This Year In Passing: Hell, Everland, And Fascinating Beginnings

I said I was going to make another post in December, but I have to say that this is kind of cutting it close. A lot of people are making New Year recaps on their social media statuses and Blogs and I’m probably going to be no different to this regard.

It’s just … hard to remember everything I accomplished this year. In some ways, 2014 was a short year for me in which a microcosm of things happened. I suspect that I may have been stuck in a time dilation field that stretched out or contracted at a whim. So what I’m going to do is reach into my mind and pull out the things that stand out at me the most.

I got my first story published in print in Janet Morris’ Heroes in Hell shared universe. I have also written for GeekPr0n for over a year and got to interview people such as David Hayter, Larry Wilson, and Will Brooker. I also got to write reviews for Volume One of My So-Called Secret Identity, She Makes Comics, and a whole slew of Toronto After Dark films. Anthony Martignetti has quoted me in the endorsement section of his writer’s Blog. I got to attend the Toronto part of Amanda Palmer’s Book Circus and I got to meet her. I also got to meet Kelly Sue DeConnick and begin reading her comics work: of which I love Pretty Deadly.

In addition, I made the acquaintance of Jovanka Vuckovic — whose advice and encourage has helped me a lot in my endeavours — and I think you may be seeing me dealing in some more horror writing fairly soon.

My friend John Chui dragged me out to Fan Expo and I got to see him and my friend Angela O’Hara again midst all the geekery. I also got to travel a bit.

And I met someone awesome who challenges, levels with, and has become special to me. I just want to say that I love you Gaming Pixie and to everyone else who was here along the way.

I won’t say that I’ve accomplished everything that I set out to do and that there won’t be other frustrations and challenges along the way. But there are and there will be. But tonight, right now, I prefer not to focus on those. They will have their time. Instead, I’d like to do three things.

First, I want you to take a look at the Critters Writers Workshop and vote for Poets in Hell on the Anthology page. And if you have more time, please vote for one of the three stories in the Science Fiction and Fantasy short stories section: Chris Morris’ “Words,” Joe Bonadonna’s “We The Furious,” and Janet and Chris Morris’ “Seven Against Hell.” All three of these stories exist in Poets in Hell — the volume of which my writing is a part — and this could help us considerably. Remember, if you do vote, please confirm your vote in your email. And check out Poets in Hell as well if you haven’t. It’s diabolically good.

Secondly, there is Cody Walker’s Everland Kickstarter. Imagine a darker version of Peter Pan and Neverland: where Peter realizes that he is essentially a god and things get, shall we say, twisted. It looks very promising and I highly suggest that you check it out.

And now, finally, I want to wish you — all of you — an excellent 2015. May it truly be a eucatastrophe.

Looking Outward

An Interview, A Poem, And Another Journey

I’m tired.

I won’t lie to you. I am really tired. It’s that kind of tired where everything has been happening on a time limit to the point of it all blurring together and becoming something of a singularity.

One of the major things I’d been working on for over a week, and in email correspondence, was My So-Called Secret Identity: An Interview with Will Brooker. I was on Twitter a while ago and, one day, Will Brooker asked me if I wanted to ask him some “difficult questions.” And that was how I gave my first interview.

My So-Called Secret Identity operates on the premise that superheroes, villains, and anti-heroes are celebrities that engage in an act called “the theater” in which they fight and capture each other: with average citizens suffering collateral damage as a result. This “theater” takes place in Gloria City where one young woman, a university student named Cat, has decided she has had enough and uses her considerable intelligence to attempt to actually save people and dismantle “the theater” from the inside.

It is a nice subversion of the superhero genre and trope. I can only think of Neil Gaiman’s Black Orchid series as another example, but I’m sure and I hope that there is more from that branch and fruit out there. It is definitely worth reading and supporting.

In other news, I’d also like to plug the fact that Klarissa Kocsis’ Klarissa Dreams has finally come out in paperback and on Kindle. A while ago I mentioned that I actually have a poem in there inspired from one of Klarissa’s paintings called “In Her Hand.” A few friends of mine, including some fellow Hellions, have some poems, short story and excerpts in this book. All proceeds from the anthology will go to charities for cancer and lupus research. So if you have the time, or the inclination, please check it out.

So an interview and a published print poem later, along with my Heroes in Hell story also released, I find myself pretty exhausted: so much so that I really don’t want to move. But I need to. I am going to be away from social media for a while: mainly this entire weekend. I consider it the beginning of my vacation.

It will be a challenge. I have always had Internet and writing to do along with a certain set way of things. It’s a weekend getaway outside in the sun and I am not sure if I will be used to that. I’m going to attempt to get out of my solitary workaholic shell a bit, socialize, network, and do things aside from work. It’s true: I will be bringing writing stuff and books. I am never that far away from those. But maybe this time I won’t need them.

I’ve done a lot of good work lately: so much so I think I leveled-up at least two times. I think it’s time to relax: at least for a little while. In any case, thank you for reading this far and I hope to see you all next week. Have an excellent weekend.

What If Comics Had Been a Place Without Codes? Would We Live as Air?

I’ve been having some technical issues these past few days and time hasn’t really been my friend but what I’m going to write here past most reasonable people’s sense of sleep is another down and dirty, and therefore ad hoc, article on comics.  So if anyone out there is an expert or has done their homework, by all means, please correct me if need be.

As some of you already know Sequart created and is now in the process of editing, a Kickstarter called She Makes Comics: a documentary on women in the comics industry and the culture surrounding it. One element in particular that it has focused on is the fact that long ago there were more female readers of comics than they were male. Now, I wrote a short article on what will soon be called GeekPron in which I found some of my own assumptions to the question, well, questioned.

I believed that it was the Comics Code Authority, inspired by the fear of McCarthyism “witch-hunting,” blacklisting, the detrimental testimonials by psychological experts such as Frederic Wertham, and a loss of business that had comics publishers eliminate most of their different genres of comics and focus mainly on watered-down stories about superheroes. All the horror, revenge, gore, westerns, romances, and sexuality all went the way of the dodo at the time because of fear. Anything that challenged the rules of the Comics Code, of authority always being right and just for starters, could not exist in mainstream corporations that published for money.

But the comic book editor Janelle Asselin also mentioned that this female readership of 55% over 45% of male readers changed as the superhero genre became more mainstream. Think about that: the idea that after a time the superhero not only reduced a female readership, but also eliminated or greatly marginalized a whole body of stories and genres that made the medium different. I realize now, looking back on what I wrote earlier, that these two statements are not necessarily mutually exclusive.

I mean, if you are afraid of losing your business and your liberty in telling stories for which you want a certain pay cheque and livelihood then eliminating anything that could be construed as an overt challenge to your culture’s status quo or even subversive to it, it unfortunately makes a horrible kind of sense.

The godfather of manga Tezuka Osamu once said that “Now we are living in the age of comics as air.” And while he was most likely referring to the influence of manga in Japan as becoming more widespread, its connotations can be applied to the comics medium in general. According to Paul Gravett, in Sixty Years of Japanese Comics, Tezuka believed that comics without passion or originality can become damaging and even create pollution. It took me a long time to figure out what this meant. When I first encountered the quote and the explanation, I thought that it referred to the potential damage to the morality of the reader but now I realize that the quote can definitely apply to comics as a medium and what occurred during the heyday of the Comics Code Authority.

The age-old notion of the superhero ghetto that we are so used to hearing about with regards to the comics medium: the notion of an immature all-boys club with shallow depictions of sexuality and simplistic violence with no consequences is damaging not only society’s concept of the medium but also that of its readers and future creators.

I’m not, by any means, saying that the comics that existed before the Code and its predecessors were the fonts of enlightenment for gender or, really, humankind. But there was a lot more experimentation before the Code and it just makes you wonder: what would have happened if these vigilantes and superhuman beings in tights had just remained one of many genres and there had been no Code?

I mean, there is always the scenario that Alan Moore presented in Watchmen: that if masked heroes and one a superhero had been in existence then no one would have paid attention to Wertham and the horror comics of Bill Gaines and friends would have dominated the medium from the fifties all the way into the eighties: becoming darker and more grotesque with time while also innovating itself much like our comics have done.

But that is just one creative interpretation. Who knows? Maybe a flat period of unoriginal and recycled stories would have followed regardless. Perhaps female readership demographics would have changed or something else would have challenged the “morals of comics:” for or against the status quo. Or we could have had another Golden Age: where comics became, earlier on, a widely accepted form of beautiful art and every great artist might have tried their hand at one. Maybe comics could have become widely accepted and mainstream coffee table or instructional as manga has in Japanese society to an almost ubiquitous degree. Instructional comics even had their place in North American society and to some extent they still do.

Of course, those latter thoughts are just me playing at utopia and I’ve never been really good at that. Maybe if there had been no Code comics would have, earlier, been just another form that challenged conventional morality much like any work of great art or literature should. Of course, again, this also happened in the Western world through the advent of what we understand as Underground Comix defying the establishment during about the late 60s: about that same time frame that Asselin gave when she talked about the female comics readership majority existed from the 1950s to the 1960s. Or perhaps the comics medium would have burned itself out as a fad and amateurs such as myself would be wondering, even then, what if: what if it had been different.

As for me, if you really want my honest opinion I will say this. I think that if there had been no Comics Code or anything like it children would have still been influenced by Tales from the Crypt, and Archie, and The Lone Ranger, The Green Hornet and all of those others. And some girls and women would have had Wonder Woman and Black Fury. Many things would have continued on, but sometimes I think about that idea of all people–young, old, straight, LGBTQ, male, and female, different ethnicities, different classes–making their own comics and showing them to their friends and the world. They would realize how different they and everyone else are but also how many things they have in common.

And when you wipe away my pseudo-utopia of a whole loss of potential for a readership of intensely intelligent men, women, and sentient beings, when it comes down to it I do like the idea that without the Code and the forces behind its development, the medium of comics would have been considered more than just silly laughter and transparently hidden BDSM parodies. Those things would have been a part of the kaleidoscope. I think that many more people might have seen comics as a medium that tells all kinds of stories: a space inside and outside of us that is pictures and words. I think many more people may have been more accepting that the medium of comics as that place of sheer variety, like film, between both art and literature.

There is another way to look at Tezuka’s quote about “comics as air.” If you take the pollution of censorship and unoriginality away, what you might ideally have is a fluid art-form that anyone can learn and use. And if you consider that we all live in the continuing Age of Information and in societies that utilize wireless Internet and you include webcomics into the medium … perhaps we can all fly where only superheroes used to tread: up, up, out of the ghetto and away.

Miracleman Balloons

When I Recognized Elfquest

It took a long time for me to discover the World of Two Moons.

Back in High School, my Mom started me reading Piers Anthony’s Xanth series. It was a fantasy series with a world of magic and puns and where practically everyone had a magical Talent of some kind. At one point in the series, Piers Anthony got a letter from a mother whose twelve year old daughter Jenny was in the hospital paralysed from being hit by a drunk driver. She was very fond of the world of Two Moons: with the Wolfrider Elves and their wolf mounts: so much so, that Anthony actually created a character from that world named Jenny Elf and transported her to the world of Xanth. This was the first time I’d heard of this place, and for the longest point it was almost the last time.

This was until about a year or so before I started working. I was finishing off my Undergrad at York and I came back to the world of comics with extreme prejudice. I came to Cyber City Comix near Bathurst and Clarke where I found the DC Archives volumes of The Spirit and a strange series called Elfquest. Elfquest looked particularly strange and vintage: from the covers alone they looked like 70s adult versions of my childhood fantasy cartoons mixed with Tolkien on a beautiful manga binge for good measure. They were colourful and compelling and beautiful and also very expensive.

Little did I know that Elfquest and the World of Two Moons were one and the same, or that they would be relevant to me. I did, however, have the nagging suspicion that we’d meet again at some point. But it was not at that time. Not yet.

A lot more things happened with me. I finally moved out and got into Grad School when I discovered the black and white versions of the books at the Seneca Library at York. I was just going to read them there, but I didn’t for some reason. I kept putting it off …

A few months later, I found out that Labyrinth Comics were having a comics sale in Seneca. I planned to stop by the place after I picked up my OSAP grant and loan. Unfortunately for me, that particular day I found out that the Faculty of Graduate Studies had changed my status to part-time without my knowledge and as such withheld my loans from me: just as they had before because my previous government ID expired. I was in at a very low point at this time when I came back from the Student Financial Building to Seneca, not expecting to find anything, not really expecting to be happy for a very long time …

And then I found it. I found the first Elfquest Archives volume for $30. I put down a copy of Mark Millar’s 1985 and decided to buy this. I didn’t quite know what to expect at this point but I was glad to begin with the first volume.

Then I read it.

Somehow, something in me knew that I would relate to some aspects of this series. And that something, somehow in me was right. The DC Archives edition of Elfquest were coloured and vibrant in precisely the way that its creator Wendy Pini planned it along with her husband Richard. Her paneling is not unlike Will Eisner’s comics work in The Spirit and is varied and far beyond the traditional boundaries of squares and rectangles: bringing you closer into the world she made.

I was treated to a world that had been in existence since the late 1970s: that strange, weird and somehow marvelous place that made other things like Star Wars and Wizards.  The premise was that ages ago a floating castle containing a race of Elves crashed onto a world populated by primitive and superstitious humans. These beings drove them out of their fallen castle and their descendants had to adapt to and survive in their new environment.

One of their descendants are the Wolfriders: short, powerful Elves (not unlike a friend of mine’s drawings of other beings in our shared world) that are linked to and ride on wolves as hunters and warriors in their forest. Wendy Pini’s drawing style was this vintage hybrid of manga and North American comics illustration that just really somehow managed to touch that 80s childhood part of my heart. But what was more was in addition to magic and a really varied world, she also touched upon new elements that I was also dealing with in my life these days as well. She touched upon these in a way so poignant that tears almost came to my eyes. Suffice to say, after starting to read this series in colour, I could not in good conscience go back.

I wouldn’t do justice to Elfquest by simply summarizing it or trying to explain what the Wolfriders and their Tribe are like. They have close bonds with their Wolves, who they hunt with, and each other. Especially each other. If there is a positive archetype or ideal for the concept of “Tribe,” they would be it. In many ways, they are like humans, though not necessarily like the barbarian humans we initially see in their world, but in others they really aren’t. They are savage, and merciless but at the same time fiercely loyal, sensitive, and honourable. And they are so incredibly close with each other. I am very glad that the people at DC at that time decided to include the comic strip that others before them would have rejected in the first Volume of the Archives. And Wendy Pini was not afraid to talk about just how different Elf relationships could be: reminding the reader that for all we can relate to them and some of their ways, the Elves of Two Moons are definitely not human.

It’s sad sometimes to realize that Sending doesn’t exist in humankind, just as it is humbling to realize that Recognition as a visceral feeling of affinity with another being is weaker in us though when it’s not, it’s really not. Even so, the Elves get into conflict and this spans a great deal of a world. A world I really wanted to follow.

Unfortunately, a while ago I learned an unfortunate fact about the Elfquest Archives. The first was that they were out of print. And second was that while I could buy Volumes 3 and 4 for $30 as well, Volume 2 somehow has become especially rare. I have seen some of these copies go for over a hundred if not two hundred dollars or more. This is money that not even the creators get, but only the comics store owners. It was very disappointing and infuriating: especially since I remembered being in Cyber Comix and realizing that they were all there and I could have bought them all at that time.

But the good news is that the Pinis have taken all their Elfquest comics and put them on their website for free. That’s right. All the Elfquest run to date is online for free. You just have to look it up online and it’s right there. Granted, I know I would have liked my own complete book copies and it saddens me to know I probably never will, but you know: I’m just glad I found them at all. I have even started reading beyond what the DC Archive books contained. Coincidentally, I find that out of all the Elf characters, I relate the most to Cutter’s fierce heart, Rayek’s brooding ambitions, and Skywise’s sense of curiosity and understanding.

Personally, though, I can see myself as the leader of a group of Gliders that left the Blue Mountain in the early days before Voll fully settled and sought to reclaim magic for ourselves, and continue to evolve as opposed to languishing in stagnation. I always liked the idea of having a bird mount, even though I am not adverse to wolves on a spiritual level.

It’s funny how you find something when it is time and when you Recognize its significance in your own life.

2 to 3D Games, Strips and Alternative Comics: A Meditation on Perspective

And now for a bit of armchair medium theorizing: with a control of some sort in my hand.

I ran into something a little while ago now that I found really interesting. When I finally caved into the powers of darkness and bought myself a very discounted copy of La-Mulana, for a rainy day where I really want to be more of a masochist than the workaholic that I usually am these days, I came across something that its company NIGORO actually said with regards to the development of video games.

NIGORO states that it creates its games with one question in mind: “What if games had continued to evolve – but stayed in 2D?”

https://i0.wp.com/upload.wikimedia.org/wikipedia/en/b/b0/La-Mulana_gameplay.png

This is a really interesting question to me on more than a few levels. I looked at the issue, to some extent, in my old post How to Turn a Medium into a Genre: 8 to 16-Bit Video Games but I never quite heard it phrased this way before because, in the end, NIGORO looks at this change from a different perspective. While my original article briefly looked at and defined a medium as something with direct limitations that, when overcome became a genre, this one thematic question on NIGORO’s part not only made me realize that 2D and 3D games can still be considered different mediums based on what they can or can’t do within their own guidelines, there was also a turning point where the emphasis of video games moved away from two-dimensions into the three-dimensional. And this changed things.

I know: that last sentence was very profound in all of its simplicity. 😛 Certainly there were many popular 3D games and attempts at 3D in the past, Doom and Castle Wolfenstein coming to mind, but they were on computers as opposed to consoles. The console systems themselves were becoming dominated by 3D graphics. I’ll admit that my personal exposure to many games was relatively limited growing up and when you add to the fact that I lost interest in many of the new ones after a time–and in video games themselves at a certain point in my life–it certainly showcases some gaps in my own knowledge.

But it’s fascinating to consider that once we used to interact with two-dimensional realities with elemental sprites, always from a distance, and after a while three-dimensional games–successfully or no–attempted to expose us to a more immediate reality. Think about it: 3D games and their approximations allowed us first-person shooter games such as my previous examples and exploration scenarios such as those found in the Myst games. The discovery and approximation of 3D changed many of our gaming experiences and perspectives in various ways. Can you imagine any of these games in two dimensions? As side-scrollers? As platformers?

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Yet other things changed in the meantime. I do remember playing Mario 64 for the very first time and, while revelling in the advanced polygon graphics of the time, finding the controls extremely difficult to use. Perhaps that early period of adjustment, combined with the reliance of more detailed graphics to wow players, changed some gameplay mechanics. In many ways, these mechanics became more simplistic and remained that way. I do remember the time that Nintendo embraced three dimensions there was also a lot less emphasis on games with storyline, player reflexes and, again, gaming mechanics.

This is of course a generalization and one based on my own limited experiences, but NIGORO’s comment that there was a point where 2D games became very advanced and then all but stopped being created really resonated with me. For a while the 2D game, as a medium of game-play, became associated with “retro” games and recreations of said classic games. NIGORO, however, argues precisely what I just mentioned: that 2D games are not vintage classics, retro-games, or 8-bit dreams of lost nostalgia, but are rather representative of its own art form.

And I agree with this. It still makes me wonder though. It fact, it makes me look at parallels. It is no secret that one day I want to do a creative Comics Vs. Games project with a collaborator. The idea of comics and video games, comparing and contrasting them, has always intrigued me and all the more so ever since I found out about those exhibits. And NIGORO’s question makes me wonder: what would have happened if comics had remained solely in the comic strip form? Or, better yet, what if comics had never moved on from that experimental period very few people ever talk about.

Allow me to elaborate. While the developing comics industry focused on political caricatures, followed by compilations of strips into books and then superheroes and other stories, there were artists that experimented with what the form could actually do. There is a misconception that comics as a medium was inspired by film when, in fact, not only has it sometimes been the other way around but comics itself as a medium has its own unique characteristics. Art Out of Time: Unknown Comics Visionaries, 1900-1969 compiled by Dan Nadel is an example of the above and it makes you wonder what would have happened if many of these artists, some of whom didn’t even create traditional or linear panels and plots had been encouraged to continue their work: if, in most cases, their experiments had not been interrupted by financial concerns, industry-trends, and time. Certainly, newspapers used to afford a lot more space for the comic strip (which makes me wonder if 2D games might not, in themselves have space to do other things that 3D ones can’t). And while Underground Comix alternative movements grew to contain some of these ideas and different modes of graphic storytelling, it still makes me wonder “What if?”

Perhaps that isn’t even the best parallel. Of course, we know at least Alan Moore and his Watchmen’s idea of what might have happened if the Comics Code had never been enforced or created in the mid-1950s: specifically with regards to how comics could have evolved at that point. However, in the case of 2D games giving way to 3D it seems to be more a factor of marketing than changing social and political climes. Both mediums remained after these changes, but they were sometimes watered down compared to what they used to be: with some exceptions.

Of course, 2D games never really died out. They remained on computers and now they exist as phone games. And these are not remakes of classics, though they might be based on their designs, but entirely new games in themselves. Even as the Oculus Rift is being developed to take 3D further into virtual reality, perhaps the resurgence of 2D games is motivated by a sense of nostalgia in the 21st century: much in the same way that NIGORO’s decision to create games like La-Mulana was. It is also interesting to note that Stephanie Carmichael in her article Lovers in a Dangerous Spacetime takes Chris Ware to outer space, whether he wants to go or not determined that the creators of the Spacetime game had actually been influenced by Chris Ware’s experimental comics art aesthetic with its basic elemental shapes, and a sense of space and loneliness. In fact, if you look at the game itself, it almost subverts the trappings of a 3D aesthetic in a 2D world.

 

But still, I do wonder what kind of world we would have had if only comic strips existed, or there had been no Comics Code, or if comics that told alternative stories and presented its art-forms in non-linear ways had become mainstream far sooner in our history. Oh, and if all we had ever played or known were 2D games: 2D games that didn’t necessarily remain 8 or 16-bit (NIGORO’s decision to remake La-Mulana‘s aesthetics in a manner reminiscent of Super NES graphics in no way takes away from its old-school feel in my opinion) but just kept changing mechanics wise, and story wise alongside of us. It’s really amazing how things turn out when you think of it in that way. It really is all about perspective.

Disappointments and Achievements in the Year 2013

This was the year in which we apparently cancelled, or postponed, the apocalypse.

So I said I was going to make a post before the New Year and here I am. I’ve started this post three times already and I trying to find the best way to continue it.

I suppose I will start off by stating one of my greatest disappointments. After all the fanfare on my part, and the reading, and the note-taking, and the hints, and the story sketches I did not end up sending an entry to The Dark Crystal Author Quest.

The fact is, after all that, I just took on too much. I went as far as writing a crude introduction, far too late, and then I realized that I couldn’t do it. I couldn’t bring the energy and attention to a world that deserved more. So, I’m sorry to everyone who might have been eager to see what I could have brought to the world of Thra but the only things you’ll see now are my story sketches and perhaps the introduction I made when it’s not so fresh. And I also offer my apologies to The Dark Crystal. You deserved better. And you will get it. After spending time on the Community Forums, I know at least that you will get far better than me.

It wasn’t a total loss. I made some friends and acquaintanceships on the Forums, and the task of writing notes and questions to myself about Thra kept me from going insane this summer and onward. That, along with my other story project and this Blog for a time kept me busy and feeling a certain sense of accomplishment roughly ninety percent of the time.

So while I failed my Challenge, I did learn a lot from its failure. For starters, I am never going to work on two major projects at the same time again. The second is that if I do again, I will type up all my notes first and then figure out what to do. The third will be to go out during the more temperate climate to do some writing and not get bogged down by distractions: to give myself a sense of space. In the end, it is one thing to work on a major project and then some minor ones, it is a whole other thing to juggle multiple ones at once. I am no Alan Moore or Neil Gaiman to that regard and even they have had issues with that. Anyone would.

With that unfortunate, but necessary news out of the way I’d like to talk about what I have actually managed to do this year. I went to my first ever Toronto Global Game Jam and made a working board game with some collaborators, and I also attended my first ever 12-Hour Comics Marathon at the Comic Book Lounge and Gallery and completed something there too. I began writing for Sequart and, later, G33kPr0n as well. I got to cover events like the CanZine Ghost Arcade, the first WordPlay Festival, and Bento Miso’s Bit Bazaar Winter Market. I even wrote a review of the first day of the Toronto Afterdark. I wrote an article on Neil Gaiman’s The Sandman Overture #1. I met Neil Gaiman before that. I’ve tweeted with Amanda Palmer, Anna Anthropy, Christine Love, the Gaming Pixie, I wrote a review of the creative process behind Broodhollow and tweeted a bit with its creator Kris Straub, I travelled all the way to Quebec to meet some friends, and I created my first three Twine stories Level-Up, Haunted, and The Treasure of La-Mulana. I made the acquaintance and friendship of Andrez Bergen and I geek out with Julian Darius sometimes. I began reading the books of Anthony Martignetti and started to see more examples of how to incorporate one’s life with mythology to tell a story.

I’ve probably missed a whole lot of other events, but suffice to say I have been busy. It hasn’t been easy and sometimes I still feel as though I haven’t accomplished nearly enough. I know where I want to go, but I don’t always know how to get there.

But look above. I wasn’t totally useless, not everything was completely futile, and I actually did some very cool things, while I also went to many more. So there is that. I’d say, if I had to sum up 2013, I basically did a whole lot of Work. And I don’t see this coming year being any different.

So I will say right now, goodbye 2013. You had your annoyances and stresses, but we had some challenges together as well. Perhaps we planted something together that will begin to show some fruit by the time of your successor.

As for the rest of you, I will see you all, in some form, during the New Year and hopefully back on track. You know, it’s funny. The parting image that I’m going to leave you with is something that was taken in 2007 by a friend of mine I haven’t really talked with in ages, during a time of great transition in my life. There was so much I didn’t know then and I was only beginning to learn.

It seems that, to this regard, nothing ever really changes.  Until next time, my friends.

Looking Outward

Time Travel and Retconning: Revisionism and Reconstructionism in Doctor Who

Just as the New Year is approaching, so is “The Time of the Doctor.”

Time of The Doctor

I’ve come out of hiatus again, essentially, because this is another thought that just won’t leave me alone. After I was exposed to Julian Darius of Sequart’s distinctions between Revisionism and Reconstructionism with regards to comics, I applied it to my article In a Different Place, a Different Time: Revision and Reconstruction in Comics Without Superheroes? Of course, I should have realized it was not going to end there.

I mean, come on: I already mentioned space and time in the aforementioned article’s title. And after a while of gestation and trying to stave it off, I knew what was going to happen. I was going to provide the distinctions of Revisionism and Reconstructionism, taken from Julian Darius, the latter term apparently coined from Kurt Busiek, to the development of the Doctor Who series. Let’s face it: this was just going to happen and, if we’re going to be honest with each other, it probably has in no so many words and in ways that have been covered far more exhaustively than I am going to be.

So let’s get to the point and quote River Song, as I tend to with a lot of the Doctor Who articles I’ve written, to say, “Spoilers.”

This is really going to be a brief case of looking at parallels between the development of the superhero comics genre and Doctor Who. Like the early comics versions of Batman, Superman and others, The Doctor as a character starts off as a relatively morally ambiguous character: someone who isn’t necessarily evil, but not always good. Certainly, they all have the power to impose their will on others whom they don’t agree with, or are quite willing to let someone destroy themselves as opposed to interceding on their behalf. The Doctor himself, in his very first incarnation was more than willing to abandon people to their deaths if they became “inconvenient” to his or his granddaughter’s own survival.

And this was in the 1960s. Superhero comics themselves, especially the ones I mentioned, existed from the 30s onward: from that Golden Age period where superheroes were still trying to get past their “might is right” mentality to reveal at least some of the heroism that we recognize. The Doctor, however, had an even more interesting challenge: in that he was a character in a science-fiction program that drew on a tradition of science-fiction programs and stories. He wasn’t exactly a hero then and never quite fit that mould well. He and his Companions were more explorers and, as such, the program was one of exploration that bordered on a weird sort of horror: the kind of horror that, well, basically came from the spectacle of science-fiction B movies, comics, and pulp stories before it. Even the early Doctor Who episodes, from I’m given to understand, have a very pulp and serial feel to them: with constantly interrelated chains if episodes making a story followed by standalone episodes and “monsters of the week.”

Of course, things changed for both superhero comics and Whoniverse respectively. It was the Comics Code Authority that greatly white-washed many of the darker elements away from superhero adventures. Some of them simply didn’t survive and became silly caricatures of their original selves. This wasn’t always the case and some stories managed to be told well even in the midst of not being able to question authority-figures among other things. Towards the sixties, however, there were many campy and downright silly elements amongst this genre of comics: particularly with regards to Batman and such.

Doctor Who, which started in the sixties, always had an element of the uncanny and the weird in itself. It also had elements of camp and strange, tangential adventures. For some time, the BBC had a low budget so they basically had to utilize B movie props and effects to make their monsters and their stories. And The Doctor himself became a lot more of a swashbuckling character or archetype: embodying different ideals but becoming somehow more human as time went on. The humanization of The Doctor, which began with his Companions from his early days, contributed to this and probably in no small part due to the fact that the program began as a children’s show.

But just as there were so many disparate elements and strangeness in the Silver Age of superhero comics, this was definitely the case with the original Doctor Who series. What is interesting to consider with regards to Doctor Who however is that many “silly costumes and props and styles” have become iconic in themselves and even popular in a vintage, classic, nostalgic sort of way among fans. The books and audio dramas also helped to expand many of these elements and add more to the quantum branch of reality that was the Whoniverse.

It was in the 1980s that things began to change for superhero comics. This was when Revisionism came into play. Writers like Alan Moore and Frank Miller asked themselves the question of what a superhero would be like, with the powers and abilities they possessed, in a realistic situation. They were also mindful of the pessimism, cynicism, and fear around in this particular time period and wondered how the hero would function in such a world: and what they would do to that world. This is the period in which the superhero really got dissected. Writers in this time and onward seemed to draw on the ancient classical designations of “hero”: of a person of spectacular power and skill that bordered on, or were totally amoral, to reshape the heroes of the 30s and 60s. This allowed much in the way of character development and the creation of truly epic story-lines. Of course, the danger was also created: that the dark grittiness of Revisionism would become a form onto itself and not a vessel to tell a carefully thought out story. Darkness for darkness’ sake, as it were.

With Doctor Who, I argue that its Revisionism came in 2005 with the beginning of the new series. After a gap from 1989, and television movie in 1996, The Doctor returned in 2005 under a very different premise from his earlier adventures. It is almost like producer and screenwriter Russell T. Davies created his own Crisis on Infinite Earths and destroyed much of the quantum and tangential branches of the old Whoniverse in order to create a very centralized, dark, and Byronic reality: as though he and others believed that the only way the program could survive would be to “mature” into this new spirit. It is as though they expected viewers to want something less silly and more “realistic.”

So there was a Time War, the Last Great Time War, that seemed to have obliterated many loose-ends (and cause no small heap of trouble in the loose-ends that did, in fact, continue to exist for the Universe) and leave a Doctor that was more gaunt, more lonely, and far angrier than many of his other incarnations before him. The children’s show origins of program seemed to have been burned away by rage, an attempt at a more serious tone, singular purpose, and Revisionism.

Even the inclusion of David Tennant as the next Doctor, who was a marked contrast to the sullen leather jacket-wearing Doctor who somehow began to lighten up a bit towards the end, only accentuated this kind of Miltonian grandiosity. He might as well, in a ridiculously sublime way, have been an angel from Milton’s Paradise Lost sailing through a perfect clockwork Universe skewed by Original Sin, or perhaps as a far livelier Virgil figure in a kind of Dante’s Inferno of wonders. When Steven Moffat took over as producer and the Matt Smith incarnation of The Doctor came in, the youngest depiction there has ever been (he is about my age), the dark elements were beginning to wear a little thin.

But there is something truly wonderful that was forming with Doctor Who, and its spin-offs Torchwood and The Sarah Jane Smith Adventures. Despite the darkness and the angst of The Doctor being “the last Time Lord,” there has been a great depiction of wonders. I’m not just talking about the more advanced CGI or sophisticated props and costuming provided to the program. I’m also talking about its embrace of diversity: about its inclusion of different cultures, race and even sexual orientations. And it doesn’t seem to display them as novelties but as givens. As science-fiction that, by its very nature, encompasses the future and its possible sensibilities in addition to all of space and time it is extremely encouraging to see. It might have something to do with the fact that Russell T. Davies is gay himself and wanted to include diversity, but there is also the fact that Doctor Who is the longest running science-fiction show in existence and it changes with the times and the attitudes in each era in which it finds itself.

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But the sense of wonder that is, in the words of the program’s first producer Verity Lambert, “C.S. Lewis meets H.G. Wells meets Father Christmas,” is so much older than this and it wins out over the darkness every time. It is similar to the sense of nobility and kindness from Superman or the sure sense of justice from Batman. You can also call that sense of wonder hope.

By the time of Steve Moffat, whose episodes are strong in a self-contained short story fashion but whose overall structure begins to unravel the strong Miltonian clockwork of Davies with plot holes, much in the way that the Cracks in Time began to appear, or how the Weeping Angels feed off of temporal rifts and die from paradox-poisoning (which is ironic when you consider how Moffat created them in the first place and that his stories have many plot-holes), you may be witnessing a change beginning to happen. From 2005 and onward, most of Doctor Who has taken place on Earth or has focused almost solely on humans and has maintained a relatively linear story line and premise.

But then Moffat did something. By 1995, Julian Darius argues that Revisionism in comics began to change. Writers such as Grant Morrison began to look back on superhero comics before Revisionism and draw on the idealism and hope of those periods. They took the character-writing and plot development of Revisionism and combined it with the light-heartedness of heroes against the darkness. They, arguably, contributed to the creation of Reconstructionism.

And Morrison himself was known to have really liked the strange and wacky DC elements that existed before what he considered to be a cynical Crisis plot: perhaps much in the way that some of The Doctor’s fans might view his present “gritty and realistic” situation.

Now look back at Steve Moffat. In “The Day of the Doctor” he took the premise of The Doctor having destroyed the Time Lords and, in a typical time-travelling fashion, changed and retconned time. He had The Doctor and his previous incarnations save Gallifrey. Now The Doctor has to go and find it. In one stroke, however it was executed, Moffat eliminated the heart of The Doctor’s modern angst. And in the next episode, in the Christmas Special “The Time of the Doctor” we are going to see him fall to his lowest as he is apparently on his “last incarnation” and is going to die. But we know that isn’t going to happen. We know he will survive. We know there will be a new Doctor.

And perhaps, just perhaps, this is Moffat’s attempt to apply Reconstructionism to Doctor Who. Certainly the inclusion of Tom Baker, the former Fourth Doctor that represented The Doctor’s kindliness, affability and wisdom, into “The Day of the Doctor”–representing what could be another future incarnation of the Time Lord–can be interpreted as a sign of that return to some the weird, and wacky adventures that possess no small amount of hope.

But whatever the case, we are going to see Peter Capaldi as an older, but perhaps wilder Doctor: someone who is not a soldier, a traumatized war veteran, a hero with an anguished dream, or a lonely boy but an adventurer and traveler. He is going to look for where he put Gallifrey. He is going to go out again. Perhaps he might even leave Earth in all time lines and we can see how the rest of the Universe has been doing, how other worlds and newer beings live, and how he will interact with them. Maybe after all the time that Davies has reforged the content of the program it will open up back into larger vistas beyond just Earth and the human.

There is just one last Battle of Trenzalore, a Regeneration rule to work around, and then perhaps the potential for some reconstruction, for something new, for something old, and for something new again. Either way, I look forward to the journey.

The Work Continues and a Peek at Coming Attractions

Yesterday, I was going to post up an article that I already made but then I started to think about I feel that everybody deserves something fresh.

The obligatory zombie reference aside, this time of year is generally harder for me. I mean, winter probably has a seasonal affect on everyone and makes them want to sleep more but more recently I’ve been lucky to wake up in the early afternoon never mind what can be considered morning. I mean, I am up in the morning technically, but I generally haven’t slept before then.

It hasn’t been solely due to procrastination or depression however. If there is one thing I have been consistently this past while, it has been busy. I’ve been experimenting more directly with Twine now and after two experiments, there is another one that I would like to implement sometime soon.

For my next trick, I want to make a story with Headings that you can Rewind to, and selectable options that will determine what endings you will get. I envision a few game-overs, one “normal ending,” and one “true ending.” I have been looking at some tutorials, though I am concerned that I will be going closer into the realm of programming or, at the very least, the kind of “user-accessible” programming that was available in Civilization II: Fantastic Worlds. Twine may well be a gateway drug back into the Hell Temple of coding for me. But I do have help and all I need to keep track of time.

And I have to watch time very carefully. I have a story that I need to write, a Dark Crystal entry that needs to appear, an article that needs to be edited, and … another article that I want to write on Wonder Woman creator William Moulton Marston: on one aspect of his life in particular. I am wondering how much material will exist out there on the latter and when I will have a chance to look at this.

But I also know that I have priorities. This entry is a short one, but it’s good because it will serve as a reminder for what I am doing and what I plan to do. I will be back soon and, hopefully, sooner this time. 🙂

Help A Lonely Cat Feel Lonely No More: Tessa Kennedy’s Ghostcat and The World of the Incredibly Strange

I keep breaking my promises to just write stories on here for this month. However, the way I figure it I am talking about other people’s stories and looking specifically how they function. In addition, they are Halloween stories or narratives so attuned to the holiday that it might as well be.

So I have presented myself with another challenge. Not too long ago, I wrote a review called Sharing the Love From Ground Zero: Spread by Justin Jordan and Kyle Strahm for Sequart on a comics Teaser which I read, and then promptly wrote up that same day. However, this post will be on something a little less, shall we say … graphic than the above while, at the same time, illustrate the mystery, emotion, and sheer quirky weirdness that can be found in what looks like fragments of story and elemental cartoons in frame.

Not too long ago, British comics creator Tessa Kennedy of Kennedy’s Emporium Followed me on Twitter and asked if I could support her Indiegogo campaign: in which she is seeking funding to print and package as well as provide postage for her seventy-page comic Ghostcat and The World of the Incredibly Strange. While the book it features the black and white comics story of a cat that hunts for ghosts–not to banish or capture them, but rather to attempt to become their friend out of a sense of loneliness–there also seem to be a variety of different strange and weird tales illustrated in a seemingly rough and elemental manner not unlike Rich Burlew’s Order of the Stick, or even Jhonen Vasquez’s Johnny the Homicidal Maniac, but they are cuter somehow: cuter and more iconic.

Kennedy explains, in her description section, that her comics come from her “love of the dark and surreal mixed in with even darker and surreal humour hopefully giving the comic an extra dosage of nonsensical mirth.” Take this page excerpt as an example.

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At first, I’d almost say that this is a collection of comics that you would get for children, and they can still well be, but there are definitely some nightmare fuel-inducing and subversive elements in Kennedy’s choice of diction that make this comic totally worth while for adult consideration as well. Also, depending on what you want to contribute, you will not only get a version of the book but also a pen, a mouse pad and even a mini-comic.

Tessa Kennedy’s comic is definitely worth checking out and it is about the season to do so: and by that when is Halloween not everyday? I don’t have too much money on hand at the moment, so I thought I would help by writing up this article on Ghostcat and The World of the Incredibly Strange’s Indiegogo and encourage everyone who reads me to check this out. You wouldn’t want Lonely Cat–as I call him (if he is a him)–to remain lonely do you?

After all, he has so many other ghosts to find …

A Film Festival Double-Billing: We Are What We Are and Bounty Killer

So I am going to be doing something different. Not only am I going to make an early Blog post, but it is going to be a movie review: or more specifically two reviews back-to-back courtesy of the Toronto After Dark Film Festival. I literally got an RSVP after applying for a Press Pass that allowed me to attend the opening gala of the Festival with one other guest–in this case my brother–for free. In exchange, however, I am to review both of the  films that we saw.

This has been a very busy but exciting time with regards to my writing, so let me get this underway: after an obligatory Spoilers Warning. The first film we saw was Jim Mickle’s We Are What We Are. However, I would like to state that the film short–which the Toronto After Dark likes to include before every film–also bears some consideration.

It is an abstract film fittingly enough named Kin: which essentially is about a boy child who is on a quest to help a group of dancing shamans with strange masks summon a giant crow or raven. There is also a knight that was travelling by horse to the hilltop where the boy stands with his own wooden sword and shield. In addition, there is a small waif of a girl with pale blonde hair and a gossamer white gown who seems to have been waiting for the boy: only for him move past her, summon the creature, open his arms, and let the gigantic mythological blackbird either devour him or embrace him. The knight gets there just in time as everything ends and he and the girl just watch the sky where the boy had once been.

For me, it was an excellent segue into We Are What We Are because what we see is a child that, at first, seems to be challenging an ancient tradition or ritual while the adult–who seems to have power–almost helplessly follows him just in time for it to be too late. In fact, every time the boy stumbled, the knight seemed to stumble as well: which makes me wonder if the two of them are linked. Is the knight is an archetype that the boy pictures in his own mind before circumstances make him discard him: or pass him onto the girl? But in any case, and in the end, the boy–faced with the sheer power of mythology hovering in front of him–lets it overcome him on his own terms: leaving the idea of the knight behind to perhaps be born from the girl one day in order to continue a new tradition. This is what I got out of it anyway.

But in any case, Kin was an appropriate title when you consider what We Are What We Are entails. Just as it was outside the Scotiabank Theatre, so too was it raining at the beginning of this film. I will admit–much to my own eternal frustration–that there was a quote at the very beginning of the film that I can’t remember and it was even repeated verbally at the funeral scene. The reason I didn’t write it down at the time was because I thought it was a literary quote when, in actually, it came from a book that exists only in the film and I have not been able to find it since. I will get to that soon.

Essentially, We Are What We Are is a film about the Parkers: a family of cannibals that live in relative poverty close to a small town near the Catskill Mountains that eat human meat for religious purposes. In addition to this, the town doctor is still searching for his long-lost daughter amid a lot of flooding: flooding that carries strange objects with it in currents of water like flotsam and … old bones, for instance.

This seems pretty straightforward and not very original. However, there is more. The mother of the family drowns at the beginning of the movie: leaving her husband, two daughters, and young son in tremendous grief. And here we see something very interesting. The family patriarch Frank Parker–who is traditionally in charge of procuring their source of meat–could easily be portrayed as a complete and totally cold-hearted and  abusive monster. But he isn’t. He genuinely grieves for his wife’s death. It makes him completely fall apart to the point where his daughters–who love him–take care of him. If anything, it is the disconnect between what this family eats and how they still act as human beings that makes this film even more disturbing because you end up having sympathy for, well, the monsters.

It is no coincidence, when the middle child Rose Parker is reading to young brother Rory Parker about a “happy monster” that he says–after accidentally seeing the “animal” they were keeping in their basement–that the “monster is actually sad.” And the monster–the secret of the family–is sad. We find out that the Parkers’ holiday of Lamb’s Day began in the 1800s when their early settler ancestors ran out of food and nearly died in the wintertime. We find this out as Iris and Rose Parker are reading the book that has been passed down throughout all the generations of their family: detailing how the first patriarch’s two daughters found their father in front of the body of a woman and partook with him of her flesh. This was the beginning of the family spiritual epiphany: of that transgression to live and then ascendance beyond the taboo of eating human meat to find new meaning. This was the beginning of their Lamb’s Day: a man making a decision to undertake it and two girls deciding to carry on the tradition through their line. And, after all, don’t most religions begin with trauma?

There are, however, obvious consequences for eating human flesh: such as the lovely addition of Prion Disease: which includes tremors and tremendous brain damage. At the beginning, when their mother is trembling and essentially dies from the illness at the general store, a man says that the storm outside will “only get worse before it gets better.” And unfortunately for the matriarch of the Parker family, it only just got worse until it finally ended.

Yet the ending … The thing to understand is that the older daughters were thinking of abandoning Lamb’s Day and trying to become normal: hoping to find some way to get past their overbearing religious father. Unfortunately, this did not end well. The father begins to notice that the old bones of their previous feasts are drifting down the river and he begins to understand–even in his Prion-riddled brain–exactly how screwed they truly are. He also kills Iris’ boyfriend as they are about to have sex: as he is right on top of her. And then to add insult to injury, he puts arsenic in their Lamb’s Day stew–yes, that kind of stew–when he realizes they will all be discovered. So not only does Frank hurt his daughters–and you notice he never lays a hand on them, though he is so imposing he doesn’t even have to–but he betrays his oath to protect the family and the tradition.

What happens next is nothing short of watching a terrifying transgressive religious reformation of sorts unfold as his daughters, both dressed like Gothic Lolitas–fulfill their Electra complexes and consume their own father while he is still alive. Meanwhile, the Doctor–who figured out that Frank killed and ate his daughter–watches this all happen and, assuming they spared his life, I’m thinking at if I were him at this point of seeing this Bacchanalian horror unfolding in front of me I would really reconsider that long overdue retirement to Florida: provided a Dr. Lecter wasn’t staying nearby.

The ending was just beautiful to me in all of its gory horror. Iris and Rose manage to consummate their love and hatred for their father: defeating that monster that he is through even greater depravity. I mean, think about it: he and the family over many years at least prepared and cooked their food. These girls are eating him raw: while he is in agony. There is something more honest about this “back to basics” religious approach and also a rebirth. Because if they didn’t eat the Doctor at the end of the film or even kill him, while they are driving away with their baby brother and the ancestral book in hand what we might be seeing is the creation of a whole new kind of familial cult: of the women–who carried out the line–taking it away from the false civilized nature of the patriarchy and making it something new.

What is even more hilarious is this: at the end of the film, we got to ask the film-makers questions and one of the things that came up was that they not only planned a prequel to the film: in which we find out how Frank meets his wife, gets inducted into the Parker family and takes on the role of matriarch–of actually killing and preparing their human food–but there is going to be a sequel as well which takes place, of all places, in Mexico.

Now, let me make something else clear.

We Are What We Are is a revision, not a remake, of Jorge Michel Grau’s Mexican film Somos lo que hay which has all of the gender-roles reversed and a whole different ending. The idea was transplanted from Mexican social commentary into American religious criticism: and now is being transplanted in a weird sort of creative hybrid way back: to the point where the endings almost meet. I can only imagine Iris, Rose, and Rory Parker making a new family tradition: of only killing and eating criminals and otherwise bad people instead of the “shit where you eat” mentality and hypocrisy of their father who made them eat their town doctor’s young daughter. A shameful secret becomes a religious mystery once again and two girls come of age in blood and sacrifice. Perhaps now, when they finish reading their brother his story for the night they can now safely end it with, “And the monster was happy.”

So, after going twenty minutes later over schedule and a bathroom break my brother and I went to see the next film: which was Henry Saine’s Bounty Killer.

I don’t know how much I have to say about this one, but again the short L’Étranger was a nice and fun lead-in: an action sequence with a cowboy who, after killing and maiming everyone in a bar, was simply there to deliver a package on time. It was amusing.

As was this trailer for the following film.

Bounty Killer is a post-apocalyptic comedy action film that was originally taken from a Kick Start Productions comic book which Jason Dodson and Henry Saine also created–the latter of which seems to only be available in the iBooks Store–along with an idea for a 1997 animated series that never happened. So essentially what we are looking at is a film created from action, almost superheroic animation that didn’t completely happen, and a comic that in addition to its own self was made to help storyboard its very existence.

It is a tongue-and-cheek movie that takes place in a world that has suffered from the Corporate Wars: in which corporations eroded the world governments and caused mass chaos and suffering. In the wake of this, there is a Council of Nine formed in the Wastelands that creates the Bounty Killers: celebrity assassins that hunt down the white collar corporate individuals and their Yellow Tie minions as war criminals … though Darth Vader’s age-old admonition of “No disintegrations” seems to apply at least with regards to their heads.

As you can imagine, the violence is exaggerated not only in a stylized way–ala Matrix-level slow motion scenes cut with fast pacing–but it is literally parodied with some snappy one-liners and moments of pure, fun ridiculousness.

What is also really interesting is the way they set up two of the main characters. Mary Death is the former protégé and on again, off again lover of the first Bounty Killer Drifter: who is literally stylized violent sex. Drifter is not so much this, but he is an extremely pragmatic and clever man who used to be the head of a corporation before his company betrayed him by making weapons and he hunted most of his business partners down. As he put it, he was “sick of being behind a desk.”

In a sense, training Mary Death was one of his best decisions: as she unknowingly distracted everyone else from really looking at his celebrity status and into his past as a former Corporate. In fact, as I think about it now, Drifter most likely purposefully botched his kills–such as, well, disintegrating him–so that people wouldn’t pay too much attention to him compared to Mary Death and start hunting him.

Of course, this all changes as a bounty is seemingly placed on him by the Council of Nine: under his true identity.

Mary Death herself is a former member of a raider and infiltration group known as the Gypsies of all things. She approached Drifter ages ago to be trained by him in the arts of Bounty Killing: though how she actually knew what his real skills were like is unknown. She is a dangerous woman. Aside from my previous description of her, it is the best way to sum her up: although she does like to give autographs. She and Drifter a strange relationship in which she exercises independence and love by stabbing him non-fatally in the spleen and leaving him to chase her: at which on two occasions he has said, “She cut me … deep.”

What is really interesting is that Mary Death is set up in a way that makes her look like the protagonist of the film–even the film’s advertising has her as the central aesthetic figure–but the focus isn’t always on her. The film’s perspective alternates between Mary and Drifter: ending with Mary in an iconic sort of way. This film is also inter-dispersed with Heavy Metal-like animation and illustrations: making it not unlike, as others have pointed out, Kill Bill meets Mad Max.

Really, the film is crazy: just plain crazy. But it is crazy in a fun “what the fuck” way. It is also fascinating to consider how the “white collars” and Bounty Killers evolved as their own cultures in this post-apocalyptic future and how when you strip away that veneer of civilization a lot of this 1% to 99% we keep hearing about would become tribes of a different kind and the film definitely reflects the current cultural reaction against the former.

That said, there is one regret that I share with Henry Saine: namely, the exclusion of one aspect of Mary Death’s origin. He told us in the Question and Answer period that originally Mary Death was supposed to have been a child on an airplane during the Corporate Wars and that when the plane was being attacked; she was actually by what was essentially a bad-ass stewardess. Even though Mary Death was taken by the Gypsies after this, she never forgot that woman who defended her to the death–even though she had once worked for a corporation–and modelled her new uniform in her memory.

I did like this movie, but I have to admit that I was put off by the moral of love and independence being a knife in the spleen. But hey, if you are into that sort of thing who am I to judge?

And, after that film based after the Corporate Wars was over, we appropriately stopped off at the After Dark’s event at The Office Pub.

So this has been an ad hoc review of the Toronto After Dark’s opening salvo. I hope you enjoyed this and please, when you get the chance, watch these films. As for me, after seeing the last one I now definitely need to somehow watch Saine’s The Last Lovecraft: which was shown at an After Dark opening gala a few years back.

And I definitely need to do this sometime again.