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Releasing July 30: Lost Station Circé

It's happened. It's here. After a nerve-wracking wait, I have a date.  Lost Station Circé , the second entry in my Cluster Cycle ser...

Sunday, 26 November 2017

Review - Book - The Picture of Dorian Gray

Note: This review is based on an unabridged 8-CD reading by CoverToCover.

Oscar Wilde is most widely remembered for his comic plays, which act as social satires of his time and contain some of the greatest witty dialogue ever put to paper. But Wilde's body of work also covers essays, short stories and novellas, the latter including classics such as The Canterville Ghost and Lord Arthur Savile's Crime. But one book has had a profound legacy outside his traditional sphere of work; the Gothic philosophical novel this review is dedicated to. It has been adapted multiple times for radio, television and the movies, but aside from a very few, they all seem to miss the point of this story.

The figure of Dorian Gray and his vaguely implied Faustian pact has cast a long shadow over Gothic and horror fiction, elevating the character and concept to a fame the original book has struggled to match. I'm sure most people know of Gray, but fewer know of the book itself. They know the character through the movies, where erotic elements have been added to appease a sex-hungry public in an age where many might consider romance to be dead. But this novel is so much more; it's a biting commentary on the society of the time, but without Wilde's traditional wit. This turns it into a far darker offering than his comparably fluffy plays.

The basic synopsis is well known and well worn. Gray, in the full flush of youth, curses a recently-completed portrait which captures a beauty which will inevitably fade. Through a disastrous romantic escapade with an actress, Gray sees the painting begin to change in a subtly unpleasant way while he remains pristine. This is the basic premise, but what many people will fail to grasp is the principles behind Gray's actions over the course of the novel. In his affair with the actress, there is nothing sexual; he falls in love with her acting ability, which brings life to the Shakespearean roles she performs. Later, when he resolves to use the painting's "gift" to experience life as never before, it is focused on the aesthetic wonders of life and experiences that heighten his sensations of the world (which, yes, includes the popular drugs of the time such as opium). We're never given exact details of his pursuits beyond his passing passions for music and jewels, but it's never stated once that he does anything sexual. It's all about the aesthetic beauties of life and gratifying his senses, in addition to a streak of experimentation that I'm sure most people will understand in some way. He also, at several points in the novel, exemplifies the Victorian upper class stereotype (and often reality) of never wanting to talk or thinking about things that were not "nice".

Alongside Gray are two characters that must not be forgotten. Lord Henry Wotten, an unrepentant and opinionated hedonist who influences the impressionable Gray, is arguably the one responsible for the events of the novel, even though he knows little of Gray's true nature. Basil Hallward, the painter who creates the eponymous picture, is Lord Henry's antithesis, being humble and morally upright. He is also gradually undermined by his complete infatuation with Gray as his ultimate muse (those who wish to see otherwise in Hallward's proclaimed "love" may do so, as I'm sure many at Wilde's indecency trials chose to). These two characters pull Gray in different directions, and provide mediums against which to compare Gray.

From a simple reading perspective, the prose can get a little difficult to swallow as Wilde goes into long philosophical expositions on Gray's inner thoughts, and a large portion of the central book is dedicated to explanatory time-skipping. But these parts inform and strengthen the experience, and key pieces of the narrative are scattered in within them. Without that additional exposition, you wouldn't understand Gray's progress through life half as well. Wilde's style, in contrast, helps convey the emotion of situations expertly and succeeded with a few lines in turning my sympathy for Gray into utter disgust - that's something a very few books have ever managed to do in my experience.

The story as a whole is highly enjoyable, and I recommend that you seek out a complete edition of the book rather than any abridgment or any but the most fanatically faithful adaptation. But for those who have seen Wilde's plays and expect light comedy and titter-worthy lines, be warned. There is little to no comedy in this novel, it's biting satire and mature philosophising people won't typically associate with Wilde. But in doing this, I'd say that Wilde created one of his finest works. and a true piece of literature. Regardless of its influence in horror, its place in the canon of fiction should not be ignored. In an additional note, the complete reading upon which this review is based - with narration by Edward Petherbridge - is top-notch and a worthy edition to any CD or audio collection. If you can find it...

9/10.

Sunday, 19 November 2017

Story Construction - The Line Between Influence and Cribbing

Note: Sorry if it's rather short compared to other posts, it's rather short notice.

Taking inspiration from those that have come before is common practice for any author, whether it's the scholarly writer of non-fiction, or a writer of the most outlandish fiction imaginable. But where does inspiration end and cribbing begin. To be exact, when I use the word "crib", I'm talking about plagiarism, that career-destroying sin authors commit when they either take heavy inspiration from or lift word-for-word from another work without acknowledging their inspiration/source. This is a problem with me for a very particular reason; with some exceptions, I don't have a good original visual imagination.

Yeah, that was quite a mouthful. I'll try to explain it. In some respects, I've an extremely active and visual imagination, as I'm an avid fan of visual media such as comics, movies, television and video games. In contrast, my spark of invention lies primarily in the written word, meaning the images in my mind are more akin to placeholders for the characters I create than actual visions of what they look like from the book. From characters created by artists to the visages of notable actors and actresses, I copy-and-paste to ensure I've got something there for when I create the scenes in my head. This tends to go hand in hand with how I can find sudden inspiration while going through something completely different from my story that's got a strong visual motif. Example; much of Crystal and Sin has a tone that took inspiration from both the anime series Cowboy Bebop and the American live-action series Firefly.

But that presents a very real danger. Where does inspiration end and cribbing begin? There's always the risk that the unwary author will take too much of something and run the risk of being seen as too derivative. Of course everything's been done at some point, and phrases or names will inevitably slip into our subconscious to be filed away for future usage. But when they begin intruding on your own thoughts and wishes, it becomes a real problem. I've abandoned more story ideas than I can count because they're just too derivative. Other ideas have needed massive modification due to the same reason.

Example: I have a wonderful idea focused around a world where humanity has become sterile, and its population is mainly replaced by artificial humans whose only difference is a slight blankness of look and are ruled by the last six surviving "true humans". The main plot is the mystery why one of the surviving humans is trying to kill the others. Sounds great. Except that I was inspired by the video game Drakengard 3 and the book series by Sean Russell starting with Beneath the Vaulted Hills, which have a very similar premise (a key figure related to something bringing an end to that same something). If the premise is strong enough, which I believe this is, it could be carried through. But if it remains verbatim, then I'll never be fully comfortable with it.

Another one barely worth a mention was a planned series that stank so much of the Earthsea and Inheritance books I dumped it after fifteen chapters, utterly unable to continue writing something that derivative. It led to the creation of something else slightly more original and promising, but its original form is dead and buried. And good riddance.

These are just two instances. There are dozens I can only just remember because the ideas came within a few days and left in just as short a time, or were modified that their initial derivative forms are lost for good. And a good thing too. The last thing I want to feel like is a copycat...!

Sunday, 5 November 2017

Using a Genre; Straight, Satire, or Deconstruction - Part 3

In this series of blog posts, the first in some time due to a variety of factors, I've decided to focus on the three major ways people use genres in general; playing them straight, satirising them, and deconstructing them. Each has merits, and none are set in stone. That's what lovely about them!

This time, for this final post, deconstruction is the order of the day. So what is deconstruction, when not applied to Lego or philosophy that is? Well, it's generally applied to stories in various media which take the tropes of a particular genre and examine them with a critical eye and the aim of understanding its interior workings. While satire does something similar, deconstruction tends to be far darker. The word "deconstruction" has been associated most recently with anime, which has become notorious for relying on genre tropes to the point of exasperation, but many of these deconstructions don't actually count as such. They're just dark or violent takes on those same tropes without actually deconstructing them.

It's difficult to pin down what counts as deconstruction, so it may surprise you what I've picked out as fine examples of it. For books, I think one of the best examples for its time is the work of H. P. Lovecraft. Yes, his weird fiction may be a common subgenre now, but in its day it was groundbreaking. While most stories at the time focused on humans overcoming impossible odds, Lovecraft takes completely the opposite approach, using typical story beats of his time, wrapping his distinct and near-nihilistic views on humanity around them, and creating stories that can be seen as a commentary on how these stories are typically told, and how their protagonists are portrayed. Of course every book can have deconstruction in it somewhere, but there are very few which have it as a major part of their narrative.

The same can be said of movies and television, although there it seems to be spread even thinner on the ground due to...reasons. But there are plenty out there. Shrek, in between its bouts of comedy and genuinely moving romance, deconstructs multiple fairy tale tropes people take for granted, accomplished by making its lead character an ogre, a being typically portrayed as a villain or antagonistic minion. A series that I think does this well is Firefly and its movie conclusion Serenity. While it has the usual allowance of sci-fi tropes and concessions, its people are more real than most other sci-fi casts, facing its extraordinary circumstances with down-to-earth responses. A special shout-out must be given to Whedon's writing as he makes characters real even in the most outlandish situations.

In anime, deconstruction has sadly become more of a buzzword than an actual description of the anime's contents. Shows like School Days and Puella Magi Madoka Magica are labelled as deconstruction without actually understanding what a deconstruction is. In my view, they're just ultra-violent or downbeat takes on a genre's tropes without actually deconstructing them. There can be deconstructive elements there, but it's not like the whole show deconstructs the genre. One show I think is often overlooked in the deconstruction line is Neon Genesis Evangelion. It stands as both a prime example of the mecha genre, and a brutal examination of what real teenagers with real problems would do and how they would react when stuck inside a giant mech and forced to fight merciless monsters dubbed Angels.

Video games have a far richer field of view for deconstruction due to their interactive nature. But again it's an industry averse to taking risks, even more so than the movie and television industries as they focus more on high returns than art. The setting I most associated with deconstruction is Yoko Taro's seminal Drakengard/Nier franchise. On the surface a Medieval high fantasy world, its dark twist on multiple RPG-based storytelling tropes from the hero with animal companion and love interest (here a sadistic soldier with a racist dragon and a sister holding secret incestuous love) to the righteous cause of the main character (androids sent to Earth to defeat monstrous machines, only said machines aren't nearly so monstrous and their leaders not nearly so honest as they seem). One part dark fantasy, one part cautionary tales about prejudice and the nature of killing, one part deconstruction of what games are, this franchise is unique in the gaming world. And that's saying something!

Closing Note;
Playing it straight. Satire. Deconstruction. Each has merits. Each has pitfalls. I'm not telling you which to use or which to ignore, only showing what they have to offer. I hope you've enjoyed what I've shown you as examples of these three approaches.

Shameless plug time ;)
If you want a cheap sample of non-violent deconstruction, then why not take a look at When Ai Met Yu: A Modern Japanese Romance, my take on the LGBT-focused yaoi/bara genres.

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