Monday, August 12, 2013

Elysium



Elysium
and
The Unsustainable Future


The  following essay is not intended to be a review of Elysium (which I liked quite a bit) but rather an exploration of the themes and events in the film.



 
Do not read this if you are intending to see the film. There are spoilers ahead and specifically discussion of the ending of the film. See the movie, then discuss...






 
Elysium imagines life 150 years in the future. In the intervening years the population on Earth has exploded and the world is a crowded, dirty place. Downtown Los Angeles was wonderfully rendered with shacks on top of high rises and freeways, and in fact, everywhere. The  visual effects are very well done and the world of shanty towns seemed real.

The super-rich, the one percent of the one percent live in what is outwardly a utopia. Elysium has beautiful homes and wonderful yards with robotic servants and medical machines that can cure any ailment or repair any injury. Those medical miracle machines are not available on earth. All the citizens of Elysium are given a unique barcode which lets them onto the space station and access to all the goodies - including the medical pods. 

Enter our blue collar hero, Max, played by Matt Damon. He has been radiated in an industrial accident and will do anything to get up to Elysium. His former girlfriend is now a nurse and has a daughter. They reconnect when Max goes to the hospital.

Max takes a job from a shady fixer and attacks the industrialist (down on Earth troubleshooting)  that created the software that runs Elysium. Max has been equipped with a very low-tech cyberlink and he downloads the full Elysium software package from the industrialist's brain. 

Now everybody is after Max. He gets on a shuttle and makes it to Elysium where he and the fixer pull the software out of Max's head and permanently modify it to make all the people of Earth citizens of Elysium so that the sick little girl can use the medical pod. The Elysium government is disrupted and Elysium is now open to all. 

The End.

However... I find this ending troubling because what good would it really do to allow everyone onto Elysium? It would quickly become overcrowded and unsustainable. And what good would bringing the medical pod technology down to Earth really do? Imagine a world of massive overpopulation suddenly given a massive increase in life expectancy. There would be food wars and turf wars and end up with even worse problems. Soon enough someone would reduce the population via nuclear weapons and Elysium would likely be destroyed.

This is why I find the ending troubling and why I am not sure about the message of the film (if any) and where we go from here. Would the super rich truly be happy living quiet lives of parties and luxury?  Not being super rich I can't be sure, but a boredom level would have to take effect at some point.

I think that 25 years in Elysium's future will be a world in chaos and strife with turf wars and the world splintered into thousands of factions all fighting for a tiny piece of the pie.

I think that having Elysium there gives the people of Earth something to strive for, something to dream about, something to live for. It might even give them hope.

Hopefully we will make our future better.



Disclaimer:  The opinions expressed here are mine alone and do not reflect on those of any other person, my employer, etc. 'Nuff said.

Monday, July 29, 2013

Pulp of the Week - Doc Savage 37






The Metal Master - March 1936


WARNING - EXTRA SPOILERIFIC!

Bring on the super-science! There are no charlatans here, this stuff is all real. This supersaga begins with a young woman escorting an old man to Doc Savage's 86th floor office. The woman, Nan Tester, thinks that Seevers is a bit nuts, but she'd like to meet Savage and see if his reputation is accurate. When they get to the office, they are attacked and Seevers is taken, but Doc gets the girl and hides her in a secret room in his laboratory. Doc pursues Seevers and when he finds him it is too late. He is partially protruding from a blob of metal that used to be a car.

A gang has gotten their mitts on a a piece of gear that causes metal to liquify while it is exposed to the beam. Not good if you are in a car, for instance. The leader of this gang is, of course, The Metal Master.

In one section, Nan Tester asks Doc about the fights between Monk and Ham. He explains, "Years ago, it became evident that the only thing that will stop Monk and Ham from quarreling is for one of the other to get killed."
Nan replies, "Oh! Then they've been like this on other occasions?"
"On practically all other occasions," Doc explained.

There is a lot of good in this Lester Dent book, and really only one fault. They bring back the monkey. Yep, Ham Brook's pet ape returns, just when its seems that we forgot about him. Oh, well, it was good while it lasted. The story explains that Chemistry was quarantined for many months in with customs…

After some globetrotting and gun play, the secrets of the Metal Master are revealed. Oh, and a decent twist plays out for a good bit before being revealed.


I'll give The Metal Master a 7.5 out of 10 due to a few sections where Dent was on autopilot and the monkey. Everything to do with the melting of metal is pretty great. The Pulp cover is by Walter Baumhofer and the Bantam Cover is by Fred Pfeifer.



Wednesday, June 26, 2013

Pulp of the Week - Joyland by Stephen King








Joyland is Stephen King's new novel from Hardcase Crime. This paperback original tells the tale of Devin Jones, a college student who gets a summer job at a small seaside amusement park (the titular Joyland) in South Carolina. This being Stephen King, there is a lot going on, something beyond the unexpected and heartbreaking exit of his girlfriend who is transferring to another school and ultimately to another man.

There is a single, lone dark ride at Joyland, a ramshackle car in the dark called, The Horror House. Years before, a young woman was savagely murdered there by her date. People say the ride is haunted by the girl that was butchered there. The killer was never found. In the back of his mind, Devin would love to solve this horrific crime, and his sympathetic college friends pitch in to help. They are the mostly off stage research assistants.

Despite being sullen and withdrawn, Devin can't help but notice the boy in the wheel chair that sits out in the yard of a magnificent home along the beach. A boy that is whisked away at the sight of strangers by an attractive young woman. There is a moment of opportunity and the boy engineers a meeting with Dev.

 As the weeks go by his relationship with the boy grows, Dev learns how to play by the young reluctant mother's rules. He also learns how to be a carny, and speak like a carny. And, despite it being forced on him, loves his new found role playing the park's mascot. Hiding behind the mask sets him free and the kids love him.

This being a King book, not everything is as it seems and there is something odd going on in Joyland and with the people Dev meets. Something that lurks in the dark places of the heart. This story has a lot of magic to it, and a bit of 'the fog of memory' in its telling. Joyland is a really good book and I highly recommend it. Joyland is a quick read and it's funny how fast you can read a book when it is really good (and not 1500 pages long.)

While Joyland is short for a King novel, its length falls in line with the majority of books on my shelf—books accumulated during the 70s, 80s, and 90s—books I think of as a regular size, around 250 to 300 pages. I realize that those days are over and now books are much longer, but his is the length I like. Maybe that is why I am drawn to pulp and YA novels like Leviathan and The Hunger Games. The stories are fast and to the point. King fits everything needed in this book. Love. Loss. Joy. Sorrow. Longing. Redemption.

The setting along the shore reminds me of the childhood vacations at Cape Cod mashed up with the carnivals and thrill rides of the old quaint Euclid Beach Park or the early Cedar Point, before it exploded into a mega coaster mecca.

Thanks, Stephen, for still writing great, personal stories and for supporting a brand like Hard Case Crime. I'm not sure when Hard Case went to trade paperbacks (or if they always were), but despite the larger size, I still love paperbacks. The package that they have put together is outstanding, from the juicy titles and cover copy to the lurid and fantastic Glen Orbik art.

I give Joyland an 9 out of 10.




Friday, June 21, 2013

Pulp of the Week - Doc Savage: Skull Island




Doc Savage: Skull Island
by Will Murray
Based on a concept by cover artist Joe DeVito

The new Doc Savage novel by Will Murray contains a record number of authorized firsts for the character. Murray digs deep into the Savage family history, Doc's relationships with his father and grandfather, and Doc's personal journey toward becoming the man we know.

This book starts in 1933 New York - most likely just a few months after the events of "The Man of Bronze" and "Land of Terror," but the story soon spins into an extended flashback to over a decade earlier as Doc tells his five friends of the tale when he and his father went on a quest to find Doc's grandfather, Stormalong Savage.

Stormalong is a sailing captain of the old school and his ship has vanished in the vast South Indian Ocean. Doc's father is a sailor as well and summons Doc to join him on the Orion, the very ship he was born on. Captain Clark Savage, Sr. is a stern man with a crew of Mayans that make the trip in search of Stormalong's ship, the Courser.

The journey to Skull Mountain Island involves much adventure as well as sailing for many uneventful days. Doc spends his time tinkering in the small machine shop, learning Mayan from the crew, and getting on his father's nerves. In the shop he is adapting a service automatic to fire full auto.

Deluxe Hardcover wrap around jacket
Soon enough Doc arrives at Skull Island and clashes with island natives, dinosaurs, and other denizens of the island, all leading up to Kong. While there is quite a bit of plot about a band of headhunters stalking Kong, we all know that they won't get him because Kong is in New York at the start of the book. Thus, the suspense with Kong's life is lessened.

There is also a smaller, white ape (like the one in Son of Kong) whose presence is not explained and in fact is a bit confusing considering its fate.

Stormalong is a wonderful character and I wouldn't mind reading a Murray novel or two featuring him. He's crotchety and set in his ways and fun. Clark, Sr. is a bit of a stick in the mud and Clark, Jr. (Doc) questions him about sending a child (Doc himself) off to live with professors and scientists instead of taking care of the young boy himself.

It is this material, the family stuff that is the heart and reason for this story. Dinosaurs, headhunters, the voyage, and Kong himself are secondary, but fun, parts of the book.

Will Murray has done a fine job with this book and I commend him for expanding the canon. The cover by Joe De Vito is terrific as is the presentation as a whole. I'll give Doc Savage: Skull Island an 8.5 out of 10. 

There has been a lot of fan interest in this match up for a long time. There is a lot of material at Rip Dagger's Dojo blog. Doc Savage cover mashup expert Kez Wilson did a great one on his blog, mashing up two James Bama paintings.


And more art...


Next up - Doc Savage meets Tarzan? Doc and The Shadow? Doc and the Avenger?

Wednesday, June 19, 2013

CTHULHU WARS



Cthulhu Wars!

Cthulhu Wars is a game of epic struggle as the Great Old Ones clash to determine which one rules the Earth. No matter the outcome, it seems that humanity loses. The game is currently on Kickstarter with more than 2 weeks to go and it is way past the funded level and will be made. The figures are all sculpted in the standard miniatures game scale of 28mm. The monsters are quite large.


The game is designed by Sandy Peterson, a guy that knows a thing or two about Cthulhu, having written the classic pen and paper RPG Call of Cthulhu.

The Kickstarter has options to just buy the figures by Faction, special 1st player marker sexy figures, sculpted gates, custom dice, posters, t-shirts, and additional factions. You could just buy in on a faction and play with your friends using your own figures, or use the figures for horror RPGs. As minis go, these are a good value, look great and should paint up well.

There are lots of extra factions and choices including additional Great Old Ones. They are planning 13 additional Factions. These are $48 each. The first is Yog Sothoth. Others planned include: Tsathoggua, Ithaqua, Azathoth.

There are also 3 map expansions including the Dreamlands with a new maps and plastic pieces. These are $40 each.


Cthulhu Wars is played on a huge world map (ala Risk) and each player gets a unique army led by one of the Great Old Ones. The base game factions are: Cthulhu, Nyarlathotep, Shub-Niggurath, and Hastur. Other figures are listed in the complete list below.

I am quite impressed with the figures and the game design itself.


One of the interesting features of the rules is how first player and turn order are determined. The player with the most power goes first, but they get to choose if the round is played clockwise or counter-clockwise around the table. Neat. Power is determined by how many people and gates the player controls. This includes cultists captured in the turn before! Those guys are then killed and returned to their player's off board unit supply.

On your turn you may do one of the following:
Recruit a single Cultist (get more dudes on the map)
Move your dudes (spending 1 power for each) to an adjacent territory
Create a Gate (a portal to bring in Monsters) (only one per territory)
Capture Cultist - your monsters can help recruit your enemies forces to your side
Battle - fight enemy units in the same territory
Summon Monster to a territory where you have a controlled gate
Control Gate
Ritual of Annihilation
Awaken Great Old One

Players recruit Cultists and summon monsters and gain power and Spellbooks until they have enough power to win.

I will probably always think of this as Cthulhu Risk and to me that is a good thing. A 15 page text only rulebook is posted on the Kickstarter and I think it reads pretty well and the components are great. With Sandy Peterson involved, this is likely a pretty good game. But the price - $150 for the base game. Woah.

Here are the factions in the base set:


The game includes the following (quoted from the rulebook pdf):

Rulebook
Player Hints & Tips
Mapboard of Earth (in two pieces, printed on both sides)
4 Faction Cards
4 Power markers (faction-specific)
4 Doom track markers (faction-specific)
1 Ritual of Annihilation Marker
Starting player tile (circular)
24 Spellbooks (6 per Faction)
~12 Desecration markers (yellow sign)
16 Gates (cardboard, large)
30 Elder Sign chits (two-sided: one side has the Elder Sign, the other has a number – either 1/2, 1,
or 1 1/2)]
· Thus, a third of the Elder Sign chits say “1/2”
· A third read “1”
· A third read “1 1/2”
20 six-sided dice
Plastic:
24 cultists, six each in four colors; BLUE, GREEN, RED, YELLOW
5 Great Old Ones; Cthulhu (GREEN), Nyarlathotep (BLUE), Shub-Niggurath (RED),
Hastur (YELLOW), The King in Yellow (YELLOW)
4 Deep Ones, 2 Shoggoths, 2 Starspawn (all GREEN)
3 Nightgaunts, 3 Flying Polyp, 2 Hunting Horror (all BLUE)
2 Ghouls, 4 Fungi, 3 Dark Young (all RED)
6 Undead, 4 Byakhee (all YELLOW)
Total types of figures: 18
Small figures = 39 (cultists, deep ones, nightgaunts, ghouls, undead)
Medium figures = 14 (shoggoths, flying polyps, fungi, byakhee, King in Yellow)
Large figures = 7 (starspawn, hunting horror, dark young)
Huge figures = 4 (Cthulhu, Nyarlathotep, Shub-Niggurath, Hastur)
Total figures: 63 + 16 Gates





Fnord



Friday, May 31, 2013

Wow it has been a long time...


 .




It is amazing how time flows forward,  either taking all of us for a ride, or leaving us in its wake. I'm not sure what happened, but I have taken a lot of pictures for articles that never appeared (X-Wing wave one, new Adventurers, Netrunner rerelease) and life goes on.

Rather than chase the past, I will be chronicling the future (or at least the present) as it arrives. I am currently reading Doc Savage: Skull Island from Will Murray and Joe DeVito, and The Astounding, the Amazing, and the Unknown by Paul Malmont. Reviews will follow.

I have 2 more Clark Tyler novellas that are working their way toward publication. The copy editor has had at them and I'm working on the final pass.

Thank you all for continuing to visit the Savage Tales blog and I will try to get you some good stuff.

Pete

Tuesday, April 16, 2013

2013 Pulp Factory Awards - Winners!


2013 PULP FACTORY AWARDS ANNOUNCED




For the fourth consecutive year, the Pulp Factory Awards were presented at this year’s Windy City Pulp & Paper Convention.

These awards are given to the best in new pulp fiction and art published during the previous year as voted on by the 111 members of the Pulp Factory; an internet group made up of pulp writers, artists, editors, publishers and dedicated fans.

Writer William Patrick Maynard and artist Rob Davis once again co-hosted the award presentations, handing out the sculptured trophies done in the shape of a quill pen set against factory-like gears.

The pen represents both writers and artists, the gears paying homage to the assembly-line production of the old pulps of the 1930s.




This year’s winners for the best in fiction and art for 2012 were:



For Best Pulp Novel –
THE LONE RANGER – VENDETTA by the late Howard Hopkins, published by Moonstone Books.






For Best Pulp Short Story –
"The Ghoul" by Ron Fortier from the anthology, “Monster Aces,” published by Pro Se Productions.





For Best Pulp Cover –
Joe Devito for THE INFERNAL BUDDHA published Altus Press.




For Best Interior Illustrations –
Rob Moran for THE RUBY FILES published by Airship 27 Productions.

This year’s preliminary nominations and final ballot represented a total of twelve New Pulp Fiction publishers.

The Pulp Factory membership congratulates all the winners for their exceptional work.

Congratulations to the winners!