaposing and sometimes transitioning scenes, images and sounds from different films and media so that we can see how they might be related side-by-side.

The AV Club’s title of their own article about Heilemann’s work says it all: This annotated Star Wars video is the best special feature the DVDs don’t have. And, unfortunately, the writer of the article John Teti also makes a valid point in that “It’s the kind of thing that ought to be on a special-edition Blu-Ray release but never will be because of copyright issues.”

These copyright issues are not merely the result of LucasFilm when you consider that Heilemann includes elements from films, television serials and comics such as Lucas’ THX 1138, Star Trek, Flash Gordon, Forbidden Planet, The Hidden Fortress, The Searchers and many other works. As such, if you are interested in viewing the video links in this article please do so soon before they are removed. While the sample that Heilemann provides is, by his own admission, not as complete as it could be it certainly illustrates what he is trying to do.

Because Heilemann’s work isn’t kitbashing. Lucas and his artists were the kitbashers here. No, what Heilemann is attempting to do is go beyond even Lucas’ prototypical The Star Wars rough scripts and give us something of a blue print: not for Star Wars, but for the creative and historical process that went into making this mythology. As someone who is fascinated with the origins of myths and geekery, who explores as much as possible, I have to admit that this understanding and the work he has done so far makes me feel somewhat jealous.

But ultimately and if nothing else, what Michael Heilemann demonstrates is that no one ever truly shoots first.